Toby Accessibility Mod - DOOM for the blind [10/27/21]

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Re: Toby Accessibility Mod - DOOM for the blind [UPDATE]

Postby Alando1 » Sun Aug 22, 2021 3:31 pm

Hey guys, the second Toby Map Pack has been released!

Enjoy! :)





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Re: Toby Accessibility Mod - DOOM for the blind [10/27/21]

Postby Alando1 » Thu Oct 28, 2021 6:01 pm

Hey guys, the third Toby Map Pack has been released along with the Toby Accessibility Mod version 4.5. Download links on Page 1! Enjoy! :)





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Re: Toby Accessibility Mod - DOOM for the blind [10/27/21]

Postby Captain Ventris » Mon Nov 01, 2021 9:47 am

This is very cool. What a wonderful project!
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Re: Toby Accessibility Mod - DOOM for the blind [10/27/21]

Postby Enjay » Mon Nov 01, 2021 11:20 am

Just a little tip - seeing as how you are distributing the engine with the game - if you include your configuration file named as gzdoom.ini (no username), rather than gzdoom-alando1.ini then GZDoom should read the contents of the file and use the settings within it to write the gzdoom-username.ini file. So there's no need for the file renaming stuff that you mention at the start of your video.

Once the gzdoom-username.ini is written, then that will be used, but it also means that the user can delete their ini file (if they need to for some reason) and recreate it because the gzdoom.ini will be sitting there with the default values for your project in it. All they will need to do is delete their username file and then run GZDoom again.

If there are values missing from your gzdoom.ini, then they will be filled in by gzdoom when you run it. So, you only need to have the important stuff in there and settings that might be user specific (such as certain hardware related ones) need not be in the file.
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Re: Toby Accessibility Mod - DOOM for the blind [10/27/21]

Postby Alando1 » Fri Nov 05, 2021 4:21 pm

@Captain Ventris - Thank you :)

@Enjay - Good to know. Thank you for telling me. This would make things way easier. I'll be sure to give it a shot. Thank you, Enjay :)

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