Big Doom [v1.3.0]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Big Doom [v1.3.0]
Dunno if you've seen this through the HD Discord, but there seems to be an issue with 3D floor scaling.
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Re: Big Doom [v1.3.0]
fun fact: using bigdoom_x/y/zscale or bigdoom_scale if you dont want to use individual axes allows you to bypass the 4.00 limit which works surprisingly well. just... don't do negatives
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Re: Big Doom [v1.3.0]
HI! I just want to know is it possible to make this mod compatibility with zandronum?
It's very good mod!
It's very good mod!
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Re: Big Doom [v1.3.0]
If it uses ZScript at all, it cannot be made compatible with Zandronum.Tibi19920727 wrote:HI! I just want to know is it possible to make this mod compatibility with zandronum?
It's very good mod!
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Re: Big Doom [v1.3.0]
This mod fucked up my doom 2 even after deleting the mod
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Re: Big Doom [v1.3.0]
I very much doubt it can do that.(:< wrote:This mod fucked up my doom 2 even after deleting the mod
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Re: Big Doom [v1.3.0]
You did not import the whole mod into the doom2.wad, no?
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Re: Big Doom [v1.3.0]
Time to load this alongside Deformed DOOM and Extermination Day
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Re: Big Doom [v1.3.0]
I've had this happen too. It's really weird, and it seems to happen only with specific maps. The maps themselves run properly on other sourceports, but they stay deformed in GZDoom even without loading Big Doom.(:< wrote:This mod fucked up my doom 2 even after deleting the mod
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Re: Big Doom [v1.3.0]
Exactly how are the levels messing up? This mod should not be doing anything irreversible.Taffer wrote:I've had this happen too. It's really weird, and it seems to happen only with specific maps. The maps themselves run properly on other sourceports, but they stay deformed in GZDoom even without loading Big Doom.(:< wrote:This mod fucked up my doom 2 even after deleting the mod
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Re: Big Doom [v1.3.0]
[wiki=CCMDs:Other#clearnodecache]You have to clear the node cache to fix it[/wiki]. Whenever it "permanently breaks" a map, that's caused by your computer taking way too long to generate the map nodes, which makes GZDoom cache them for faster loading.
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Re: Big Doom [v1.3.0]
This fixed it, thanks.phantombeta wrote:[wiki=CCMDs:Other#clearnodecache]You have to clear the node cache to fix it[/wiki]. Whenever it "permanently breaks" a map, that's caused by your computer taking way too long to generate the map nodes, which makes GZDoom cache them for faster loading.
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Re: Big Doom [v1.3.0]
Honey, I shrunk the Doomguy, my favourite movie.
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Re: Big Doom [v1.2.0]
Ayo, link's dead mateSpaceman333 wrote:https://gofile.io/d/UkQftuBradmanX wrote:Could you link some of those mobility mods, especially the jetpack, I imagine those could really come in handy for playing maps with thisSpaceman333 wrote:Yes! This is cool!
Now I can make every map play like UAC Vinur Prime - a map known for large spaces and wide corridors that I really enjoy and wanted more of.
I already have a whole bunch of mobility universal addons, like grappling hook, jetpack, jp-movement, super mario agilities, so now I can actually have the space to use them properly.
Thank you!
Also, this mod is awesome, it's nice to have more mods to be able to change the maps we know and love in fun and interesting new ways without having to actually modify the map ^_^
"GZDoomMobilityAddons2020.zip"
Includes: grappling hook, jetpack, jp-movement, super mario agilities, ut2k4 dodging
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Re: Big Doom [v1.3.0]
How do I get the Randomness function to work?