Prepare to see the most disturbing, sadistic and morbid manifestation of violence that you ever seen in your life. This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Warning: After you see it, it cannot be unseen!

Report abuse Ultimate DoomVisor HUD v1.43a
Jun 8th, 2014
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Dynamic DoomVisor HUD. Ammo Counts, Health, Inventory, Damage! All in glorious High Resolution! ** PLEASE READ FIRST LINES OF DESCRIPTION BELOW FOR INSTRUCTIONS TO ENABLE HUD **

Who's ready for the new UDV? Releasing shortly after v20!!!

Here's some of the new features you will see:

** Newest Versions GZDoom Only! Zandronum Compatible version available below! **

This is a very graphic intensive HUD. If your system runs on lower specs, use the low res add-in included in the zip.


To access Ultimate DoomVisor HUD Options:

• Options -> Ultimate DoomVisor HUD


• Screen Size is set to 11.
• Alternative HUD is set to OFF.

The base file supports Brutal Doom v19, and the zip includes optional add-ins for the following popular sub-mods:


Derp Edition

Sperglord Edition

Brutal Doom Patch (v2.4)

Vanilla Doom & Doom II

Also, included is an OPTIONAL add-in version of my Light Amp/Radiation Suit inventory mod. It allows the Light Amp Visor and Radiation Suit to become inventory items that you can carry! For more information, check the change log for v1.33.

Zandronum 1.2.2 support available now, requires its own separate pk3 file. It does not support Alpha levels, so things are a bit brighter, and still no ability to toggle stats or mugshot on or off. Load it as the base instead of the GZDoom base file, and you should be good to go! Let me know in the comments of any issues! I don't plan on keeping Zandronum support up to date with every change, so it will stay at version 1.34 for now. Until Zandronum supports some of the more advanced features, I don't want to spend time making it compatible every time. For now 1.34 is working and should continue to work.

Version 1.34 Zandronum 1.2.2 Compatible PK3

• Color reactive Health, Armor, and Ammo levels - Numbers change colors at certain levels.
• Bottom left display pulses orange below 50 Health, flashes red below 25 Health.
• Simulated ECG (think Resident Evil) by health bar, changes at 50, 25, and 0.
• Weapon name displays above ammo display.
• Ammo display flashes red when reserve ammo is below 20% capacity.
• Ammo display blanks out when using melee attacks.
• Optional Reserve Ammo display on right side of display.
• Audible and On-Screen AI Warnings when Health is Critical, Armor is Zero, Ammo is Critical, and Ammo is Empty.
• Mods that use Hand Grenades will show a Grenade counter on the bottom right display.
• Support for inventory. Will show on Automap screen by default.
• Berserk Strength indicator - UAC logo in bottom left of visor will pulse slowly to indicate you are under the effects of Berserk Strength.
• Reactive armor damage. Helmet shows persistent damage at 80, 60, 40, 20, and 0 armor. Armor above 80 shows a clear visor.
• Mugshot display in bottom left of Visor.
• Mugshot display will show "malfunction" and flicker at 60 armor or below. Shows clear consistent display above 60 armor.
• Mugshot display is "broken" at 10 or lower armor. Shows only static, then completely gone at 0 armor.
• Level Stats display in top left of Visor.
• Combat Recorder (Autosave) mode. Allows user to autosave every 1-10 minutes. Disabled by default, available in DoomVisor HUD Options.
• Unknown/Unsupported weapons and their ammo will show white in the counter area, and will show "-----" but will not be color reactive.
• Custom menu option in Options -> Ultimate DoomVisor HUD.
• Toggle Option for Armor Damage display.
• Toggle Option for Level Stats display.
• Toggle Option for Mugshot display.
• Toggle Option for Mugshot Damage display.
• Toggle Option for Visor Inventory. (Not compatible with 4:3 resolutions)
• Toggle Option for enabling AI Sounds.
• Toggle Option for disabling weapon auto switch on pickup.
• Toggle Option for disabling Visor Messages.
• All Menus and Messages are in DoomVisor font! More immersion means more fun!
• Optional pk3 included that enables Light Amplification Goggles and Radiation Suit to be picked up and used on demand, rather than used immediately on pickup.
• Optional lower resolution pk3 included for faster performance at the cost of a bit of visual prettiness.

-- 1.43a CHANGES --

• Font fix(yet again) - Made the fonts in the menus and intermission screens smaller. Hopefully this will fix the issues people have been having.
• Updated some sounds with some higher quality versions made by the amazing Quaker540!

-- 1.43 CHANGES --

• New low clip warning chime. When clip ammo gets below 20% and the clip capacity is greater than 2, a short warning chime will play(does not play for SSG, and other weapons with low clip capacity counts.). Helps to know when you are nearing the end of a clip, or like me forget you are not using a full clip when switching between weapons.
• Visor display will turn off during external camera sequences! This should work for any rolls, deaths, fatalities, etc. that switch out of first person view. This was a tough one to figure out and work around, it might be buggy - let me know!
• New flatline sound on death. Now when you die, you will hear a flatline sound.
• Ammo low warnings increased from 15% to 20%.
• Fixed bug with low ammo and depleted warnings going off at the same time when switching to a weapon with no ammo.
• Fixed display bug with primary ammo count on 16:9 displays.

-- 1.42a CHANGES --

• Fonts are fixed! (For the last time hopefully) I re-did the fonts, and everything should work now WITHOUT having to set scale text to DOUBLE or ON. You can have no text scaling, and everything should be readable now.
• Unknown weapons will now show "-----" instead of "UNKN".
• New fonts mean slight tweaks to the locations of the ammo counters.
• Menus are now in DoomVisor colors.
• Meatshields now display correctly on Visor!

-- 1.42 CHANGES --

• New reserve ammo display! Enabled by default, this will display in the right side of the visor and have a running count of all ammo available. Option to toggle this in DoomVisor Options.
• Combat Recorder (Autosave) mode! Disabled by default, this allows you to enable an autosave every 1-10 minutes. Very helpful if you are like me and forget to save, then lose tons of progress. You'll never be further than 10 minutes from where you left off! Shows a red recording light on the bottom left of visor when enabled.
• Weapon names now shown on visor display instead of boring AMMO.
• Found a workaround for the annoying audio bombardment when starting a new game. Armor depleted warning should now no longer play until you have gotten at least 1 armor, then lost it.
• Higher quality AI sounds thanks to Quaker540! He optimized and re-did my audio tracks, changed some of the warning beeps, and increased volume!
• New option to Toggle off/on Visor on screen messages. Available in DoomVisor Options.

--1.41 CHANGES --

• New high resolution damage graphics for bullet holes and explosion damage on visor.
• New toggle option for disabling auto switching weapons on pickup. This is just a personal preference of mine, and I have made it an option for anyone else who wants it.
• Re-did damage graphics and the way they are loaded. Should improve performance overall. Unfortunately this increases the overall size of the HUD, but the performance increase should be worth it.
• Changed ammo warning levels from 50% and 25% to 40% and 15%. This seems like an overall better option so it isn't constantly whining about low ammo.
• Low Resolution Add-In available for lower spec systems. Look in description.

-- 1.40b CHANGES --

• Bugfix for menus. Certain mods lost their special menu functions with the last version, those should be fixed now. Mods affected were Quaker540, Pa1nki113r, and Brutal Doom Patch v2.4. Thanks Alex-Wolfenstein97 for finding this!
• Bugfix for ammo depleted count. I noticed that on some weapons, the ammo depleted warning would go off with 1 bullet left. Changed the way it works, now should only go off for truly empty ammo counts!

I am far from a hardcore coder, so it might not be perfect, and without NC Hud for scripting, and 2800fps from reddit with his DoomVisor graphics it would not exist. Hope you like it! Let me know if you have ideas for changing/adding anything.

Thank you to SGT_MARK_IV, Quaker540, PA1NKI113R, 2800fps from reddit, and everyone else who's mod has something to do with this. Without your awesomeness, I wouldn't have made this.

The biggest feature I want to expand on currently is more levels of damage. If anyone has the artistic talent to create more damage I can integrate into the graphics, PLEASE let me know.

Thank you all so much, and Stay Brutal!

Preview Image
Ultimate DoomVisor HUD v1.43a
Post comment Comments  (0 - 50 of 493)
SilentDarkness Jun 8 2014, 10:22am says:

Could I get a proper non-widescreen version of this?

+4 votes     reply to comment
saegiru Author
saegiru Jun 8 2014, 11:55am replied:

Yeah, sorry I'll update the description. As this is my first attempt, I had enough trouble just getting it to work in 1920x1080. If anyone has any advice on how to get it to scale properly to other resolutions, I am all for it, but as it stands for right now this is my best effort. I am going to work on other resolutions eventually, but I thought I would make it available for now.

+4 votes   reply to comment
saegiru Author
saegiru Jun 8 2014, 5:49pm replied:

Hey, just wanted you to know I updated it with 4:3 support for 1600x1200 resolution. Hopefully that helps!

+5 votes   reply to comment
Doomguy5th Jun 8 2014, 12:06pm says:

Okay finally! I was trying to find an HUD like this! This is what I was looking for!

+6 votes     reply to comment
prime79 Jun 8 2014, 5:18pm says:

****...bad time for me to forget how to remove the face.

+3 votes     reply to comment
saegiru Author
saegiru Jun 8 2014, 5:47pm replied:

Just edit the sbarinfo and remove or comment out the lines that include mugshot, and also DrawImage "G_HBAC01"

That should do it for you. :)

+4 votes   reply to comment
prime79 Jun 9 2014, 9:40am replied:

oh yeah thats right...thanks bud

+5 votes     reply to comment
Quaker540 Jun 9 2014, 5:46am says:

Since now it has compatibility with Brutal Doom V19, I make a short review of this HUD;

1; It's badass! All of the art is amazing, except the helmet (a bit), the helmet has some leftovers of broken glass around your vision.

2; Works fine! With HD stuff on it, you may have a very very tiny slow down, but overall it's very good!

3; Yes! You can finally see your face! That makes x10 more amazing!

Nicely done saegiru! Keep up the good work!

+4 votes     reply to comment
saegiru Author
saegiru Jun 9 2014, 5:57pm replied:

Thanks for the thoughts.

I was wanting to do something more with the helmet graphics, which I plan on fixing when I can. Basically I am not extremely graphically talented, and can't create a helmet graphic from scratch. This is just a modified version of the DoomVisor graphic, so if anyone has any art skills and wants to help create something better, I am definitely up for looking. It would also help to have someone that could create a base image that would scale better at different resolutions.

I plan on continuing to work on this, and spent all day today dreaming about different things I want to add and making notes, so keep an eye on it. :)

+6 votes   reply to comment
Guest Jan 29 2015, 6:49pm replied:

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Quaker540 Jun 9 2014, 6:45am replied:

What engine you are using and are you running anything else with it?

+2 votes     reply to comment
saegiru Author
saegiru Jun 9 2014, 5:52pm replied:

What engine, resolution, and mods are you running with it?

+2 votes   reply to comment
SgtSARS Jun 10 2014, 6:28pm replied:

I also can't get it working? I was using it with painkiller's sub-mod compilation before it was split into two files and it was fine then, but now when I load both files in the proper order there's just no hud at all.

+3 votes     reply to comment
saegiru Author
saegiru Jun 11 2014, 6:45am replied:

Hmm, I'm not sure what the issue would be then. As long as it is at 1920x1080 or 1600x1200 it works on my side. What other files are you loading with it? Anything other than PA1N's and the HUD?

Of course when it comes down to it, I didn't change any of the actual HUD with the splitting into two files, that was just to make it acceptable in this section so it wasn't for PA1N'S submod only. If the original one worked for you, keep using it for the time being. As it stands, I am still working on it and plan on releasing an updated version soon with some new additions, so you can try it when I release it.

+3 votes   reply to comment
killbotvii Jun 11 2014, 2:48pm replied:

Excited to see that!

+3 votes     reply to comment
GaySteamBath Aug 1 2014, 7:53pm replied:


+2 votes     reply to comment
manhunt7130 Apr 18 2015, 1:08am replied:

its not working for me either im also running with the new gzdoom

+1 vote     reply to comment
***Geroj*** Jun 11 2014, 8:49am says:

2560x1440 will be nice

+2 votes     reply to comment
Fox2503 Jun 11 2014, 7:49pm says:

1280x720 ? :D

+3 votes     reply to comment
ippiki Jun 11 2014, 7:59pm says:

Awesome, I have to have a monitor the size of a tv screen just to use this. Was looking forward to this one too...

+3 votes     reply to comment
saegiru Author
saegiru Jun 11 2014, 11:07pm replied:

Sorry man, I'm going to work on it. For the quality I want, it doesn't scale easily. The only ways I know how to make it work for lower resolutions is to either manually scale it down and rework the position of all the HUD parts, or start with one far lower res version and scale it up - which loses quality as it scales. It is very time consuming. My first major thing was to get the code and the functions down. Now that mostly all that is taken care of, I am still going to try to do something for other resolutions, so keep checking back.

+3 votes   reply to comment
keiichiGaming Feb 8 2015, 6:58pm replied:

How in a ******* hell I am going to work with this all I want it to do is trying it didn't work on gzdoom

+1 vote     reply to comment
pa1nki113r Jun 12 2014, 11:24am says:


+5 votes     reply to comment
saegiru Author
saegiru Jun 12 2014, 2:10pm replied:

Without your compilation, I wouldn't have even attempted it... so the feeling is mutual. :D

+3 votes   reply to comment
killbotvii Jun 12 2014, 11:27am says:

I just want to say that this is the greatest hud I've ever used!

+4 votes     reply to comment
pa1nki113r Jun 12 2014, 11:37am replied:

I was just about to type that!! Especially how it dynamically changes (me and saegiru talked about that to see if it was possible) and he pulled it off!

+3 votes     reply to comment
saegiru Author
saegiru Jun 12 2014, 12:39pm replied:

Thanks guys! I definitely want to do more levels of damage. I am hoping for at least every 10%, but preferably more, possibly every 5%. I have the code ready, just need to get some art assets for it that aren't too intrusive. :)

+2 votes   reply to comment
S_Andrew_S Jul 17 2014, 12:23am replied:

Aww yes, at 1 health stain the whole visor with blood and cracks so you can barely see anything at all! This is a awesome visor, especially the health bar!

+1 vote     reply to comment
SilentDarkness Jun 12 2014, 11:58am says:

Btw, the grenade counter doesn't show up on here.

+3 votes     reply to comment
killbotvii Jun 12 2014, 12:23pm replied:

worked for me! Are you using both wads along with pa1n's mod?

+4 votes     reply to comment
killbotvii Jun 12 2014, 1:10pm replied:

maybe you didn't download it at all? it's built into the hud, it's always there. There's no way it's just not showing up.

+4 votes     reply to comment
pa1nki113r Jun 12 2014, 2:24pm replied:

load order

+3 votes     reply to comment
SilentDarkness Jun 12 2014, 3:30pm says:

Here's the load order:

Painkiller Brutal Doom
DoomVisor Hud
Painkiller DoomVisor addon.

Also, it's completely invisible in 16:10 aspect ratio.

+2 votes     reply to comment
Quaker540 Jun 12 2014, 6:16pm replied:

Here's your problem. The second one. Remove it.

+3 votes     reply to comment
SilentDarkness Jun 12 2014, 9:37pm replied:

Unsurprisingly...that changed nothing.

By "DoomVisor Hud", I was referring to the base file in the addon. Since now there's two files in this addon.

+3 votes     reply to comment
killbotvii Jun 12 2014, 7:02pm replied:

I'm a little perplexed. What did you think would happen when you ran two completely different huds together? Not trying to be rude, just... interested in knowing why.

+2 votes     reply to comment
SilentDarkness Jun 14 2014, 8:06pm replied:

I don't think you quite understand. The two hud files. There's a main file and an addon, right? So therefore, you need to load the vanilla and the Painkiller addon at the same time. e_e

+2 votes     reply to comment
killbotvii Jun 12 2014, 7:05pm replied:

By the way, the description says, in all caps "** CURRENTLY ONLY FULLY WORKS WITH 1920X1080 16:9 RESOLUTION. 1600x1200 4:3 DOES NOT HAVE ADVANCED FUNCTIONS YET, OTHER RESOLUTIONS WILL BE SUPPORTED WHEN I CAN FIND AN EFFICIENT METHOD **" So that's why it's invisible in 16:10.

+3 votes     reply to comment
SilentDarkness Jun 12 2014, 9:34pm replied:

Also, most hud mods are nothingness in 16:10. What's up with that? In 4:3 it's simply oversized. What's so broken about 16:10 ratio?

+2 votes     reply to comment
Guest Jun 12 2014, 4:58pm says:

wait a minute I remember Visor HUD has skull face on the left any way thanks for great addon

+1 vote     reply to comment
Quaker540 Jun 12 2014, 6:17pm says:

Just wanted to tell you that I voted 10/10 on this because this is EXACTLY my ideal HUD. I was about to create one, but I cancelled it, because I'm not really familiar with SBarInfo etc. I know DECORATE and ACS like a talented modder, though.

+7 votes     reply to comment
pa1nki113r Jun 12 2014, 10:30pm replied:

I've always wanted a HUD like this for brutal doom. Reminds me of the last mission on halo reach where your screen begins to crack.

+2 votes     reply to comment
S_Andrew_S Jul 17 2014, 12:31am replied:

Hah, same here, I never really worked with SBarInfo (well it involves a lot of art and though my drawing skills are average my shading skills are terrible. I have to say though this IS how I'd imagine THE doom guy's visor would look like.

+2 votes     reply to comment
SgtSARS Jun 12 2014, 7:25pm says:

Ok so I get that my native resolution (1680x1050, 16:10) isn't supported, that's fine I can wait until it's updated to use it. I'm just curious though, how come it worked fine for me two versions ago? The sides were cut off a little since the hud was technically wider than my screen, but it still showed up fine and none of the info was cut off. If I can't use it now I understand, I'm just curious as to what changed?

+2 votes     reply to comment
saegiru Author
saegiru Jun 12 2014, 11:18pm replied:

Honestly I'm not sure. It really shouldn't have worked at 1680x1050 on any of my versions... my SBARINFO specifically should only have run at 16:9 or 4:3, it's set up that way. Possibly you had another mod running alongside that was overriding the SBARINFO settings in my HUD?

Regardless, I am experimenting with resolution fixes right now - and have made a minor bit of progress. With any luck it will work on all resolutions and ratios relatively soon.

+3 votes   reply to comment
Nikulas Jun 12 2014, 9:41pm says:

heres what i think. it's awesome but i have have made something to add to it to give it a hi-def look witch you can download here just add the files into your pk3 and you are good to go. now i think there should be something at the top center to indicate the keys. like a 3 line of squares or circles that would light up when you had a given key.

+3 votes     reply to comment
saegiru Author
saegiru Jun 12 2014, 11:15pm replied:

I kinda like those fonts. I might implement them into the next version. As for the key bar, there is already one up there, but you are thinking a higher res version, or do you mean something that looks more native with the helmet graphics?

+2 votes   reply to comment
saegiru Author
saegiru Jun 12 2014, 11:21pm replied:

Also, do you have any more of that font pack? I could use the letters A, M, and O, as well as the slash "/" and percent "%" if you have time. If you feel like making the full alphabet, that would be potentially useful too. :)

+2 votes   reply to comment
Nikulas Jun 13 2014, 2:29am replied:

it will be hard to do but i will see what i can do and for the keys something more native to the helmet so i can get rid of the stuff that tells me stuff i do not want to know. lol.

+3 votes     reply to comment
Nikulas Jun 13 2014, 4:31am replied:

BTW i did that pack by hand and will get the rest to you as soon as i make them note tho you would need to make a lower res one like you have in the pack currently then you just need to add my stuff to the hires folder and your good to go right now tho my top priority is the A, M, O, /, and % but i need to make the base first so it's easy for me.

+3 votes     reply to comment
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