Search found 4 matches

by Taffer
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]

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.
This fixed it, thanks.
by Taffer
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]

(:< wrote:This mod fucked up my doom 2 even after deleting the mod
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.
by Taffer
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.
by Taffer
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.

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