Search found 818 matches

by Scuba Steve
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

Re: [4.14.2] Crash on load when trying to load a PWAD

Here's a temporary fix.

Just replace the Dehacked file in the wad with this and it should run.
by Scuba Steve
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 ...
by Scuba Steve
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.
by Scuba Steve
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 ...
by Scuba Steve
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.
by Scuba Steve
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.
by Scuba Steve
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?
by Scuba Steve
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.
by Scuba Steve
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?
by Scuba Steve
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?
by Scuba Steve
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.
by Scuba Steve
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
by Scuba Steve
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.
by Scuba Steve
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.

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