We've seen the original, here we have WildWeasels edit to the DoomVisor hud by Mike12.
Wow looks cool, reminds me a bit of Republic Commando
every time I try to play the Doomvisor_hudWWDN.pk3 file, it gives me a Bad Syntax error. Help?
is your Zdoom, GZdoom, etc etc the latest version?
just downloaded the latest version, and it still gives me the same error
I guess you are using Zandronum. Wild Weasel has not created a separate file for Zandronum compatibility, so use G/ZDoom instead.
What is in your opinion better, GDoom or ZDoom.
Because I was always been using Zandronum.
i like the look and feel of zDoom the best, but gzDoom has some graphic and other advantages. I have both depending on the mod, if it requires gzDoom then I use that, if not i just stay with zDoom
is there away to make the doom face the original and change the name = )
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"Execution could not continue.
Script error, "doomvisor_hudWWDN.pk3:sbarinfo.txt" line 7:
With Zandnorum -_-
Wild Weasel has not created a separate file for Zandronum compatibility.
This one is great! along with the cracks when you get hit from brutal doom it really makes you feel you're Doomguy, but i wonder, why do the ammo counter only gets to 99? it's hard to know how much ammo you have left since the ammo limit for the bullets and power cells are 400 and 600. And, could you please make a version with the original face? keep up the good work man!
It looks like the counters for magazine and max ammo are reversed. Should be a simple fix if the author gets around to it.
When can we expect Zandronum compatibility ?
WildWeasel has not created a separate file for Zandronum compatibility.
how i install
Drag the file onto G/ZDoom.exe
Why has doomguy a picture of ironman in his visor?
What's the font?
Drag the file onto G/ZDoom.exe to play.
You need to open the file with a program that can extract PK3 files like SLADE (That's what I use). After you install it, delete all the faces in the folder "Sprites" (In the Archive).
Guys, a tweak to make this pretty much fully compatible with vanilla Doom can be found in the link below. Ammo counters and proper font colors are included, and the original status bar face is available as an option. I think this is useless now.
Hey, you're the one who had an creepy avatar before?
Yes. Also, here's an update. Forum.zdoom.org
So wait how can I mix this with Brutal doom because its a good Visor.
Whoop nevermind found out
I'm having a bit of an issue here.
Using the click-and-drag method, along with brutal doom (v19), the mod doesn't seem to want to work correctly. None of the cosmetic elements of the HUD will actually be rendered, just the health, armor and ammo counters. It's not a game-breaking problem, but it's certainly annoying the Hell out of me. Using either in varied load orders in a .bat doesn't function right, either.
And no, I'm not touching Zandorum. For some reason, it hates my system.
His name was Flynn Taggert unofficially in the Doom novels; it was only until one of the mobile Doom RPGs (the second one I think) that id software tied the Doomguy and BJ from Wolfenstein together in official cannon. Not trying this HUD because of the name the author gives to the Doomguy - one of the most generic, nondescript protagonists in gaming history - is pretty dumb if you ask me.
This is possibly my fault, but, I'd like to report a small glitch/bug/inconvenience.
When using this mod in conjunction with the Classic Pistol for Brutal Doom, the total ammo (not in clip) does not subtract. This only happens when the ammo reaches 99. (It may be my fault because I have, thanks to another user, enabled use of the Rifle as well).
This will be posted in the Pistol's thread as well.
It seems that this glitch remedies itself when the Chaingun/Minigun is acquired and fired.
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14 votes submitted.