This fixed it, thanks.phantombeta wrote:[wiki=CCMDs:Other#clearnodecache]You have to clear the node cache to fix it[/wiki]. Whenever it "permanently breaks" a map, that's caused by your computer taking way too long to generate the map nodes, which makes GZDoom cache them for faster loading.
Search found 4 matches
- Sun Aug 30, 2020 7:09 pm
- Forum: Gameplay Mods
- Topic: Big Doom [v1.3.0]
- Replies: 30
- Views: 20147
Re: Big Doom [v1.3.0]
- Sun Aug 30, 2020 6:29 pm
- Forum: Gameplay Mods
- Topic: Big Doom [v1.3.0]
- Replies: 30
- Views: 20147
Re: Big Doom [v1.3.0]
I've had this happen too. It's really weird, and it seems to happen only with specific maps. The maps themselves run properly on other sourceports, but they stay deformed in GZDoom even without loading Big Doom.(:< wrote:This mod fucked up my doom 2 even after deleting the mod
- Fri Apr 03, 2020 11:25 am
- Forum: Gameplay Mods
- Topic: Nightshift v2.1 (01/12/20) Stable changes
- Replies: 240
- Views: 66849
Re: Nightshift v1 - A Customizable Survival Horror Mod
Hey, I'm enjoying this mod a lot, but I wanted to ask if there's a way to disable the custom skybox? It kinda clashes with some of the maps I'm running with this.
- Thu Apr 02, 2020 4:49 pm
- Forum: Off-Topic
- Topic: New Member Introductions
- Replies: 794
- Views: 201454
Re: New Member Introductions
Hi everyone. I've been lurking on these forums for a long time!
I've started messing with Doom Builder lately, so I thought it was time to finally create an account here.
I've started messing with Doom Builder lately, so I thought it was time to finally create an account here.