Created by iddq_tea, here is a widescreen (16:9) statusbar for Slaughterfest 2011:
Search found 85 matches
- Fri Jan 17, 2025 11:55 am
- Forum: Graphic/Audio Patches
- Topic: Widescreen statusbars (v2409)
- Replies: 167
- Views: 143529
- Sun Dec 31, 2023 7:06 pm
- Forum: Graphic/Audio Patches
- Topic: Widescreen statusbars (v2409)
- Replies: 167
- Views: 143529
Re: Widescreen statusbars (v2312)
Widescreen status bar for Cosmogenesis by NoReason: https://www.doomworld.com/forum/topic/1 ... slaughter/
Tested with the latest versions of GZDoom and dsda-doom.
Is it ok to post the file here as an attachment or should I submit a pull request?
Tested with the latest versions of GZDoom and dsda-doom.
Is it ok to post the file here as an attachment or should I submit a pull request?
- Sun Dec 31, 2023 7:01 pm
- Forum: Graphic/Audio Patches
- Topic: Widescreen statusbars (v2409)
- Replies: 167
- Views: 143529
Re: Widescreen statusbars (v2206)
That's odd. The statusbar has the proper dimensions (426x32), like all the others. Did you try ultrawide statusbars instead? They end with "_uwide" in their file name. If you load another with "_wide" and it shows the same issue, then it might be a problem with the port. After a quick test, it ...
- Tue May 30, 2023 4:18 pm
- Forum: Graphic/Audio Patches
- Topic: Widescreen statusbars (v2409)
- Replies: 167
- Views: 143529
Re: Widescreen statusbars (v2206)
Hello! I recently downloaded the latest version of this project from GITHUB, and I'm having an issue with doom_wide.wad. It looks like the status bar is a few pixels shorter than full widescreen, which in dsda-doom (v0.25.6), causes there to be a hall of mirrors effect on both corners of the screen ...
- Tue Jul 19, 2022 5:55 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 465420
Re: [3.5a] Corruption Cards - Choose cards that alter your g
New update time: It's great to see new updates are still coming to this wonderful mod. I appreciate all the work you put into this, Cutmanmike. Amazing job, really! I had a blast of a time playing through Plutonia, and I can't wait to play through another wad! I really want to go and discover all ...
- Sun Jun 07, 2015 3:47 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146090
Re: [WIP/Release] Brutal Doom SE
I have no idea how to fix that, does it only happen with BD20? Have you tried saving and loading on regular doom?
Anyway, if nothing else works, you can always use the cheat code: idclev15
That should send you to the beginning of E1M5.
Anyway, if nothing else works, you can always use the cheat code: idclev15
That should send you to the beginning of E1M5.
- Sun May 03, 2015 5:08 am
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146090
Re: [WIP/Release] Brutal Doom SE
That's usually a problem with the load order: make sure you are loading the Improved Brightmaps BEFORE Brutal SE and everything else.
- Sun Mar 29, 2015 12:48 pm
- Forum: Gameplay Mods
- Topic: Dynamic Item System v1.0.0 (Mar2015)
- Replies: 13
- Views: 3332
Re: Dynamic Item System v1.0.0 (Mar2015)
I mean if you pick up a stimpack and only get 1 health, you're wasting 90% of that stimpack. I don't really see how this is supposed to aid its intended audience at all. The idea is that: 1 - If the stimpack is only giving you 1 health, you're probably at 150+ health, so it shouldn't be a big deal ...
- Sun Mar 29, 2015 10:57 am
- Forum: Gameplay Mods
- Topic: Dynamic Item System v1.0.0 (Mar2015)
- Replies: 13
- Views: 3332
Re: Dynamic Item System v1.0.0 (Mar2015)
I'm sorry Ozy, but that was wayyy overboard...
it's just too much.
I'll keep it as it is now.
But thanks for the intention though

I'll keep it as it is now.
But thanks for the intention though

- Sat Mar 28, 2015 11:48 am
- Forum: Gameplay Mods
- Topic: Dynamic Item System v1.0.0 (Mar2015)
- Replies: 13
- Views: 3332
Re: Dynamic Item System v1.0.0 (Mar2015)
So Coincident, need any graphics/sprites for this DIS? :-) Well, not for the DIS itself, because it only transforms already-existing mods. So, it just uses the graphics that already exist in those mods. Other than that, I just hacked that fat backpack + red armor together to make a minimalist icon ...
- Sat Mar 28, 2015 9:29 am
- Forum: Gameplay Mods
- Topic: Dynamic Item System v1.0.0 (Mar2015)
- Replies: 13
- Views: 3332
Re: Dynamic Item System v1.0.0 (Mar2015)
I just tested that scenario, and it works on my machine. http://zdoom.org/wiki/Actor_flags#WEAPONSPAWN WEAPONSPAWN (development version 6d4eb7f6 only) Which version of GZDoom are you using? Try updating, it should fix the problem. Edit: I just tested a few versions, it works with GZDoom version 2 ...
- Sat Mar 28, 2015 4:25 am
- Forum: Gameplay Mods
- Topic: Dynamic Item System v1.0.0 (Mar2015)
- Replies: 13
- Views: 3332
Dynamic Item System v1.0.0 (Mar2015)
http://i.imgur.com/nJY6T7E.png http://i.imgur.com/cPEEgf2.png Dynamic Item System / Dynamic Armor System http://i.imgur.com/Fv5yNMm.png This is a mod that lets you pickup anything at any time . Feed the OCD monster in you! Pickup every item before leaving for the next level, and get 100% items! Don ...
- Thu Mar 12, 2015 12:01 pm
- Forum: Levels
- Topic: Maps of Chaos - Overkill RC1 out!
- Replies: 337
- Views: 144950
Re: Maps of Chaos - Overkill RC1 out!
I'll be interested to see your take on Episode 4. The difficulty balance there is already pretty tight, since its first few levels are really difficult compared to the other episodes. E4M2 and E4M3 still give me trouble to this day. :P E4M1 is considered the hardest maps of the entire doom series ...
- Tue Mar 10, 2015 4:43 pm
- Forum: Gameplay Mods
- Topic: MiniSphere Addon v1.1.1 (Mar2015) - Invisibility Replacement
- Replies: 34
- Views: 6568
Re: MiniSphere Addon v1.1.1 (Mar2015) - Invisibility Replace
I didn't know about that repo, but from what I've seen, all their resources are .wads. Do they only accept .wads? (... which means no ACS?)Ozymandias81 wrote:Would you mind to submit this on Realm667 repo? You'll need only to remove those extra mods supports.
(PM me, it's easier)
- Tue Mar 10, 2015 2:50 pm
- Forum: Gameplay Mods
- Topic: MiniSphere Addon v1.1.1 (Mar2015) - Invisibility Replacement
- Replies: 34
- Views: 6568
Re: MiniSphere Addon v1.1.1 (Mar2015) - Invisibility Replace
Just released a minor update to this mini-mod, now version v1.1.1. The first post is updated; here's the download link: https://docs.google.com/uc?authuser=0&id=0B--0iYbHF3oVVk5GNmtVWE9LZzQ&export=download Changes: v1.1.1 (10 Mar 2015) Added an old-school spawn that has the same low framerate as ...