Search found 35 matches

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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!
by site
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 ...
by site
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
by site
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
by site
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
by site
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 ...
by site
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
by site
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
by site
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!! :wub:
by site
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

drfrag wrote:It's disabled when values are 0 (using the menu command). I changed the sliders since before non reasonable values were allowed.
Thank you for the clarification!
by site
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.
by site
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

drfrag wrote:it's enabled by default so you've probably tried it already.
oh, i had just assumed the default values were doom's defaults. oops :P
by site
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?
by site
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
by site
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

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