Here's a temporary fix.
Just replace the Dehacked file in the wad with this and it should run.
Search found 818 matches
- Fri Jun 06, 2025 10:23 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.14.2] Crash on load when trying to load a PWAD
- Replies: 4
- Views: 267
- Fri Dec 29, 2023 10:35 am
- Forum: Graphic/Audio Patches
- Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
- Replies: 397
- Views: 90966
Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1
How complete is this? Does it include HUD's? Is the Doom PK3 for all 3 games? Doom, Doom 2 and Final Doom? Any plans for Hexen, Heretic, Hacx, Strife? It includes Nightfright's clean widescreen HUD (which is currently broken because GZDoom isn't scaling the 2x hud elements properly right now) It ...
- Thu Dec 28, 2023 10:18 pm
- Forum: Graphic/Audio Patches
- Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
- Replies: 397
- Views: 90966
Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1
It's not an official release or anything, but I was working on a personal "HD Remaster" which was an cleaned-up amalgam of all the best high-quality assets available. It has upscaled and high resolution images for all the full-screen art. I don't think it's compatible with widepix however.
- Thu Dec 28, 2023 12:00 am
- Forum: Bugs [GZDoom]
- Topic: Broken mod compatibility regarding asset scaling
- Replies: 0
- Views: 539
Broken mod compatibility regarding asset scaling
https://forum.zdoom.org/viewtopic.php?p=1246613#p1246613 https://www.doomworld.com/forum/topic/99021-doom-neural-upscale-2x-v-10/ Link to the post in the mod thread as well as a link to Neural Upscale mod. I don't know when it broke, but the mod used to be compatible with the scaled assets but now ...
- Mon Oct 23, 2023 6:48 pm
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181450
Re: Fullscreen Statusbar Mod [v5.1.11]
This mod used to work with the Neural Upscale mod and it would properly scale the double-sized HUD elements to fit the status bar, but now it just shows enlarged textures stretched over the HUD elements.
- Fri Nov 25, 2022 3:40 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Action Doom remaster crashes
- Replies: 0
- Views: 528
Action Doom remaster crashes
4.9.0 causes a hard crash in two area that did not have problems in 4.8.2.
https://www.doomworld.com/forum/post/2573512
This Doomworld thread chronicling the bug, the video does the second crash in map03... Turning around to look causes it quit.
https://www.doomworld.com/forum/post/2573512
This Doomworld thread chronicling the bug, the video does the second crash in map03... Turning around to look causes it quit.
- Fri Jul 29, 2022 2:09 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153633
Re: Hell-Forged - Version 2.00 (On Hold - Resources OPEN)
Got it, thanks.
- Thu Jul 28, 2022 9:52 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153633
Re: Hell-Forged - Version 2.00 (On Hold - Resources OPEN)
The mite tries to spawn 'SOBGas2' when it dies... is this an unfinished explosion object?
- Sat Jul 23, 2022 11:37 am
- Forum: Feature Suggestions [GZDoom]
- Topic: UDMF sector property for picking sky
- Replies: 3
- Views: 2577
Re: UDMF sector property for picking sky
It really is a pain in the ass to use multiple skyboxes in complex maps. It should be as simple as defining a skybox in gldefs and using tags to assign that sky to sectors.
- Mon Jun 27, 2022 3:58 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153633
Re: Hell-Forged - Version 2.00 (On Hold - Resources OPEN)
Awesome... I'm contemplating getting back into mapping and these interesting creatures would be a good fit for an idea of mine. I hate sounding entitled, but did you also have sfx picked out for the creatures or was that still a work in progress?
- Sat Jun 25, 2022 2:20 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153633
Re: Hell-Forged - Version 2.00 (On Hold - Resources OPEN)
Absolute legend of you. Beyond being respectful and attributing your work, will we need to carve up the sprite sheets and decorate the monsters ourselves, or is there a decorate file already available which appropriate codes the monsters and their attacks?
- Sun Apr 17, 2022 7:09 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP ] Monster Mash
- Replies: 36
- Views: 14509
Re: [WIP ] Monster Mash
I drew it, so feel free to use it however you want.
- Sun Apr 03, 2022 10:02 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP ] Monster Mash
- Replies: 36
- Views: 14509
Re: [WIP ] Monster Mash
There's a much better proton pack sprite floating around out there...
viewtopic.php?f=3&t=57627&hilit=Ghostbusters
viewtopic.php?f=3&t=57627&hilit=Ghostbusters
- Mon Oct 25, 2021 4:34 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646466
Re: (Release 1.02) Ashes Afterglow TC
When leaving the ice arena, should the blue keycard open the doors to let me escape? Having the key and pressing the switch didn't seem to activate it.
- Thu Oct 21, 2021 6:49 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls Remastered - Download Now!
- Replies: 25
- Views: 15173
Re: Doom: The Golden Souls Remastered - Download Now!
Sure... But accuracy doesn't necessarily mean more fun. Just feels overly long for a game.