Search found 16 matches
- Wed Nov 12, 2025 11:20 pm
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
Re: SevHUD (v3 Update Nov. 13 '25)
Turns out I couldn't leave well enough alone. Welcome to SevHUD v3, now a fork of NashBar. See first post.
- Thu Oct 23, 2025 10:32 pm
- Forum: Graphic/Audio Patches
- Topic: Doom skyboxes for GZDoom
- Replies: 22
- Views: 15975
Re: Doom skyboxes for GZDoom
I've been using these skyboxes for years, but some things about them have been bugging me the whole time, so I made my own edit. https://drive.google.com/file/d/1Myd_-kAzCyZ4FmVhnqK6HWdd1FiLtE46/view?usp=sharing In particular, I resized the 512x512 skybox textures down to 256x256 to match the others ...
- Tue Oct 21, 2025 1:24 pm
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
- Mon Oct 20, 2025 7:39 am
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)
Shame indeed. Well, looks like I only have access to [imgur] and not [ img ], so imgur links they'll stay for the time being.
- Mon Oct 20, 2025 7:00 am
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)
As the first post states, please set it up using the built-in menu. It requires your HUD options to be a certain way to work; the menu should help with that. It's a little janky that way; I'm open to suggestions to make it less jank. Also ninja reupload to fix a graphical error when playing with ...
- Mon Oct 20, 2025 4:05 am
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)
Seven years later, I've returned with a big update. See first post.
- Mon Oct 09, 2023 7:01 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
- Replies: 47
- Views: 45766
Re: Snap the Sentinel (v2.4) ~ EPISODE 1
We are releasing a new demo build on our Steam page today at 10am PST which features the new combo system and revamped secrets system. Not all of the Episode 1 maps are in it, but there is one brand new map included. https://imgur.com/MIwI4qL We hope everyone enjoys the new build, and adds Snap to ...
- Wed Mar 02, 2022 9:20 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Polyobject Flat Rendering
- Replies: 17
- Views: 6256
Re: Polyobject Flat Rendering
The SRB2 devs simply accepted that limitation. They (and modders) only use polyobjects such that they never leave the sector they spawn in. (I'm pretty sure the primary reason for this was that they couldn't figure out how to render polyobjects correctly in software mode once they left the sector. I ...
- Sat Jan 15, 2022 12:31 pm
- Forum: Creation, Conversion, and Editing
- Topic: A script to build custom shaped 3d floors
- Replies: 33
- Views: 21612
Re: A script to build custom shaped 3d floors
Now that SRB2 has rudimentary UDMF support, our development team would find that extremely useful as a UDB plugin.
- Sat Nov 20, 2021 4:48 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
- Replies: 47
- Views: 45766
Re: Snap the Sentinel (v2.1) ~ EPISODE 1
Did you update to the v2.1 patch? E1M9 was one of the problem maps before the patch.
- Wed Apr 11, 2018 11:48 am
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
Transparent Vanilla HUD v2
Updated first post with fixes.
- Tue Apr 10, 2018 9:25 pm
- Forum: Graphic/Audio Patches
- Topic: SevHUD (v3 Update Nov. 13 '25)
- Replies: 13
- Views: 6996
SevHUD (v3 Update Nov. 13 '25)
SevHUD : Now a fork of NashBar https://imgur.com/xsEQz75 https://imgur.com/mhEH3DN Features Transparent status bars faithfully adapted from supported games/mods Automatically loads correct graphics based on current mapset Optional NashBar-style enemy HP, powerup, and map completion stats displays ...
- Tue Apr 10, 2018 1:39 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672925
Re: Smooth Doom
I would really like if there was some way to simply limit the amount of blood splatter present in a map. I tend to have to turn it on or off depending on the map, would be nice to just limit it to 100 or 200 splats to prevent this.
- Thu Jun 30, 2016 10:23 pm
- Forum: Graphic/Audio Patches
- Topic: [Music] Shane's HQ Doom Music (2018 Updates) [WIP] [Link]
- Replies: 203
- Views: 85481
Re: [Music] HQ Doom Music (2016 Updates) [WIP] [Link]
I took a listen to a few of the new tracks. They sound pretty good, with the exception of the drums, which seem to have too much reverb (but it might just be me). I'd also love an alt version of They're Going To Get You with the choir, it's just not the same without them to me.
Keep on jamming!
Keep on jamming!
- Thu Jun 16, 2016 11:16 am
- Forum: Graphic/Audio Patches
- Topic: [Music] Shane's HQ Doom Music (2018 Updates) [WIP] [Link]
- Replies: 203
- Views: 85481
Re: [Music] HQ DooM Music (Updated 2011.05.03) [WIP] [Link]
Wow, and I thought the last version of E1M1 was pretty good. Now I'm even more excited for this.
