94 Protons Of /vr/ is now go. There's really no good excuse for the wait, but it's finally in gear.
>>>/vr/8995551Making a set of sprites for Doom's HUD face was pretty easy. Then I get to thinking, some of the console versions of Doom (Jaguar, 3DO, PSX) features a special animation for if the player gets gibbed, showing the face exploding, could I implement that, and more importantly, could I edit the existing frames to match the 94guy?
And yes, I could, the editing was actually the easiest part, and was very fast (and even fun) to do, I even touched up the gore a bit to improve the animation a little. Changing the hair color, adding in the sideburns, recoloring the irises, showing the glasses breaking and flying off, etc. The code was a little bit more complex, but with some helpful assistance it worked.
94 Protons has these frames already, by default they do nothing at all and aren't shown, but the little patch makes the default GzDoom HUD use these frames if they're present, and I also made a patch for my favorite HUD mod, NC-HUD.
These aren't dependent on 94 Protons and would work with any .wad/.pk3 which features the named frames in question, so if you added the 3DO/Jaguar frames, or any custom face set which has the suitable frames, it'll display.
SBARINFO, the older system which was used for defining things like these in ZDoom ports, was not actually fully deprecated and replaced by ZScript as I had thought, apparently it's still used for the HUD face and its animation frames, and it's also the only part of SBARINFO which is 'additive', meaning you don't need to rewrite/include an entire status bar for just these changes (anything else would, which I imagine is one of the reasons Combine Kegan loathes working with it).
Like with 2048 Units Of /vr/, it feels like I'm learning a lot from this stuff.