Search found 54 matches

by DrMoney
Wed Jul 27, 2022 4:09 pm
Forum: Gameplay Mods
Topic: Loot Markers
Replies: 54
Views: 13840

Re: Loot Markers

There are two files in the zip, load them in this order:
MWR_Cursor3D.pk3
MWR_LootMarkers.pk3
This worked for me on that same error
by DrMoney
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]

BerserkerNoir wrote:wow, this update and the upcoming stuff keep getting better and better!
The spinner looks really nice!
Agreed, that spinner does look great. Thanks for all the hard work!
by DrMoney
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!
by DrMoney
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]

NightFright wrote:...The interruptable reloads can be considered since they don't change the way the weapons work.
Any chance this feature might still work it's way into this mod? Thanks!
by DrMoney
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 ...
by DrMoney
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!
by DrMoney
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

Nash wrote:Of course they would carry over, this is designed for RPGs/open world-type stuff. :D
Great to hear, can't wait to get started with it!
by DrMoney
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?
by DrMoney
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
by DrMoney
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 :).
by DrMoney
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.
by DrMoney
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 ...
by DrMoney
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.
by DrMoney
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!
by DrMoney
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?

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