Search found 35 matches
- Thu Nov 28, 2019 9:06 am
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181960
Re: Fullscreen Statusbar Mod [v5.1.3]
Sorry, haven't been checking the forums lately. Thanks for adding those timers!
- Mon Nov 04, 2019 7:36 pm
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181960
Re: Fullscreen Statusbar Mod [v5.1.2]
thank you for continuing maintenance releases on this, but im gonna poke 3saster because at the same time i want this one mod to rule them all and after this it will be done because there is literally nothing else i can think of that would make this any better... "Note that if you prefer Tekish's ...
- Mon Oct 14, 2019 10:34 am
- Forum: Gameplay Mods
- Topic: BorderDoom: Doom + Borderlands gameplay (update 1.2)
- Replies: 157
- Views: 70909
Re: BorderDooM: Doom + Borderlands gameplay (release: 18.10.
looks interesting, but uhh...please tell me that recoil effect can be turned off, im getting a headache just watching that youtube vid
- Mon Oct 07, 2019 6:29 pm
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181960
Re: Fullscreen Statusbar Mod [v5.1.0]
heyyy nice, one less thing in my already much too huge load order to worry about
- Wed Sep 25, 2019 8:57 am
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126791
Re: LZDoom 3.82 'rogue' 07/19 released
GZ and LZ have the same menu tho
- Tue Sep 24, 2019 8:30 am
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126791
Re: LZDoom 3.82 'rogue' 07/19 released
Wasn't ACS something Raven made for Hexen? Like to support Hexen you need to support ACS? Plus any Doom/Hexen based mods/maps built off that? You want to drfrag to just strip that out? And aren't motion blur effects expensive (as in even fairly expensive compared to using a shader sector light mode ...
- Mon Sep 23, 2019 11:11 am
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181960
Re: Fullscreen Statusbar Mod [v5.0.3]
now that you mention it...
Spoiler:seriously though, thanks for adding that i appreciate it
- Sun Sep 22, 2019 10:40 am
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284336
Re: WadSmoosh - merge all official id releases into one PK3
thanks for the quick fix, was just about to run a new smoosh. glad i checked here first lol
- Sat Sep 21, 2019 10:47 pm
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181960
Re: Fullscreen Statusbar Mod [v5.0.2]
yooooo awesome thank you!! 

- Sat Sep 21, 2019 11:31 am
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126791
Re: LZDoom 3.82 'rogue' 07/19 released
Thank you for the clarification!drfrag wrote:It's disabled when values are 0 (using the menu command). I changed the sliders since before non reasonable values were allowed.
- Sat Sep 21, 2019 10:10 am
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126791
Re: LZDoom 3.82 'rogue' 07/19 released
That feature was obviously not in Doom. I've just uploaded a new devbuild with the fix. lol no sorry, I meant as in at the default values there was no culling. iirc up until 3.82 there was no "disable" option in the software renderer, leading me to think that at default values it was not enabled.
- Sat Sep 21, 2019 9:27 am
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126791
Re: LZDoom 3.82 'rogue' 07/19 released
oh, i had just assumed the default values were doom's defaults. oopsdrfrag wrote:it's enabled by default so you've probably tried it already.

- Fri Sep 20, 2019 6:50 pm
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126791
Re: LZDoom 3.82 'rogue' 07/19 released
I haven't ever tried that feature, but since it's being brought up I think I might give it a whirl. Is there a minimum to be aware of on either option where things generally start to break?
- Wed Sep 18, 2019 8:44 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152636
Re: Doom Runner (yet another graphical Doom launcher)
I guess, but at that point having a separate Maps list just for official pwads feels like a waste of ui space when you could just put those in the mod list as well
- Tue Sep 17, 2019 10:29 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152636
Re: Doom Runner (yet another graphical Doom launcher)
e: I just realized the way it's designed it cant do things like edit load order to place mods before mappacks to allow for overwrites and unless you explicitly make a preset it doesn't save any mods loaded on exit, so I'm thinking this just isn't something made for my needs and I'll bow out