Left 4 Dead 2

Left 4 Dead 2

RE:R Style HUD
19 Comments
Chompski 4 Jan @ 12:06pm 
How is the hud high quality in the screen shots?
不死の老兵 18 Apr, 2024 @ 9:10pm 
自带TIMER,非常好的MOD!:steamthumbsup:只是内容分布有些过于散开,增加了浏览时间,可以把它们集中一些吗?例如:其它几名幸存者的信息可以向下移动,与玩家的生命值更接近;弹药量、主副武器信息可以更接近手持武器。
Interneted  [author] 6 Feb, 2024 @ 3:36am 
Yeah, you can add me, I can help you at the best of my ability and time.

However, I am not always online and often busy with real life issues, if you use Discord, you can join the Dead4Mods [discord.com] discord server, there you can ask any source related modding and there's quite a lot people in there including me that could help you, or you can talk to me privately by finding my profile in the server (juninho3).
Interneted  [author] 6 Feb, 2024 @ 3:15am 
Another information that I can share to you if you don't know about it, you can get non-dynamic health number that disappears after you die by putting "monochrome_color" "Gray" key into "Health" control, this was taken from the scoreboard res file if you want to take a look, I implemented this in my Payday 3 Beta Style HUD.

However there is limitations, you can't change the color using "fgcolor_override" and you are limited to 1 perm health bar texture and 1 temp health bar texture.

I am glad I could help, good luck on your edits!
Interneted  [author] 6 Feb, 2024 @ 3:15am 
I am aware of that too :)

And yeah, you can't have dynamic colors with it. Just FYI, you can change the color of the text using "fgcolor_override", it actually doesn't have to be "PingLabel", it can be any control name. it's hardcoded in scoreboard to show the ping.

Another problem that I want to mention is that the label will display as 1 when you are dead, it doesn't matter if you delete "HealthNumber" and "HealthIcon", those 2 control names are the only true label that disappears after you die. This is a problem when tomaz made his nextHUD, so he decided the cover it with black background.
aldsTM 6 Feb, 2024 @ 2:37am 
Thanks for the insights though Interneted!
aldsTM 6 Feb, 2024 @ 2:22am 
No worries, I understand what you mean, and yes, that does sound like it'll be a lot of work, and a lot of L4D2 video memory allocated just for the messages, so definitely not worth it in that sense. :))

For my Apex-inspired HUD mod I managed to have a second %HealthNumber% by using an unused ID called "PingLabel". (It's used in the scoreboard, and I wanted it to show near the player's name in-game too, but it doesn't work and stays at 0. I then thought of using %HealthNumber% as its text value, and that worked.) It just doesn't have dynamic colors, but it works--just letting you know in case that gives you ideas in the future.

But yeah, no way to have text that dynamically changes depending on health state, so sadge.
Interneted  [author] 6 Feb, 2024 @ 2:08am 
The only drawback is going to be the file size since the texture is quite large in resolution and uses alpha channel, I was going to make a separate RE health bar version with the health bar and message displayed without getting it cut off, but decided not to do so because each animated health bar texture has like 150 frames, with a total of 150 x 6 images, I haven't tested it yet, but I think it's going to exceed 300+ MBs.

Sorry if this is still confusing to you, so feel free to reach out to me if you need any further assistance! :)
Interneted  [author] 6 Feb, 2024 @ 2:05am 
@aldsTM,

Yeah, I have tried to figure that out back in the past as well.

At first, I used 2 'Health', 'HealthNumber', and 'HealthIcon', and I realized that you can only have 1 of each control in a res file. Substituting the text with 'HealthNumber' and 'HealthIcon' don't work either since it will display the same text regardless of health state.

Yes, my RE3:R health bars' text gets cut off when you are low on health. Until I published this add-on, I thought of an idea.

So the only way to display the health bar and the message without them being cut off is to make your own message texture and combine it with health bar texture, and add a super long transparent width to the right (like 100x from the original texture) just like I did in this HUD, that way it will never get cut off regardless of health state (except when you are dead of course, but you can replace the dead overlay to display the health bar and the message if you want to).
aldsTM 5 Feb, 2024 @ 7:02pm 
Hmmm, I guess you could do it by modifying the assets themselves, like you did with your RE3:R health bars mod , but they can get cut out if the player gets to low enough health levels, yes? 🤔
aldsTM 5 Feb, 2024 @ 6:56pm 
Thanks for the response Interneted!

I did notice the ally health bars' colors changing--it's definitely one of the unique parts about this. Very accurate to the RE:R ones. Great job!

One of the modifications I'm experimenting on is the change of the (player-side only) incap health to say "DANGER" instead of a number, just like in RE:R. I kinda wish we could do this dynamically with the normal localplayerpanel.res, too--something like if the health bar is green, it says "FINE", whilst "CAUTION" for orange and "DANGER" for red, since the colors already match.

Do you think something like this is possible?
Interneted  [author] 5 Feb, 2024 @ 4:03pm 
Hello @aldsTM , appreciate the comment!

This was an experiment where I trying to figure out to make the tricolor health bars undepleted, and it works surprisingly with the system.

And yes, you are allowed to make modifications and publish it to the workshop while providing the credits, I would love to see edits of my add-ons.
aldsTM 5 Feb, 2024 @ 10:25am 
Hi Interneted! Just wanted to say this mod is reaaaally good, and since I'm in a bit of an RE2R-RE3R brainrot right now, I wanted to try this out for personal use!

If I make some changes based on personal preference, can I upload the edited version on my workshop? I'll be sure to credit you. (Asking in advance, because I really love this design that you made.)
MG.Rogers 29 Jan, 2024 @ 7:38pm 
wow its really good
Interneted  [author] 25 Dec, 2023 @ 10:22pm 
I've checked them and they are still there and have their visibility set to public, try checking them again, you probably checked while steam was on maintenance.
Dr_Misha_Bandikut 25 Dec, 2023 @ 8:48pm 
I would like to know what happened to your previous Resident Evil HUDS, they no longer appear in the workshop.
Interneted  [author] 12 Aug, 2023 @ 6:13am 
Yeah, I mixed my font add-on with other add-ons, as well as setting it for gameinfo, so it's going to be a bit of a hassle to remove it. :(
Big Boss 12 Aug, 2023 @ 6:05am 
I absolutely love the HUD, but comic sans for preview images i mean bruh. But besides that this looks great!! :steamthumbsup:
NEZ Corporation 12 Aug, 2023 @ 5:35am 
Nice Mod