This worked for me on that same errorThere are two files in the zip, load them in this order:
MWR_Cursor3D.pk3
MWR_LootMarkers.pk3
Search found 54 matches
- Wed Jul 27, 2022 4:09 pm
- Forum: Gameplay Mods
- Topic: Loot Markers
- Replies: 54
- Views: 13840
Re: Loot Markers
- Fri Apr 01, 2022 5:20 pm
- Forum: Gameplay Mods
- Topic: Relighting Doom v3.31b [Updated 4/8/22]
- Replies: 379
- Views: 94589
Re: Relighting Doom v2.9b [Updated 3/31/22]
Agreed, that spinner does look great. Thanks for all the hard work!BerserkerNoir wrote:wow, this update and the upcoming stuff keep getting better and better!
The spinner looks really nice!
- Mon Mar 07, 2022 6:13 pm
- Forum: Gameplay Mods
- Topic: Smooth Weapons Enhanced [v3.2.1]
- Replies: 338
- Views: 154638
Re: Smooth Weapons Enhanced [v3.2.1]
Ah gotcha, thanks for the answer and considering it!
- Sun Mar 06, 2022 9:47 pm
- Forum: Gameplay Mods
- Topic: Smooth Weapons Enhanced [v3.2.1]
- Replies: 338
- Views: 154638
Re: Smooth Weapons Enhanced [v3.2]
Any chance this feature might still work it's way into this mod? Thanks!NightFright wrote:...The interruptable reloads can be considered since they don't change the way the weapons work.
- Sun Mar 06, 2022 9:12 pm
- Forum: Gameplay Mods
- Topic: Relighting Doom v3.31b [Updated 4/8/22]
- Replies: 379
- Views: 94589
Re: Relighting Doom v2.8b [Updated 3/5/22] - Color Temps
Hey thank you for this wonderful mod, I absolutely love what it does on everything I've tried it with. However I'm getting this "VM execution aborted: tried to read from address zero." any time I Load a Save on a non-IWAD Map -Gzdoom 4.7.1 -Relighting Doom v2.8b -Will happen with fresh gzdoom.ini ...
- Sat May 09, 2020 3:30 pm
- Forum: Gameplay Mods
- Topic: Big Doom [v1.3.0]
- Replies: 30
- Views: 20080
Re: Big Doom [v1.1.1]
When scaling up, this is fantastic with the Grappling Hook/Ledge Grab/etc. of zMovement. Brings a lot of fun verticality to maps. Thanks for making it!
- Fri Jan 22, 2016 7:40 pm
- Forum: Resources
- Topic: [ON HOLD] Bumi: Real-Time Day/Night & Weather
- Replies: 234
- Views: 47008
Re: Bumi: Real-Time Day/Night & Weather [mapper for demo nee
Great to hear, can't wait to get started with it!Nash wrote:Of course they would carry over, this is designed for RPGs/open world-type stuff.
- Wed Jan 20, 2016 11:42 pm
- Forum: Resources
- Topic: [ON HOLD] Bumi: Real-Time Day/Night & Weather
- Replies: 234
- Views: 47008
Re: Bumi: Real-Time Day/Night & Weather [mapper for demo nee
Sorry if this was answered elsewhere:
If this were applied to a map pack, would the time/month/particle types carry status over between maps or reset the cycle?
If this were applied to a map pack, would the time/month/particle types carry status over between maps or reset the cycle?
- Sat Oct 10, 2015 2:56 pm
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86586
Re: Official Oculus Rift GZ3Doom thread
Hey everyone, it's been updated to 0.7 with positional tracking!
https://github.com/cmbruns/gz3doom/rele ... oom1.8.6_m
https://github.com/cmbruns/gz3doom/rele ... oom1.8.6_m
- Tue Jun 09, 2015 9:11 pm
- Forum: Graphic/Audio Patches
- Topic: Ultimate DoomVisor
- Replies: 154
- Views: 95787
Re: Ultimate DoomVisor
Oh that makes sense, thank for explaining. And thanks for making the newest addition to my Autoload
.

- Tue Jun 09, 2015 7:47 pm
- Forum: Graphic/Audio Patches
- Topic: Ultimate DoomVisor
- Replies: 154
- Views: 95787
Re: Ultimate DoomVisor
Any chance you could make this remember you're mini-radar setting? Right now it turns off at the start of every level.
- Mon Feb 16, 2015 7:37 pm
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86586
Re: Official Oculus Rift GZ3Doom thread
Ohh okay. Sudden unnatural movement such as in Brutal Doom or Call of Dooty I'd say yes, but for something like your Quake Strafe Tilt I'd say mileage may vary based on the user's VR legs. I was planning on trying it out myself once my DK2 arrives. I think GZ3Doom would have to be recompiled with ...
- Sun Feb 15, 2015 2:38 pm
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86586
Re: Official Oculus Rift GZ3Doom thread
Could you elaborate on what you mean by health concerns? Do you mean what would cause discomfort I.e. "Sim Sickness"? The main thing I can think of would be to account for neck movement when rolling so it seems more natural. That is, the view pans a little to the left or right when tilting.
- Wed Dec 17, 2014 7:43 am
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86586
Re: Official Oculus Rift GZ3Doom thread
Well that's disappointing, thanks for letting us know though!
- Tue Dec 16, 2014 8:05 pm
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86586
Re: Official Oculus Rift GZ3Doom thread
Sorry to bump but has anyone gotten this confirmed working with the DK2?