SidDoyle's Mutators - New skies for Dark Doom!

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Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Discord: josh771#7771
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Re: SidDoyle's Mutators - New skies for Dark Doom!

Post by Josh771 »

Someone64 wrote:Would be better if the skies were separate since maybe some wads already have fittingly dark skies and you wouldn't want to replace them.
My temporary fix for that, for now, would be to load Dark Doom before the map or wad in question. That should prevent any overwriting.
EtherBot
Posts: 17
Joined: Fri May 05, 2017 5:02 pm

Re: SidDoyle's Mutators - New skies for Dark Doom!

Post by EtherBot »

Really sorry to bump, but every single link is dead
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JJmaster
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Discord: JJmaster#2998
Github ID: hyperJJmaster
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Legacy GZDoom)

Re: SidDoyle's Mutators - New skies for Dark Doom!

Post by JJmaster »

dead all links
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wildweasel
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Re: SidDoyle's Mutators - New skies for Dark Doom!

Post by wildweasel »

You want this thread instead:
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