GZDoom 3.0 or higher ( or equivalent QZDoom ) IS REQUIRED!!! ** UPDATED 2019-06-07** See below and Changelog.txt for full list of changes! Let me know if you find any bugs I missed, I'm sure there are some in there!

-- Recent versions of GZDoom 3.0 or higher ( or equivalent QZDoom ). Ridiculously out of date Zandronum 1.2.2 Compatible version available below! --





Get GZDoom Stable Releases Here

Get GZDoom Development Builds Here



Get QZDoom Stable Releases Here



Get QZDoom Development Builds Here



To download older archived versions of Ultimate DoomVisor, go here.

NOTE: I don't know how this is even an issue, but ALWAYS check your screen size with the + and - keys to make sure the Visor isn't on FULLSCREEN mode before leaving a comment about the visor not showing up. Do people have this issue with the regular Doom HUD? I don't get it. But if only the numbers and bars are showing, hit - until the visor shows up. You are on fullscreen mode if not. It's the "try turning it off and back on again" of Doom HUDs.









Check out my other mods to complement your UDV experience!

UAC Survival Pack

-- FEATURES --  Color reactive Health, Armor, and Ammo levels - Numbers change colors at certain levels.  Health display pulses orange below 50% Health, flashes red below 25% Health.  Simulated ECG (think Resident Evil) by health bar, changes at 50, 25, and 0.  Built-in Flashlight. Lights up dark areas, but alerts enemy to your presence. Use wisely!  Note: Only for GZDoom. Flashlight will not function with ZDoom.  Optional Armor drain when using Flashlight.  Weapon name displays above ammo display.  If weapon dual wield is available, visor will display "DUAL" underneath Weapon name.  Weapon list display.  Optional Accessory Battery power. Will spawn with Armor Bonuses - and can be used to power various optional tools.  Toggleable Radar. Three modes, Local, Movement, and Full.  Radar will show all lower tier monsters position above or below relative to player.  Monsters with 1000 or more health will show up as gold.  Optional toggle option to drain Accessory Battery power.  Note: Larger maps can cause a performance hit with the radar. If you experience performance issues when using radar, simply toggle it off.  Emergency Medical System - Can heal you when health is critical.  Ammo display flashes red when reserve ammo is below 20% capacity.  Ammo display blanks out when using melee attacks.  Optional Reserve Ammo display on right side of display.  Audible and On-Screen AI Warnings when Health is Critical, Armor is Zero, Ammo is Critical, and Ammo is Empty.  Mods that use Hand Grenades will show a Grenade counter on the bottom right display.  Support for inventory. Will show on Automap screen by default.  Berserk Strength indicator - UAC logo in bottom left of visor will pulse slowly to indicate you are under the effects of Berserk Strength.  Option to limit Berserk/Demon Strength from 1-10 minutes.  Optional Helmet Equip animation at level start, or also when getting > 10 armor and a full armor item.  Reactive armor damage. Helmet shows persistent damage at various armor levels.  Alt2 visor has extra crack option that will obscure your aiming if enabled.  Option to start with 0-200 armor at start of game.  Reactive blood splatter based on damage taken. Will stay on armor until you receive > 10 armor at one time, or clean it off slowly by holding your "forward+back" keys at the same time.  Option to take "air loss" damage when in an outdoor area if armor is below a certain level.  Mugshot display in bottom left of Visor.  Mugshot display will show "malfunction" and flicker at 60 armor or below. Shows clear consistent display above 60 armor.  Mugshot display is "broken" at 10 or lower armor. Shows only static, then completely gone at 0 armor.  Mugshot displays "fatigued" if health critical and bleeding, "energized" if over 180 health. (if enabled or on UDV - Hardcore Difficulty)  Fatigued will make you slower and jump shorter.  Energized will make you faster and jump higher.  Level Stats display in top left of Visor.  Engagement Time (level time) in top middle of Visor. (Great for Speedrunners!)  Combat Recorder (Autosave) mode. Allows user to autosave every 1-10 minutes. Countdown next autosave in bottom right of Visor. Disabled by default, available in DoomVisor HUD Options.  Unknown/Unsupported weapons and their ammo will show in the counter area, but will not be color reactive or receive warning sounds.  Many crosshair choices.  Custom menu option in Options -> Ultimate DoomVisor HUD.  All Menus and Messages are in DoomVisor font! More immersion means more fun!  Optional harder difficulties option. UDV Truly Brutal and UDV Hardcore. (Including Realistic Aim and Critical Bleeding)  Optional item modifications for Light Amplification Goggles and Radiation Suit. Carry two of each and use at any time.  Allows Light Amp Goggles to be turned on or off at will, and also dropped when partially used.  HEV Suit that can be turned on or off at will, and also dropped when partially used.  HEV suit and now partially protects against fire, ice, and electricity as well as nullifies acid and poision.  2 second delay when toggling the HEV suit, for balance and realism.  If enabled, will randomly spawn with armor bonuses. Original immediate use Radiation Suits will still spawn at their normal locations.  Optional SmartMediKit that can replace standard medikits. Will break apart if you are missing less than 25 of your total health. Also can be manually opened by "using" them like opening a door.  Can randomly spawn "NanoStim" which will increase your base maximum health by 5 to a maximum of 180 total health.  Optional lower resolution pk3 included for faster performance at the cost of a bit of visual prettiness.  Optional pk3 to remove DoomVisor font in menus.  Optional Alternate Graphics for Doomguy and Visor! (Thanks Lightsource!)  Ability to darken the default lighting levels in WAD from UDV Menu. Choose between dark, darker, and pitch black levels. Great with the flashlight!  Optional colored lighting effects.  Optional atmospheric fog effects.  Optional ambient sound and music pack!  Optional CoopLives script for multplayer coop. Limit the number of lives before level restart.  MANY Toggle options, for almost any setting. -- CURRENTLY FULLY SUPPORTED MODS --  Vanilla Doom & Doom II  Brutal Doom V21  Brutal Doom 64  Project Brutality 2.03  Brutal Pack V9  Johnny Doom  Smooth Doom  Brutal Doom v21 RC4  Project Brutality 3.0 Test  If your mod is not on the list, there is an option to use a generic weapon script that will display counts, but will not show warning colors or play warning sounds. -- 2.13 CHANGES -- 2019-06-07  Fixed issue with armor display during invisibility.  Changed color of Smart Medi Kit to an orange cross.  Fixed issue with startup message not displaying on level start.  Updated to support all current BDv21 weapons and changes.  Major changes to support the BDv21 vehicles. 10:50 PM 12/17/2018  Fixed long standing bug with Tactical mode not working correctly. 11:09 PM 12/17/2018  Removed Aiming Momentum options - recommend using Immerse mod by Josh771, since it is much better. 11:10 PM 12/26/2018  Removed auto walk speed limiter when playing UDV Hardcore difficulty. 11:10 PM 12/26/2018  Added new option to enable walk speed limiter at any time in UDV Gameplay Options (requires map restart). 11:10 PM 12/26/2018  Removed Damage Factor from UDV Hardcore difficulty. 4:34 PM 12/27/2018  Added new option to change damage factor in UDV Gameplay Options. 4:35 PM 12/27/2018  Added Fast Monsters option in UDV Gameplay Options (requires map restart). 4:35 PM 12/27/2018  Added option to play warning sound when near or on damaging floors. (No more wondering if it will hurt you to stand on things!) 1:57 PM 1/6/2019  Added new option for Automatic EMS. Defaults to off. 3:59 PM 1/10/2019  Updated Radar script code to make UniqueTIDs - more reliable. 11:45 PM 1/11/2019  Fixed bug with EMS running after death. 9:53 PM 1/12/2019  Fixed bug with Mugshot not appearing on armor greater than 100. 11:06 PM 5/25/2019  Fixed bug with walk speed carrying over into UDV Hardcore difficulty. 11:06 PM 5/25/2019 -- 2.12b CHANGES -- 2018-01-21  Fixed issue with enemy healthbar disappearing after demon transformations in Project Brutality. 10:46 PM 7/8/2017  Updated to fix broken menu options for various commands. 11:17 1/21/2018  Updated to support current BDv21 Beta weapons and monster changes. 11:17 1/21/2018  Fixed issue with HUD not reappearing after exiting level during demon transformation in Project Brutality. 5:19 PM 1/22/18  Updated to support current Project Brutality 3.0 Test weapon lists. 9:23 PM 1/22/18  Added Unmaker to Project Brutality weapon script. (Will not show in weaponlist due to being secret, like Hitler's Buzzsaw) 10:35 AM 1/23/18  Added UDV font portable health kit graphics. 6:08 PM 1/23/18 -- 2.12 CHANGES -- 2017-06-03  Added BD64 stamina meter to BASE. 12:28 AM 5/29/2017  Changed item spawner script to 5 tics after map start to avoid spawning with monsters in Project Brutality. 9:03 PM 6/1/2017  Added BD64 stamina meter to ALT2. 11:34 AM 6/3/2017  Updated Equip Helmet on Armor Pickups to match new PB Medium armor of 150. 5:12 PM 6/3/2017  Added new UDV compatible multiplayer CoopLives script to gameplay options. 5:17 PM 6/3/2017  Fixed dual ammo display on 4:3 mode for BASE and Alt 1. 5:53 PM 6/3/2017  Removed EMS Min Armor option. 12:54 PM 6/4/2017  Added new Min Armor for all tools slider in Tools Menu. 12:54 PM 6/4/2017  Added Lives indicator for UDV CoopLives mode. 1:02 PM 6/4/2017  Fixed bug where Player indicator on radar remained after respawn if radar was off. 1:33 PM 6/4/2017  Added new AI Voice "Rallinth" - Thanks Samarai1000! 10:48 PM 6/5/2017  Fixed a bug with autosave that would load during multiplayer games. 10:09 AM 6/11/2017  Fixed bug with Project Brutality Demon Rune Transformations not resetting visor after wearing off. 6:57 PM 6/16/2017  Increased health display for Demon Rune Transformations to show 4 digits. 6:57 PM 6/16/2017  Fixed bug with extcam not clearing correctly. 6:58 PM 6/16/2017  Fixed bug with air hole showing on automap. 11:51 PM 6/17/2017  Changed color of smart medikits to blue to differentiate them from regular. 9:41 PM 6/24/2017  Fixed bug with Enemy Healthbar disappearing after using Project Brutality Guided Rockets. 11:03 PM 7/1/2017  Fixed bug with HEV Suit freezing all players when equipping. 11:08 AM 7/4/2017  Fixed bug with armor warning playing during Baron/Revenant transformations in Project Brutality. 11:35 AM 7/4/2017  Fixed bug with Critical/Energized showing during transformations in Project Brutality. 11:35 AM 7/4/2017  Fixed bug with "DUAL" showing for Carbine Rifle when option wasn't enabled in Project Brutality. 10:56 PM 7/4/2017  Fixed Alt2 "DUAL" display. 11:34 AM 7/5/2017  Fixed issue with mod not loading on anything other than Project Brutality because of previous "DUAL" fix. 4:35 PM 7/5/2017 -- 2.11 CHANGES -- 2017-05-12  Bleeding damage no longer takes armor and has custom obituary. 9:17 AM 5/9/2017  Air Loss damage no longer makes pain grunts, and has custom obituary. 9:17 AM 5/9/2017  Radar should now track friendly marines. 1:46 PM 5/9/2017  Radar should now track other players in multiplayer. 1:46 PM 5/9/2017  Updated Bleeding damage to no longer be affected by skill level (Thanks Blue Shadow!!!) - requires ZScript - GZDoom 3.0 or higher required. 12:04 PM 5/10/2017  Fixed issue with Explosive Barrels getting a TID assigned and showing up on the map. 5:05 PM 5/10/2017  Fixed issue with mods changing UDV Assigned Player TID necessary for Radar. 6:16 PM 5/10/2017  Added new options to customize Critical/Energized health amounts. 2:10 PM 5/12/2017  Updated Autosave script to leave screen more quickly during external camera views. 5:18 PM 5/12/2017  Added faint non-invasive UDV version number at bottom left of screen for debug and tracking purposes. 5:19 PM 5/12/2017  Re-worked Ambient "C" module to be much smaller, moved script from BASE to "C" module and added new cave style background track. 12:58 AM 5/13/2017  Clarified some menu options. 1:39 AM 5/13/2017  Emergency Patch - fixed issue with PB weapons and things using a static TID. Radar now should adapt to mods that change the TID. 10:02 AM 5/13/2017  Fixed PB TID issue again. 5:07 PM 5/13/2017  Fixed Radar not showing enemy height icons correctly. 5:08 PM 5/13/2017  Added new height icons in Radar for Players. 5:08 PM 5/13/2017  Changed the TID stuff again. You know what? F- TID stuff. 7:21 PM 5/13/2017  Added new logic to not change TID while dead. 7:29 PM 5/13/2017  Added DoomED Numbers to UDV Items. 11:13 PM 5/13/2017  Removed random spawner items and made ACS script to add UDV items if enabled. 9:18 PM 5/17/2017  Added separate option to choose Accessory Battery spawns. 10:09 PM 5/17/2017  Removed GLDEFS for removed UDV_ArmorBonus. 7:54 AM 5/18/2017  Fixed bug with random spawner causing extra spawns at origin coordinates. 7:54 AM 5/18/2017  Added CVARs to choose max amt of random spawn items per level. 5:03 PM 5/18/2017  Updated Ambient addon to not play default music if off. Allows for other music mods to work. 6:56 PM 5/20/2017  Fixed some EnemyHB code to address bug. 4:12 PM 5/21/2017  Updated EnemyHB with ability to disable assigned names. 4:54 PM 5/21/2017  Fixed bug with radar power not working. 5:27 PM 5/21/2017  Updated HEV Suit to protect against air loss damage when equipped. 9:38 PM 5/23/2017  Increased MAX amount for Accessory Battery spawns in Menu from 10 to 20. 9:06 AM 5/24/2017  Added startup graphic during GZDoom loading. 1:41 PM 5/24/2017  Fixed bug with Radar spawner during timefreeze events. Fixes issue with WeaponWheel mod. 12:02 PM 5/26/2017  Added menu option for choosing starting battery amount. 12:25 AM 5/27/2017  Changed Radar TID assignment to run every second instead of every tic. Should greatly increase performance. 12:58 AM 5/27/2017  Added menu option to disable Radar TID assignment completely. Possible performance increase at loss of radar tracking. 12:58 AM 5/27/2017 -- 2.10 CHANGES -- 2017-05-08  Fixed long standing bug with Fog that I wasn't aware of, that was preventing from changing density. 5:40 PM 5/7/2017  Fixed bug where "Cortana" voice wouldn't play sound for scanner disabled. 6:11 PM 5/7/2017  HUGE CHANGE - Radar no longer requires "B" Module. All monsters should now be tracked via radar, always. Holy crap. 11:37 PM 5/7/2017  All of this is thanks to The Zombie Killer's 10x Universal monster spawning mod. Took the idea behind how it works, applied it to Radar... and BOOM! It works(with some modifications)... INSANITY! 11:43 PM 5/7/2017  HUGE CHANGE - And... "B" Module no longer needed to capture fatalities!!! 12:03 AM 5/8/2017  HUGE CHANGE - "B" Modules GONE! No longer needed at all - Critical Bleeding will now take a random 1-2 damage... so when near death, you have a slight chance of surviving a bit longer if you're lucky... 1:37 PM 5/8/2017  Fixed Bleeding/Critical to work in multiplayer, as well as updating instantly on option change instead of requiring script restart. 12:12 PM 5/8/2017  Screen Shake option will now update instantly instead of requiring script restart. 12:18 PM 5/8/2017  Aiming Momentum option will now update instantly instead of requiring script restart. 12:27 PM 5/8/2017  Moved visor inventory graphics for PB items into main UDV BASE file. Separate "B" module no longer required. 1:39 PM 5/8/2017  Added LQ version of armor hole graphic. 3:01 PM 5/8/2017  Now can choose default radar mode at map start. 3:02 PM 5/8/2017  Removed sae_deathcam checks from BASE and Alt2 visor since they are no longer needed. 5:07 PM 5/8/2017 -- 2.01 CHANGES -- 2017-05-07  HEV Suit will replace all Radsuits again if enabled. Tweaked the equipping freeze delay to give foot protection while equipping, thus you will not take damage. This fixes the issues with replacing Radsuits in maps. 10:47 PM 5/2/2017  Added new Extended Accessory Battery - gives 25 Accessory Battery, lower chance of spawn, but balances out energy a bit better. Don't have to be QUITE so conservative with your tools anymore. 5:45 PM 5/4/2017  Updated PB 3.0 Test Module with some missed enemy names. 7:07 PM 5/4/2017  Added "Cortana" AI voice, and converted some audio to OGG to further reduce file size. 8:44 PM 5/4/2017  Renamed armor hole option to be less confusing. 11:18 AM 5/5/2017  Fixed bug with "hole" showing in armor even if dynamic damage was turned off. 11:31 AM 5/5/2017  Fixed bug with Reserve Ammo list not showing up unless you enabled Weapon List. 12:38 PM 5/5/2017  Added new option to disable all battery power. 11:10 AM 5/6/2017  If battery power options disabled, accessory batteries will no longer spawn. 11:10 AM 5/6/2017  Fixed bug with Alt 2 visor disabling blood splatter when armor damage was off. 11:22 AM 5/6/2017  Changed to only one UDV Difficulty instead of two and Individual gameplay settings can be enabled in Gameplay Options for any difficulty. 11:52 AM 5/6/2017  Fixed bug with bleeding not being disabled if changed during game. 11:52 AM 5/6/2017  Slightly increased transparency for final two armor levels of Alt 2. 12:48 PM 5/6/2017  Fixed bug where Radar would not turn off if battery was drained. 1:30 PM 5/6/2017  Fixed bug where flashlight wasn't turning on if battery was zero, even if power requirement was turned off. 1:36 PM 5/6/2017 -- 2.00 CHANGES -- 2017-04-27  Fixed animated face not working from 1.85  New animatied faces for berserk/invulnerability.  Menudef options updated  Fixed runaway script 4278 in saehud  Updated external camera check script to be more universal and reliable.  Integrated saeweap modules into BASE module. No longer required for weapon warnings.  Fixed EMS being able to be activated after death.  Cleaned up mugshot code, much more efficient.  Fixed Bleeding/Critical/Energized being carried over on respawn in multiplayer.  Added Helmet Animation on start/new armor.  New visor graphics for armor during invisibility.  "Active Camo" counter during invisibility.  Alt2 flashing icon when less than 30 armor.  New "Accessory Battery" items, and display.  Flashlight can now use Accessory Battery instead of Armor.  EMS can now require Accessory Battery instead of Armor.  Radar can now require Accessory Battery.  Separate blood splatter generated from total damage taken.  Ability to "clean" blood splatter manually by holding "forward+back" at the same time.  Optional "Air Loss" damage when armor is under a certain level when in an "outside" zone.  Optional warning beep when armor is below "air loss" armor level.  Goggles and HEV Suit timers now carry over to subsequent levels instead of resetting.  Recoded Health and Armor in SBARINFO. Much more efficient.  Optional red tint on low health to reduce vision and add difficulty.  Integrated HEV Suit/Goggles/SmartMedikit as options in UDV.  Berserk/Demon Strength limiter option added.  Choose starting armor amount, 0-200 instead of only 80.  Fixed Enemy Healthbar horizontal amount display being incorrect.  Increased enemy health from 1.0 to 1.5 on UDV Hardcore difficulty.  Optional additional crack in Alt2 Visor.  Menu Spacing reduced to 9 so that menus do not go off screen on some smaller displays.  Recoded all options/tools to support multiplayer.  HEV Suit/Goggles will spawn with Armor Bonuses at a low chance if enabled.  Revamped darkdoom code to be more efficient.  Fixed UDVReset command.  Option to disable weapon scripts and use generic in case of mod incompatibility.  New independent battery script that can be called from any tool that uses battery.  Re-coded radar and brought back all 3 modes.  New option to display default class name of monster instead of "Class X Entity" for Enemy Healthbar.  Updated Flashlight to use DarkDoom Flashlight 2.0.  Ambient Music/Sound can now be toggled individually.  Fixed Ambient Music/Sound not resetting if changed midgame. 1:27 PM 4/28/2017  Modified Vanilla_Revenant_UDV, Vanilla_DNImpVariant1_UDV, and Vanilla_DNImpVariant2_UDV in the PB 3.0 module to fix issue with radar overflow. 1:28 PM 4/28/2017  Changed Medikit and Armorbonus pickup sounds. 4:13 PM 4/28/2017  Added special handling for Brutal Doom 64 Tactical mode to disable Critical/Energized so sprinting still works. 5:23 PM 4/28/2017  Added 15 new sound effects to UDV Ambient while still reducing overall file size by around 15Mb. 9:46 PM 4/28/2017  Fixed small bug with Dark Doom effects not clearing variables if disabled. 10:59 AM 4/29/2017  Fixed bug with UDV Helmet animation not playing the equip sounds. 7:35 PM 4/29/2017  Modified dark doom to remove unneeded CVAR and replaced with script variable. 10:57 PM 4/29/2017  Added back LQ Flashlight Option for those that need it. 11:21 PM 4/29/2017  Added auto cleaning option to remove blood from visor. 12:17 AM 4/30/2017  Extra Crack for Alt2 Visor menu option now only visible if loading Alt2 visor module. 12:18 AM 4/30/2017  Fixed Apply All Changes option to call correct UDVReset script. 12:20 AM 4/30/2017

Errors such as the ones in the screenshot below ARE NORMAL and DO NOT affect gameplay. They are there because of the MANY mods this HUD is compatible with. I will no longer be answering questions about them in comments.

This is a very graphic intensive HUD. If your system runs on lower specs, use the LQ option inside the game.

To access Ultimate DoomVisor HUD Options:

• Options -> Ultimate DoomVisor HUD

Zandronum 1.2.2 support available, requires its own separate pk3 file. It is extremely out of date and will stay at version 1.34. For now 1.34 is working and should continue to work for the most basic features.

Version 1.34 Zandronum 1.2.2 Compatible PK3





I am far from a hardcore coder, so it might not be perfect, and without NC Hud for scripting, and 2800fps from reddit with his DoomVisor graphics it would not exist. Hope you like it! Let me know if you have ideas for changing/adding anything.

Thank you to SGT_MARK_IV, Quaker540, PA1NKI113R, 2800fps from reddit, and everyone else who's mod has something to do with this. Without your awesomeness, I wouldn't have made this.

The biggest feature I want to expand on currently is more levels of damage. If anyone has the artistic talent to create more damage I can integrate into the graphics, PLEASE let me know.

Thank you all so much, and Stay Brutal!