textless HUD

spasm0013.png

Since many players enjoy a spedometer in other engines and Quakespasm-Spiked lacks one, this version implements a client-side spedometer, along with these other changes:

Features:
• Added a distance check to break target lock based on range.
• Added ranged-based dynamic crosshair scaling / transparency. Can be enabled / disabled with the textlesscrosshairdepthscale cvar.
• Added preliminary support for custom episode ending text to custom episode end screens.
• Added spedometer. Can be enabled / disabled with the textlessspedometer cvar. (requires custom Quakespasm-Spiked build for use in multiplayer; included in archive).

Improvements / Bugfixes:
• Increased maximum supported entities to support larger maps such as "Telefragged" and "The Immortal Lock".
• HUD now shows cell ammo count when player does not have Lightning Gun or axe.
• HUD now shows shell ammo count when player does not have a shotgun.
• Fixed centerprint's tendency to omit some lowercase characters.
• Cosmetic improvements to armor indicators.
• No longer ignores user changes to the textlesscrosshairstyle and textlesscrosshairscale settings.
• New intermission screen no longer crashes on stats screen of nameless maps.

Apologies to anyone who was manually resetting the crosshair size / style with each map load until now.
List of changes below the videos.

Testing the improved target lock:

Gameplay footage.


Note the crosshair does not change when the target lock is engaged in the second video because it is a capture of a demo being played and demos do not capture the Client-Side QuakeC state.

v1.7 - 2026-09-07
Features:
• Added episode finale and ending screens.
• Added new status bar.
• Added new deathmatch scoreboard.
• Added a one second grace period to the target lock when the line of sight is broken instead of breaking the target lock immediately.
• Enabled target lock in PVP. (requires custom Quakespasm-Spiked build; included in archive.)
• Added indicator for remaining air before drowning damage begins. (Use in deathmatch requires custom Quakespasm-Spiked build; included in archive.)
• Added new weapon selection system for gamepads (requires custom Quakespasm build; included in archive)

Improvements / Bugfixes:
• Eliminated the reliance on gfx.wad by moving all image files into a single .pak file.
• Improved accuracy of target lock detection.
• Target lock aim adjustment made less abrupt.
• Prevented player's look input interfering with the target lock.
• Reduced duration of target lock when targeting a rotfish during its death.
• Life/armor bars and weapons/ammo are no longer drawn during intermissions.
• Prevented cell ammo meter overdrawing HUD axe icon when axe is selected.
• Cell ammunition greater than 100 (only possible by cheating) is now shown by a green meter drawn over the full yellow one.
• Centerprint no longer briefly shows the value of "game" variable.
• Centerprint now displays messages / hints about keys.
• Weapon view models are no longer drawn when chasecam is active.


Known Issues:
• Deathmatch scoreboard does not support teams.
• Deathmatch scoreboard only shows Frikbot scores when the max bots (16) are connected.
• New episode ending screens do not support mods' custom episode ending screens.

spasm0002.png
The previous version omitted the readme file.
This version corrects that oversight.
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In this version:


• fixed bug where the target lock could be broken by a second monster moving between the player and the target-locked monster.
• fixed bug where the player could look at the floor and lock on to their own "feet".
• added collected runes indicator to start map and completion screens. (episode completion screens are still a work in progress.)
• now display 100% of secrets collected / 100% kills instead of 0% in levels with no secrets / monsters, respectively.

runebar.jpg


zero_fixed.jpg
This version adds z-targeting style lockon for gamepads. Mapped to R3 on the SDL gamepad. If no target is found the player's view will be centered.

textlesscrosshairstyle 7 must also be set, since it needs the crescent gamepad.
Until now the lightning gun ammo meter has treated the max ammo as 200 (which is what Impulse 9 gives).

In-game the max ammo attainable for the lightning gun is 100.

This update draws the meter so that 100 ammo results in a full gauge instead of a half-full (or half-empty).

spasm0045.png


r_lightmap 1 enabled to show the HUD as usual.
v1.4 - 2026-06-03 (this one)
* fixed Gas Mask time remaining meter overdraw
* fixed cl_bob based bouncing on intermission screen
* fixed drawing HUD on intermission screen
* now draws gold and silver keys
* now compatible with Copper's multiple key implementation.
* now draws a gold or silver lock on the HUD instead of printing "you need the gold / silver key" respectively
* crosshair system. see below.
* replacement centerprint drawing.
* new intermission
* readme.txt
forgot to update the source code earlier but also left a few print statements in by mistake. this should fix both.
for the sake of playability this update re-enables centerprinted text. ("this door requires the gold key.") messages that would be displayed in the top left of the screen remain hidden.

previously all server messages were hidden, including centerprint.

for now centerprinted text remains necessary to inform the player of keyed door requirements. it is also used to directly communicate with the player in many cases.