Search found 7855 matches
- 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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- Mon Oct 20, 2025 10:09 pm
- Forum: Off-Topic
- Topic: Whats happening ?
- Replies: 38
- Views: 1287
- 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.
- 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.
- 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 ...
- 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.
Excellent work Youda.
- 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.
- 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.
- 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.
It'll be a long time before I get to this though, I'm currently busy with some other projects.
- 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 ...