Additional GFX for edge2.wad

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CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: Additional GFX for edge2.wad

Post by CeeJay »

Marscaleb wrote:I have never understood why they have all the menus and map names and everything use a whole graphic for each item, instead of just drawing the text using sprites of the letters.
Me neither, must have been awkward as hell doing it this way. Having a font system instead would have cut the file size down considerable, and since this was the days of 500 MB hard drives I hate to say but it just seems dumb.

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Julian
Posts: 15
Joined: Sun Jul 10, 2016 12:42 pm
Location: Moscow
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Re: Additional GFX for edge2.wad

Post by Julian »

Two more importmant additions.

1. 3DGE NV Goggles has some missing “?” graphics: http://savepic.ru/10497914.png
This seems to be because of some kind of old sprite placement.

How to fix: Remove following 2 lines from COAL_HUD.EC:

Code: Select all

    if (player.has_power(player.NIGHT_VIS))
         hud.draw_image(0, 0, "STVISOR")
...Because of correct NIGHT_VIS gfx placement is already present below in file:

Code: Select all

     if (player.has_power(player.NIGHT_VIS))
         hud.draw_image(247, 0, "STTPOWR1")
After removing everything will be okay: http://savepic.ru/10548093.png



2. DOOM NV Goggles has HUD remaining time bar missing: http://savepic.ru/10516325.png

How to fix: First, set HUD GFX for Doom NV goggles in COAL_HUD.EC,
right after "function doom_overlay_status() =" line:

Code: Select all

    if (player.has_power(player.GOGGLES))
        hud.draw_image(247, 0, "STTPOWR6")
This will makes STTPOWR6 appears on HUD after picking up NV goggles. Edge2.wad does not have this GFX, so I've made my own (it also attached as PNG and WAD):

Image

Next, add following lines COAL_HUD.EC, somewhere
after "function doom_overlay_status() =" line:
Spoiler:

Code: Select all

// DOOM NV Goggles time bars

    if (player.power_left(player.GOGGLES) > 114)
        hud.draw_image(247, 0, "POWBAR01")
else
    if (player.power_left(player.GOGGLES) > 108)
        hud.draw_image(247, 0, "POWBAR02")
else
    if (player.power_left(player.GOGGLES) > 102)
        hud.draw_image(247, 0, "POWBAR03")
else
    if (player.power_left(player.GOGGLES) > 96)
        hud.draw_image(247, 0, "POWBAR04")
else
    if (player.power_left(player.GOGGLES) > 90)
        hud.draw_image(247, 0, "POWBAR05")
else
    if (player.power_left(player.GOGGLES) > 84)
        hud.draw_image(247, 0, "POWBAR06")
else
    if (player.power_left(player.GOGGLES) > 78)
        hud.draw_image(247, 0, "POWBAR07")
else
    if (player.power_left(player.GOGGLES) > 72)
        hud.draw_image(247, 0, "POWBAR08")
else
    if (player.power_left(player.GOGGLES) > 66)
        hud.draw_image(247, 0, "POWBAR09")
else
    if (player.power_left(player.GOGGLES) > 60)
        hud.draw_image(247, 0, "POWBAR10")
else
    if (player.power_left(player.GOGGLES) > 54)
        hud.draw_image(247, 0, "POWBAR11")
else
    if (player.power_left(player.GOGGLES) > 48)
        hud.draw_image(247, 0, "POWBAR12")
else
    if (player.power_left(player.GOGGLES) > 42)
        hud.draw_image(247, 0, "POWBAR13")
else
    if (player.power_left(player.GOGGLES) > 36)
        hud.draw_image(247, 0, "POWBAR14")
else
    if (player.power_left(player.GOGGLES) > 30)
        hud.draw_image(247, 0, "POWBAR15")
else
    if (player.power_left(player.GOGGLES) > 24)
        hud.draw_image(247, 0, "POWBAR16")
else
    if (player.power_left(player.GOGGLES) > 18)
        hud.draw_image(247, 0, "POWBAR17")
else
    if (player.power_left(player.GOGGLES) > 12)
        hud.draw_image(247, 0, "POWBAR18")
else
    if (player.power_left(player.GOGGLES) > 6)
        hud.draw_image(247, 0, "POWBAR19")
else
    if (player.power_left(player.GOGGLES) > 1)
        hud.draw_image(247, 0, "POWBAR20")
After all is done, visor will appear in top right corner of screen: http://savepic.ru/10539893.png
Attachments
STTPOWR6.zip
(1.45 KiB) Downloaded 602 times

CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: Additional GFX for edge2.wad

Post by CeeJay »

This was stuff remaining from the custom HUD ported over from DOOM Forever. It used some non-vanilla gfx which wasn't brought over along with HUD script.