Re: Doom: Toby Accessibility Mod V3.0

2021-02-02 Thread AudioGames . net Forum — General Game Discussion : mojsior via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hi.I have agog vesion of doom 2 and I have problem with controls, because I need to use mouse to shoot and turn which is not confortable.I have seen that I can remap these controls in ini file but I dont see any ini file.I see only a file called default.cfg and it contains key bindings but I dont understand how to chcnge somethink in this file.So do you know how to remap these keys.I am using gzdoom as developer of this mod was said.

URL: https://forum.audiogames.net/post/612231/#p612231




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Re: Doom: Toby Accessibility Mod V3.0

2021-02-01 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I would be a little more excited for this if we weren't restricted to a single map. Cool that it exists though.

URL: https://forum.audiogames.net/post/611861/#p611861




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Re: Doom: Toby Accessibility Mod V3.0

2021-01-31 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Awesome. Thanks for the update.

URL: https://forum.audiogames.net/post/611739/#p611739




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Re: Doom: Toby Accessibility Mod V3.0

2021-01-31 Thread AudioGames . net Forum — General Game Discussion : rings2006 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

nice

URL: https://forum.audiogames.net/post/611719/#p611719




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Re: Doom: Toby Accessibility Mod V3.0

2021-01-31 Thread AudioGames . net Forum — General Game Discussion : germanico via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

good news! https://www.youtube.com/watch?v=WzPFd-144Sk

URL: https://forum.audiogames.net/post/611718/#p611718




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Re: Doom: Toby Accessibility Mod V3.0

2021-01-31 Thread AudioGames . net Forum — General Game Discussion : germanico via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

good news! https://www.youtube.com/watch?v=WzPFd-144Sk hace 2 horas,  Twitter Web App

URL: https://forum.audiogames.net/post/611718/#p611718




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-17 Thread AudioGames . net Forum — General Game Discussion : Atlan via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

hi,take thishttps://www.dropbox.com/s/r1qfygkx4cnai … d.rar?dl=0

URL: https://forum.audiogames.net/post/530112/#p530112




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-16 Thread AudioGames . net Forum — General Game Discussion : ZK via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

for the cheats you enter them in-game, you do have to type them kinda fast thoughfor music this is kinda hard, in-game press F4 for options menu, i think it's something like 10 options down the menu for the sound effects, the first 1 in that menu is music volume, if poss you would be best of getting sighted help, spoken menus would be a great addition though.I used to  play these games back in the 90's, personally my fave has to be Doom 2, due to the addition of the double barrled shotgun.

URL: https://forum.audiogames.net/post/529972/#p529972




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : black_dog via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

who knows what you need to press in order to save the game?

URL: https://forum.audiogames.net/post/529661/#p529661




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

So... I listened to this video from Illegally Sighted. In addition, I did some basic research on older versions of the accessibility mod, and read about Doom on Wikipedia as sort of a crash course. I have never played Doom before and have only heard it maybe once, so I am completely new to the Doom universe. But ever since I heard Doom and its 90s sounds and fast action on Youtube videos, I've wanted to play it. It's perhaps why I got hugely into FPS audio games like Shades of Doom, Technoshock and Monkey Business, once I developed sufficient orientation skills to navigate through them. I haven't actually played the accessibility mod though, I've only read and watched videos. I really like where this is going. For those who haven't heard the video or the mod, I'll summarize it below:Many things in the game make a repeating sound when you get close to them. Doors have a high chirpy sound, switches sound like alarms, barrels make a weird bubbly sound. Health, ammo and armor all have their own sounds. In addition, you can now check direction facing, and I think? there's a snap function, but I'm not sure how it works. I'm not sure precisely how many sounds there are, for instance the original Doom games have toxic waste which in previous versions of the mod didn't seem to make sound, but in the example level in the 3.0 version of the mod, I don't think there was any toxic waste to show off, so maybe it makes sound now. We can hope anyway.A few things seem pretty frustrating though if you actually want to enjoy Doom solely with audio.Menus do not yet speak. I hope they can in the future, but it's not a dealbreaker.From what it looks like, the most accessible map is a custom one you have to import. Standard doom maps break as some sound beacons, such as doors and switches, won't be audible. This shows the mod is a work-in-progress, it won't really make the game fully playable yet.Enemies don't make enough sound to reliably kill them from a distance. Most of the time, you don't hear them until they are either ready to attack you or have begun attacking you directly. You pretty much have to play with God mode if you're not sighted.inability to hear items from a distance. Some items in the game do seem to be audible from a distance and change volume depending on how close you are to them, but others seem to be sensitive, only making sound if you're right next to them. Maybe I'm being too picky, but I feel like everything should be audible from at least a couple steps away.It doesn't seem like you get a good indication of whether doors are standard, locked, unlocked or open, although the navigation voice will tell you if a door requires a key, and which keys you collect and use. Still, I found myself confused since I couldn't tell where the locked doors were without the voice.Inability to check health, armor, ammo etc. Of course, whether any of this can be done or not will depend on the capabilities of the Doom engine to convey numeral information.The ability to hear sounds through doors and walls is really distracting for me. I'm not really sure at the moment how one is meant to know the difference between objects in a room and objects somewhere else in the map when playing with sound alone. If nothing else, I'd say just don't play sounds that aren't in the same room/hallway as yourself.I've heard that Doom has climbing up/dropping down. I admit this is a dimension that's hard to convey with audio though, and I haven't really played many audio games which attempt it without having extensive spoken or guided feedback. I also don't know of course how much the Doom engine could be pushed to convey with audio. If nothing else, I guess play a short ascending rise sound when  your character climbs, or a short descending sound when he falls, so at least you can use your memory of your previous attempts to map out the vertical structure of a level when needed.At the end of the day I'm a bit lost when trying to follow the level layout, but it does sound really cool. I'm very hesitant to say I dislike any aspects of this. I really, really want to like this, but I can't quite justify putting the time in, as I would find it frustrating at the current time. I would constantly be comparing myself to sighted gamers who have no trouble. Illegally sighted is really amazing though at conveying stuff in a way that mostly makes sense to me as an audio-only gamer who has no experience with mainstream, and at the same time he seems to cater well to what mainstream people relate to, so if you're still curious, I'd check out that video I linked to at the beginning of this post.For now, I'm going to be giving this a pass, but I'm still very open to other perspectives and am keeping a close eye on this.

URL: https://forum.audiogames.net/post/529579/#p529579




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

So... I listened to this video from Illegally Sighted. In addition, I did some basic research on older versions of the accessibility mod, and read about Doom on Wikipedia as sort of a crash course. I have never played Doom before and have only heard it maybe once, so I am completely new to the Doom universe. But ever since I heard Doom and its 90s sounds and fast action on Youtube videos, I've wanted to play it. It's perhaps why I got hugely into FPS audio games like Shades of Doom, Technoshock and Monkey Business, once I developed sufficient orientation skills to navigate through them. I haven't actually played the accessibility mod though, I've only read and watched videos. I really like where this is going. For those who haven't heard the video or the mod, I'll summarize it below:Many things in the game make a repeating sound when you get close to them. Doors have a high chirpy sound, switches sound like alarms, barrels make a weird bubbly sound. Health, ammo and armor all have their own sounds. In addition, you can now check direction facing, and I think? there's a snap function, but I'm not sure how it works. I'm not sure precisely how many sounds there are, for instance the original Doom games have toxic waste which in previous versions of the mod didn't seem to make sound, but in the example level in the 3.0 version of the mod, I don't think there was any toxic waste to show off, so maybe it makes sound now. We can hope anyway.A few things seem pretty frustrating though if you actually want to enjoy Doom solely with audio.Menus do not yet speak. I hope they can in the future, but it's not a dealbreaker.From what it looks like, the most accessible map is a custom one you have to import. Standard doom maps break as some sound beacons, such as doors and switches, won't be audible. This shows the mod is a work-in-progress, it won't really make the game fully playable yet.Enemies don't make enough sound to reliably kill them from a distance. Most of the time, you don't hear them until they are either ready to attack you or have begun attacking you directly. You pretty much have to play with God mode if you're not sighted.inability to hear items from a distance. Some items in the game do seem to be audible from a distance and change volume depending on how close you are to them, but others seem to be sensitive, only making sound if you're right next to them. Maybe I'm being too picky, but I feel like everything should be audible from at least a couple steps away.It doesn't seem like you get a good indication of whether doors are standard, locked, unlocked or open, although the navigation voice will tell you if a door requires a key, and which keys you collect and use. Still, I found myself confused since I couldn't tell where the locked doors were without the voice.Inability to check health, armor, ammo etc. Of course, whether any of this can be done or not will depend on the capabilities of the Doom engine to convey numeral information.The ability to hear sounds through doors and walls is really distracting for me. I'm not really sure at the moment how one is meant to know the difference between objects in a room and objects somewhere else in the map when playing with sound alone. If nothing else, I'd say just don't play sounds that aren't in the same room/hallway as yourself.I've heard that Doom has climbing up/dropping down. I admit this is a dimension that's hard to convey with audio though, and I haven't really played many audio games which attempt it without having extensive spoken or guided feedback. I also don't know of course how much the Doom engine could be pushed to convey with audio. If nothing else, I guess play a short ascending rise sound when  your character climbs, or a short descending sound when he falls, so at least you can use your memory of your previous attempts to map out the vertical structure of a level when needed.At the end of the day I'm a bit lost when trying to follow the level layout, but it does sound really cool. I'm very hesitant to say I dislike any aspects of this. I really, really want to like this, but I can't quite justify putting the time in, as I would find it frustrating at the current time. I would constantly be comparing myself to sighted gamers who have no trouble. Illegally sighted is really amazing though at conveying stuff in a way that mostly makes sense to me as an audioonly gamer who has no experience with mainstream, and at the same time he seems to cater well to what mainstream people relate to, so if you're still curious, I'd check out that video I linked to at the beginning of this post.For now, I'm going to be giving this a pass, but I'm still very open to other perspectives and am keeping a close eye on this.

URL: https://forum.audiogames.net/post/529579/#p529579




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

So... I listened to this video from Illegally Sighted. In addition, I did some basic research on older versions of the accessibility mod, and read about Doom on Wikipedia as sort of a crash course. I have never played Doom before and have only heard it maybe once, so I am completely new to the Doom universe. But ever since I heard Doom and its 90s sounds and fast action on Youtube videos, I've wanted to play it. It's perhaps why I got hugely into FPS audio games like Shades of Doom, Technoshock and Monkey Business, once I developed sufficient orientation skills to navigate through them. I haven't actually played the accessibility mod though, I've only read and watched videos. I really like where this is going. For those who haven't heard the video or the mod, I'll summarize it below:Many things in the game make a repeating sound when you get close to them. Doors have a high chirpy sound, switches sound like alarms, barrels make a weird bubbly sound. Health, ammo and armor all have their own sounds. In addition, you can now check direction facing, and I think? there's a snap function, but I'm not sure how it works. I'm not sure precisely how many sounds there are, for instance the original Doom games have toxic waste which in previous versions of the mod didn't seem to make sound, but in the example level in the 3.0 version of the mod, I don't think there was any toxic waste to show off, so maybe it makes sound now. We can hope anyway.A few things seem pretty frustrating though if you actually want to enjoy Doom solely with audio.[ul][*]Menus do not yet speak. I hope they can in the future, but it's not a dealbreaker.[/*][*]From what it looks like, the most accessible map is a custom one you have to import. Standard doom maps break as some sound beacons, such as doors and switches, won't be audible. This shows the mod is a work-in-progress, it won't really make the game fully playable yet.[/*][*]Enemies don't make enough sound to reliably kill them from a distance. Most of the time, you don't hear them until they are either ready to attack you or have begun attacking you directly. You pretty much have to play with God mode if you're not sighted.[/*][*]inability to hear items from a distance. Some items in the game do seem to be audible from a distance and change volume depending on how close you are to them, but others seem to be sensitive, only making sound if you're right next to them. Maybe I'm being too picky, but I feel like everything should be audible from at least a couple steps away.[/*][*]It doesn't seem like you get a good indication of whether doors are standard, locked, unlocked or open, although the navigation voice will tell you if a door requires a key, and which keys you collect and use. Still, I found myself confused since I couldn't tell where the locked doors were without the voice.[/*][*]Inability to check health, armor, ammo etc. Of course, whether any of this can be done or not will depend on the capabilities of the Doom engine to convey numeral information.[/*][*]The ability to hear sounds through doors and walls is really distracting for me. I'm not really sure at the moment how one is meant to know the difference between objects in a room and objects somewhere else in the map when playing with sound alone. If nothing else, I'd say just don't play sounds that aren't in the same room/hallway as yourself.[/*][*]I've heard that Doom has climbing up/dropping down. I admit this is a dimension that's hard to convey with audio though, and I haven't really played many audio games which attempt it without having extensive spoken or guided feedback. I also don't know of course how much the Doom engine could be pushed to convey with audio. If nothing else, I guess play a short ascending rise sound when  your character climbs, or a short descending sound when he falls, so at least you can use your memory of your previous attempts to map out the vertical structure of a level when needed.[/*][/ul]At the end of the day I'm a bit lost when trying to follow the level layout, but it does sound really cool. I'm very hesitant to say I dislike any aspects of this. I really, really want to like this, but I can't quite justify putting the time in, as I would find it frustrating at the current time. I would constantly be comparing myself to sighted gamers who have no trouble. Illegally sighted is really amazing though at conveying stuff in a way that mostly makes sense to me as an audioonly gamer who has no experience with mainstream, and at the same time he seems to cater well to what mainstream people relate to, so if you're still curious, I'd check out that video I linked to at the beginning of this post.For now, I'm going to be giving this a pass, but I'm still very open to other perspectives and am keeping a close eye on this.

URL: https://forum.audiogames.net/post/529579/#p529579




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hi.Generally I would be interested in how well navigation through levels work. I suppose you don't really get notified if a passage is opening to the left or right, so how well does level navigation work and for example finding switches and the like?I would go for ultimate doom because this one seams to be the most complete game.Greetings Moritz.

URL: https://forum.audiogames.net/post/529510/#p529510




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@50Different emulators may have different default keyconfigs, there's likely a config or ini file where you can set them. I can also confirm the mod works with [zandronum], which is a particular kind of doom emulator that supports easy to setup multiplayer servers but can also be played offline in single player. So, if any of you want to try and get a coop match going...

URL: https://forum.audiogames.net/post/529504/#p529504




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : Aron Leppik via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Well Freedoom works with this too.

URL: https://forum.audiogames.net/post/529495/#p529495




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@magurp244, I've downloaded one of the original doom games and I downloaded LZDoom instead of GZDoom, because when I open the tobi mod with GZdoom it says unsupported graphics. so for that I downloaded and extracted LZDoom, coppy the WAD file to the directory where I extracted LZDoom, then I open the mod with LZDoom, but after starting the game all the controls become weird. instead of using all the controls that are presented on the doom manual or somewhere else on the net, instead it's changed.

URL: https://forum.audiogames.net/post/529490/#p529490




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

All the original core Doom games should work: Ultimate Doom, Doom 2, Final Doom, and Master Levels for Doom 2. There's also the recently released [Sigil] campaign by Romero himself, which you can actually download for free. I ran some tests, and while Heretic, Hexen and Strife DO work, the guns and sounds appear to be flaky and broken in places. So, not quite compatible with the mod.To reiterate for those who want to get this working: Download [GZDoom], then get any of the original [Doom Games] or Sigil campaign. Put their WAD files into the GZDoom folder. Download the Accessibility Mod and load it with GZDoom, pick your doom mod of choice and go.Here's the Full List of [cheat codes]:IDDQD -- Invulnerability    IDBEHOLDI -- Temporary invisibility    IDBEHOLDR -- Temporary radiation suit    IDBEHOLDS -- Temporary berserk    IDBEHOLDA -- Temporary automap    IDBEHOLDV -- Temporary invulnerability    IDBEHOLDL -- Temporary light    IDKFA -- Full health, ammo, weapons, armor and keys    IDFA -- Full health, ammo, weapons, and armor    IDDT -- Change map detail    IDCHOPPERS -- Gain chainsaw    IDCLEVxx -- Warp to level 'xx' where xx is 01 to 19    IDMYPOS -- Displays your position and bearing    IDMUSxx -- Music select. 'xx' is the level who's song you want.    IDSPISPOPD -- Walk through walls!    IDCLIP -- Walk through wallsSecret Level:To teleport directly to the secret level, type "idclev19" while playing.Kind of wish he'd distribute the mod through something other than dropbox though, like moddb, or itch...

URL: https://forum.audiogames.net/post/529453/#p529453




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : alisson via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@47 If you are using gzdoom, you can modify the controls in the ini file, its very simple. I have set mi controls to this:A=+moveleftD=+moverightAlt=+AttackE=+useSpace=+jumpand soo on

URL: https://forum.audiogames.net/post/529440/#p529440




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : alisson via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@47 If you are using gzdoom, you can modify the controls in the ini file

URL: https://forum.audiogames.net/post/529440/#p529440




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

You can either ultimate doom or doom 2 on steam. The mod works there, but for some reason the controls are weird

URL: https://forum.audiogames.net/post/529433/#p529433




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I'm unsure on which versions work, I'd ask the youtube uploader, or I believe some one on here got it to work and said which ones work successfully.

URL: https://forum.audiogames.net/post/529390/#p529390




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : mojsior via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hi.Can you tell me which versions of doom are currently supported by this mod.I dont want to waste my money on a game where it will not works.

URL: https://forum.audiogames.net/post/529322/#p529322




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : michaelhoffman1976 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

i wouldn't even know where to get the original now. to try this.

URL: https://forum.audiogames.net/post/529267/#p529267




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Any idea on how to fix this strange control issue, both in ultimate doom and in doom 2?

URL: https://forum.audiogames.net/post/529245/#p529245




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : Aron Leppik via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Blasting monsters is fun, but navigation's a bit of a pain.I like where this mod's going.

URL: https://forum.audiogames.net/post/529240/#p529240




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-14 Thread AudioGames . net Forum — General Game Discussion : black_dog via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hey. How can I enter the cheat codes?

URL: https://forum.audiogames.net/post/529173/#p529173




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

tried doom 2, however it's still the same. I open the project with GZDoom or LZDoom, but when playing the game the controls are also weird like in ultimate doom. this time, the arrow keys can also be used for shooting, the enter key does something, the Q key to check direction, ETC.

URL: https://forum.audiogames.net/post/529092/#p529092




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : alisson via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

sad this mod doesn't work very well with project brutality 3.0

URL: https://forum.audiogames.net/post/529086/#p529086




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Holding shift is also to run, although GZDoom has an autorun feature that takes care of that. There are the original shareware verisons of Doom floating around the next that people could try getting for free to try it out as well. I'm actually really curious if the mod would work with other WAD based games like Heretic, Hexen, or Strife, though those have some RPG elements and basic inventory management in them, or maybe other mods like Brutal Doom?

URL: https://forum.audiogames.net/post/529078/#p529078




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I'm curious how far you can get in the game using the mod. First person shooters usually aren't my thing, but doom has nostalgic value to me, so maybe when I get a new pc and steem account, this may be worth looking into. Also, talking menus dont matter as much to me as do menu clicks and whether or not they wrap, but clicks most of all.

URL: https://forum.audiogames.net/post/529075/#p529075




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I'm curious how far you can get in the game using the mod. First person shooters usually aren't my thing, but doom has nostalgic value to me, so maybe when I get a new pc and steem account, this may be worth looking into.

URL: https://forum.audiogames.net/post/529075/#p529075




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : BlindJay via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Figured Z Doom out thanks!  Pretty neat so far.@ZK The keyboard keys you mentioned are the only ones useable?  Any way to tell where doors or walls are?  What about turning down music?

URL: https://forum.audiogames.net/post/529042/#p529042




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : ZK via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I've got Doom 2 from steam, and run using GZDoom, and it uses the origional movement, arows to move, control to shoot, space to interact, ALT plus left and right arrows to strafe, numbers 1 - 7 for weapons, Q for direction you are facing, and E to snap back to north.Weapons:1 chainsaw or fist2 pistol3 shotgun and super shotgun(Doom 2)4 chaingun5 rocket launcher6 plasma rifle7 BFG9000(big fucking gun)

URL: https://forum.audiogames.net/post/529038/#p529038




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : BlindJay via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I assume this mod is game play only?  What about menus in the game itself if purchased on steam or if there is still a shareware version that can be played?  NVDA O C R?

URL: https://forum.audiogames.net/post/529037/#p529037




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Be sure to leave him comments on that video let him know of  things you find, or questions.  I don't think he's on this forum.

URL: https://forum.audiogames.net/post/529031/#p529031




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hi.this sounds very interesting.I will have to try it.Greetings and thanks.

URL: https://forum.audiogames.net/post/528946/#p528946




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I also tried the game on dosbox, however the sounds are very different from the other version and the mod doesn't work there.

URL: https://forum.audiogames.net/post/528938/#p528938




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : Aron Leppik via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Well the steam version does that asdw to move thing and mouse to shoot, but the dos version doesn't do that. Tryed it on dosbox.

URL: https://forum.audiogames.net/post/528933/#p528933




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

we both have the same problem then. looking somewhere in the internet, also in the manual for ultimate doom, the controls are mostly keyboard only, like arrow keys for movement, control to shoot, space to interact, alt to straff, ETC. but in this version of the game that I have, the movement uses the WASD keys, left click to fire, Q to check direction, and the rest I don't know.

URL: https://forum.audiogames.net/post/528924/#p528924




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : Aron Leppik via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

hm.. I have a different movement system at least from what I know. Are there any options for the controlls?

URL: https://forum.audiogames.net/post/528903/#p528903




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@26, the wad file is located at the directory where you installed steam. once you open the steam folder, go to steamapps, common, the ultimate doom, then go to base. you'll fine the file called doom.wad in there. coppy the wad file to the directory where you extracted GZDoom / LZDoom, then coppy the mod to the desktop and tell it to run with the LZDoom program.as for the controls, it's very different for me. the movement key is done with the W, A, S and D, firing a weapon is done by clicking the left mouse button, and to turn your character also uses a mouse. to check direction press Q, and the number key is used to cycle through available weapons, if available.

URL: https://forum.audiogames.net/post/528901/#p528901




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : Aron Leppik via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Quick question @25 where do you find the wad file if you have the steam version. arrows move and turn, alt with left and right sidesteps, ctrl fires I think, numbers swich weppons and others I don't know.

URL: https://forum.audiogames.net/post/528880/#p528880




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

does anyone know the default controls for the steam version of the game?

URL: https://forum.audiogames.net/post/528879/#p528879




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : Liam via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I might mess with this on Youtube this week. Not sure yet. It's pretty neat though. I'm bad with anything 3d as I have horible spacal awareness

URL: https://forum.audiogames.net/post/528869/#p528869




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : ZK via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

check out illegally sighted on youtube, he's got a couple vids on this mod.cheat codes:iddqd - god modeidkfa - all guns, keys and full ammoidfa - all guns full ammoidclevxx - skip to level where XX is level number f

URL: https://forum.audiogames.net/post/528858/#p528858




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hi everyone,This might be kind of weird but, my only exposure to these types of games were through audio games like Shades of Doom and Technoshock, both of which I love because of the blend of spoken navigation cues and sound. I want to try this mod out but I don't really know what I'm doing, though I'm willing to try to figure stuff out so I don't have to ask for help on every step . If I do have to purchase Doom or something, I want to make sure I'll enjoy the game before spending money on something I possibly won't like. So, can anyone post a little insight as to how playing this mod might compare to Shades/Technoshock, or a recording of this mod in action?Thanks!

URL: https://forum.audiogames.net/post/528835/#p528835




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : Aron Leppik via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I think there's like a console that you access by pressing ` or something.

URL: https://forum.audiogames.net/post/528822/#p528822




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

finally got the mod to work with the game, I just need to know the controls of the game. as for the cheat codes? how do I enter it?

URL: https://forum.audiogames.net/post/528814/#p528814




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@18You don't really need doom installed, you just need the *.wad file that comes with it and GZDoom which I previously linked to. You take that and stick it in the GZDoom folder and go from there. I can't say if you can play the whole game through or not, but there are cheat codes that can likely help.

URL: https://forum.audiogames.net/post/528812/#p528812




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-13 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

sorry for double posting. I've just bought ultimate doom on steam and the game has been installed. how do I install and run the mod with this version of the game?

URL: https://forum.audiogames.net/post/528805/#p528805




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

with the mod activated, can we play the game until the end?

URL: https://forum.audiogames.net/post/528802/#p528802




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

It's in the video description.

URL: https://forum.audiogames.net/post/528779/#p528779




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

where can I get the mod? I'm going to buy ultimate doom or doom 2 on steam then I'll try it out.

URL: https://forum.audiogames.net/post/528770/#p528770




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : ZK via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

It works fine with Doom 2, and ultimate doom is just doom 1 with an extra episode

URL: https://forum.audiogames.net/post/528648/#p528648




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : Liam via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

I'm glad to see someone is working on this. I had pondered making his my next project, but one less thing for me to worry about no.

URL: https://forum.audiogames.net/post/528530/#p528530




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

so where can I get the original doom and the mod? I search on steam but the only classic doom game there is ultimate doom, doom 2, and final doom.

URL: https://forum.audiogames.net/post/528523/#p528523




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : ZK via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

as someone who used to have enough sight to play the Doom games back in the 90's, this is awsome.I've had the mod since ver 2.0, and i'm liking the way it's going so far, the update has added more to the playability for blind gamers, it still needs work but if people show him support then this could go even further making the originoal FPS game fully playable for blind gamers.to play:you need something like GZDoom, a copy of Doom or Doom 2, you need to put the doom/doom 2 I.wad into the GZDoom folder and then put the mod file on your desktop, when you try and run it wont' run, you need to  tell it to open the mod file with GZDoom, and then the game will run, it don't work with jaws at all, and before anyone asks no NVDA won't read out the menus, yet anyway, but the game is playable once you start a new game.

URL: https://forum.audiogames.net/post/528494/#p528494




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hmm can i download this mod, put it in to doom game and start to play or what?

URL: https://forum.audiogames.net/post/528489/#p528489




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hi.Well that sounds quite neat. This won't probably happen for the reboot, although it would be cool. The recent doom eternal sucks balls anyway, so that one can fly imo.Greetings Moritz.

URL: https://forum.audiogames.net/post/528446/#p528446




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-12 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

@7A *.pk3 is a kind of zipfile that contains the WAD data. You'll need something like [GZDoom] to run it or similar mods. You can find out more [here].

URL: https://forum.audiogames.net/post/528443/#p528443




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : black_dog via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hello. I do not understand English. whether somebody explain to me how to use it. I downloaded the file Project_Toby_V3-0.pk3. what should I do with this?

URL: https://forum.audiogames.net/post/528433/#p528433




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

wish they will update the mod to also work with both doom 2016 and the recently released doom eternal. if they can make the mod that would be super awesome.

URL: https://forum.audiogames.net/post/528413/#p528413




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Cool stuff! Wish this could be done for the updated remake though. 

URL: https://forum.audiogames.net/post/528356/#p528356




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Hey this is pretty neat! Wish I had this when I still had doom on the snes lol.

URL: https://forum.audiogames.net/post/528350/#p528350




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

The original, like it says in the video.

URL: https://forum.audiogames.net/post/528330/#p528330




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Re: Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : electro via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

Doom? I did heard that game in a wile... Is that for the original or the reboot?

URL: https://forum.audiogames.net/post/528328/#p528328




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Doom: Toby Accessibility Mod V3.0

2020-05-11 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Doom: Toby Accessibility Mod V3.0

From a sighted let's player on my twitter.@Dansg08,  If you are visually impaired or know a gamer who is, I'd like to point you in the direction of the great work done by Alan once again. He's created v3.0 of his Mod for Doom for visually impaired gamers. Please check it out and show him some love! https://youtu.be/5BB8cufGbJo

URL: https://forum.audiogames.net/post/528292/#p528292




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