textless HUD

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.