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[GZDoom] Dxn-Wads - DavidN's stream visual mods


DavidN

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For a while I've had people asking if I could provide a download for the visual mods that I use on my videos - after many months I finally got around to tidying them up enough to be fit for human consumption!

 

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Dxnify
Sprite replacements only, compatible with anything
 

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A fursuit for your Doom gameplay! This changes the classic status bar face to my rabbit character in varying states of distress (sprites based on a picture by my lupine friend Susi). In addition, to help with my colourblindness, the key sprites have been changed to vaguely Scottish things identifiable by shape:

Blue card: Can of Tennent's Super lager
Yellow card: Can of IRN-BRU
Red card: Box of Walkers Pure Butter shortbread
Blue skull: Box of Scottish Blend tea
Yellow skull: Packet of Custard Cream biscuits
Red skull: 2-pack of Mr Kipling Sticky Toffee sponge puddings

 

DxnHud

Uses SBARINFO and ZScript - I use this for almost everything, unless the WAD has its own status bar and it particularly needs it

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A status bar replacement graphically based on the one from DeadMarine by Gifty, but made much more compact. From left to right:

  • Health and armour - Numeric and bar displays, as well as showing the type of armour currently in use. Past 100, the backgrounds overlay a blue bar to count up to 200%.
  • Titles - For displaying WAD information for streaming. These are displayed based on the contents of three CVARs - use set dxnhudwad "WAD Title Here" to configure them, with an empty string ("") to turn them off:
    • dxnhudwad (string) - Name of the mapset being played
    • dxnhudauthor (string) - Author of the mapset. If this is set to MAPINFO in all caps, use the author named in the MAPINFO for the current map instead.
    • dxnhudmapname (bool) - If 1/true, display the current map name as in MAPINFO.
  • Ammo counter for the current weapon. Above this is the key display for blue, red and yellow skulls/cards, which works the same way as the default Doom status bar.
  • Weapon inventory. This works a little differently from standard Doom - the pistol isn't displayed, the first light is for the shotgun, second for the super shotgun, then they follow the standard weapon order.
  • Ammunition - Bars and counters to display the currently held ammunition compared to maximum capacity.
  • Level progress - Bars and counters showing the number of monsters, items and secrets remaining. The bars will count up as the player gets closer to completing these categories.

 

DxnMarine
Use with care, may have some problems on maps that rely on standard classes for scripts.

Enhancements for visual effects, sounds, and so on. Once again, this is very heavily based on Gifty's DeadMarine, with some things customized (or removed if I didn't feel they were what I wanted) - I could have released this a lot earlier without the others, but I didn't want my entire body of work in GZDoom to be of taking other people's code and deleting some of it. This also includes the DxnHud status bar, with some enhancements made possible by altering some of the standard Doom classes.

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