Search found 7855 matches

by Major Cooke
Mon Apr 13, 2026 12:12 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

Oh boy, that old thing. Thinking about it more, I've updated the permissions with better wording. I actually don't mind if people reuse the resources or borrow bits of code so long as they give credit to who it came from. I believe in giving back to the community so if people want to use them, go ...
by Major Cooke
Sun Apr 12, 2026 4:38 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

If you're willing to supply additional graphics, I can add them in. Just make sure you provide me with stuff I can actually use.
by Major Cooke
Wed Mar 25, 2026 10:22 am
Forum: Gameplay Mods
Topic: AEoD 6.66 Alpha 8 (11/20/2018)
Replies: 166
Views: 80186

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Are you using UZDoom Nightly? Maybe try that.
by Major Cooke
Wed Nov 12, 2025 4:45 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

As long as it's not "DamageHudIndicators", can be whatever you want. The whole idea is to prevent clashes with other mods and for debugging purposes. So if I need to rescan one of the files, or add a function to perform rescanning, I can do a quick iteration and simply refresh just that one ...
by Major Cooke
Wed Nov 12, 2025 11:08 am
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

Since I know this might be asked... Why is there a mod_id requirement? First, it's a carry-over from all my other mods, and that's mainly designed to ensure there's a difference and priority chain. Base mod is first, addons are added atop of it. Second, and while this one doesn't really apply to ...
by Major Cooke
Tue Nov 11, 2025 10:43 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

I can add a JSON system where you can make a list of damage types that will never trigger the indicator. I'll also add such list for source and inflictors, and what playerpawn type they apply to, as well as parent checks options. That's about the safest thing I can do, because I do enjoy having ...
by Major Cooke
Mon Oct 20, 2025 10:09 pm
Forum: Off-Topic
Topic: Whats happening ?
Replies: 38
Views: 1287

Re: Whats happening ?

Enjay wrote: Mon Oct 20, 2025 7:11 pm The government's official line is "doesn't matter, you're still liable for any fines for breaches committed before you banned UK users".
That'll work out as well as them going after and fining 4chan. :roll:
I hope they fight back.
by Major Cooke
Wed Oct 15, 2025 3:50 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

I'll consider it for the next version after this one.
by Major Cooke
Tue Oct 14, 2025 5:59 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

I'm back in the saddle and working on it. Expect an update soon.
by Major Cooke
Wed Sep 17, 2025 6:15 pm
Forum: Gameplay Mods
Topic: Damage HUD Indicators v1.0 (09/01/2023)
Replies: 28
Views: 7860

Re: Damage HUD Indicators v1.0 (09/01/2023)

Sorry for the bumpage. I noticed that the damage indicator doesn't scale with changes to screen resolution. I know that there is a scale configuration in the menu but is there any way that the indicator could auto-scale if a user changes screen resolution so that, proportionally, it takes up the ...
by Major Cooke
Thu Sep 11, 2025 10:19 am
Forum: Launchers
Topic: Doom Runner (yet another graphical Doom launcher)
Replies: 192
Views: 158869

Re: Doom Runner (yet another graphical Doom launcher)

Glad to see my suggestion made it in. Mod bundles are incredibly useful. Now I can mix and match with less work in between.

Excellent work Youda.
by Major Cooke
Fri Jul 18, 2025 1:18 pm
Forum: Off-Topic
Topic: Topic for people who like MLP:FiM
Replies: 2290
Views: 140072

Re: Topic for people who like MLP:FiM

Stay tuned for more! Because I'm already getting into this pretty heavily.
by Major Cooke
Sat Jun 28, 2025 9:33 am
Forum: Gameplay Mods
Topic: AEoD 6.66 Alpha 8 (11/20/2018)
Replies: 166
Views: 80186

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Wait it out. It'll expire after a bit.
by Major Cooke
Fri Jun 27, 2025 6:23 pm
Forum: Gameplay Mods
Topic: AEoD 6.66 Alpha 8 (11/20/2018)
Replies: 166
Views: 80186

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Noted. I need to redo the force cubes at any rate, so just make sure you don't exit with the force cubes active.

It'll be a long time before I get to this though, I'm currently busy with some other projects.
by Major Cooke
Mon Jun 16, 2025 1:34 pm
Forum: Off-Topic
Topic: Topic for people who like MLP:FiM
Replies: 2290
Views: 140072

Re: Topic for people who like MLP:FiM

I've renewed my interest in making a pony mod. Completely different from anything else I've made, and with bone manips being a thing, I'm in this 200%. So I'm starting from scratch. It'll be a fun mod where you can take ponies as allies (can only pick one) on missions throughout Equestria as you ...

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