textless HUD

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.
* remaining time indicators now reset when you collect a ring, quad, pentagram, or biosuit before the current one expires.

* initial support for Copper and Copper-derived mods such as QBJ1+QBJ2.
The previous version printed a newline to the console when gamepad input was detected. This update fixes that.