Lippeth Posted December 23, 2020 (edited) Main Features: -New sound effects for weapons (firing, reloading, foley, pickups, enemy firing, cinematics), walking, running, crouch walking, climbing, jumping, falling, hurting and dying -Alt fire button lets you aim weapons for better accuracy, punch faster, spin chaingun barrel, rapid fire rockets, fire single shots with double barrel, etc. -Lossless stereo version of Doom 3 theme song during menu/intro/credits -Armor absorbs 40% damage instead of 20%; security armor gives 25 points instead of 50; armor shard gives 1 point of armor instead of 5 -Ammo pickup values reduced -Archvile has 50% chance to perform incinerate attack -More responsive weapon reloading (no interrupts, but fill ammo at an earlier point and can be switched more quickly) -No minor falling damage -Normal HUD ammo counters for weapons with gui screens -New smoke and firing particle effects -Glowing eyes for imps and trites -Armor models reflect Resurrection of Evil and Lost Mission marines -New glasses for McNeil -Alternate ending dialogue for McNeil in Resurrection of Evil * Fixes from Doom 3 * -Chaingun GUI graphics correctly display reserve ammo bars, low ammo light resets after reloading -Plasmagun no longer plays reloading sound twice (echo effect) -All weapons dryfire (I actually do consider this a fix because the assets are in the original game but only the shotgun was functional) Mod DB page: Weapons of Mars Destruction Changelog: Spoiler * 1.9.3 * -fixed crashing with D3HDP compatibility patch -fixed CstDoom3 gui menu issues -added an updated Redux compatibility patch -added RealGibs compatibility patch -added barrel glow to BFG while charging -increased bullet decal glow fade time -decreased shell eject time from shotgun -imp eyes glow at different times from each other -vulgar particle smoke matches burnaway color * 1.9.3 beta * -removed faint square border from bullet hole decal (cannot believe I only just now noticed) -added mtr_explode_light_shader info to ssg and pistol for d3xp -fixed double shotgun autoreloading after firing one shell -double barrel shotgun reloads one shell at a time to reflect animation -shotgun waits to reload one shell before canceling but adds shell more quickly to reflect animation -reduced shotgun reload speed (still faster than vanilla) -updated bullet particle effects -weapon max ammo adjustment for consistency across expansions -rocket launcher zooms from 80 to 60 fov -plasmagun fire sound volume increased -chaingun fire sound volume decreased -removed blue zombie eyes -removed Redux compatibility patch -added CstDoom3 compatibility patches -handgrenade is selectable and toggleable * 1.9.2 * -reduced bullet casing fuse length oversight -plasmaball push amount and damage raised -plasmagun fire sound volume increased -fixed an uncommon bug where the chaingun's barrels continue to spin if pressing reload at a specific time while out of ammo and holding alt fire * 1.9.1 * -Updated compatibility patch for D3HDP * 1.9.0 * -Aiming no longer interrupts fire rate -Aiming method now allows custom fov and weapon offets -Aiming weapons orients them toward the center of the screen -Alt Attack key replaces Zoom View key -Improved grabbergun particle effects -Fists and grabbergun properly zoom out when deselecting -Added compatibility patch for D3HDP - DooM 3 Essential HD Pack v2.0 -Fist altfire raises fists when held and increases attack speed while draining stamina -Fist damage reduced from 20 to 15 to compensate for double damage attacks -Flashlight alt fire aims at center of screen -Shotgun fire animations restored to vanilla speed while keeping the same fire rate (reloading is still fast) -Stamina rate restored to vanilla rate -Added black smoke to wraith teleport -Trites bleed trite blood -Added centered flashlight optional file * 1.8.0 * -Shotgun double, machinegun and plasmagun altfire angle offsets adjusted to be right of center -Plasmagun burst shot removed; altfire now reduces spread -Decreased rocketlauncher zoom -Fixed chaingun barrel animation while reloading -Large ammo pickups restored, pickup amounts adjusted -Holding alt attack for fist while attacking gives 50% chance to hook for double damage -Archvile has a 50% chance of doing either flame wall or incinerate attack -Wraith transitions between visibility and invisibility more naturally -Added smoke to bullet casings -Moved added info from doom_defs.script, doom_util.script and weapon_base.script to each weapon -Removed health changes for pinky and wraith -Adjusted bullet hole sizes -Updated optional files and compatibility patches to reflect all changes * 1.7.8.1 * -Added Alt Fire to Lost Mission's Attack/Look menu. * 1.7.8 * -New berserk sound -Added Redux patch -Reduced rocket launcher aim FOV -Added main menu and restart logo -New loading screen * 1.7.7 * -Restored the original zoom function and added Alt Attack key that can be bound to a key in the menu to use for aiming and alt fire -Dramatically increased rocket launcher fire rate while aiming -Added optional files for those who prefer custom fov values (disables zoom effect while aiming) -Added plasmagun radar gui to optional files -Updated Enhanced Edition patch files to reflect all new features -Removed support for Redux (for now, we'll see) -Adjusted plasmagun and double barrel aiming animations -Added single shell reload animation to double barrel world model -Set armor protection to 40% -Removed screen blood -Restored enemy view kick effect (for now you can set "g_kickTime" to 0 in the console which will also remove weapon kick until I come up with a better solution) -lots of general code cleanup * 1.7.6 * -Allow dryfire animations to be interrupted by reloading -Archvile changes between firewall and incinerate based on proximity to player -Created sound effect sequence for missing "sfx_imps.wav" in Enpro -Removed sound definitions for missing sounds in The Lost Mission -HUD retains 4:3 aspect ratio with dhewm3 * 1.7.5 * -Added sounds to aiming animations -Plasmagun fires burst shot when aiming * 1.7.4 * -Added alternate fire functions to plasmagun and rocket launcher (plasmagun still a work in progress) -Fine tuned alternate fire responsiveness for fists, shotgun, double barrel shotgun and machinegun -Replaced plasmagun gui with enemy scanner (testing to see if I like it) -Double barrel shotgun reloading corresponds with how many shells are left * 1.7.3 * -Added alternate fire functions to zoom key for fists, pistol, shotgun, double barrel shotgun, machinegun, chaingun, and chainsaw -Increased rocket launcher fire rate -New shotgun load shell and dryfire sounds * 1.7.2 * -Changed smoke particle for monster attacks that use smoke for better performance -Chainsaw smoke changes color for each attack mode, chain spins faster when attacking -New BFG 9000 muzzle smoke and explosion particles -BFG cannister light fades out when empty -Muzzle flash radius decreased for all weapons * 1.7.1 * -Fixed zsec shotgunner's arms not gibbing with alpha shotgun addon -New sounds for weapon/ammo pickups -New sounds for grenade and rocket explosions -Layered new sound with shotgun pumping -New splash screen -Updated Cst patches * 1.7.0 * -Added chaingun mesh from CEDAssetsPack -Added optional file to fight Cyberdemon with no soulcube or other demons -Increased chaingun max ammo and ammo pickups for even accumulation -Increased grenade max amount for even accumulation -Decreased pistol max ammo for even accumulation * 1.6.9 * -Condensed inf_stamina_always_run files into one file (place in base folder to affect base game and expansions) -New grenade explosion particles -Fixed an issue where the outdoor breathing sound wouldn't play -Re-introduced fatal fall damage -Added compatibility patches for Redux and Enhanced Edition * 1.6.8 * -Fixed optional inf_stamina_always_run files to reflect new foot sounds, bob appropriately, show proper walking/running animations, and be unaffected by game scripts -fixed issue where RoE and LM use large pickups for small ammo -Restored damage scale to 1.0 and changed armor protection to 0.5 (equivalent to classic Doom's blue armor) -Security armor worth 25 instead of 50 (armor shards stay the same) -Chaingun gui ammo display size will enlarge to fit when under 100; adjusted orientation -New sounds for pistol ammo box -Ammo for weapons with guis show up on normal hud * 1.6.7 * -Replaced original weapon sounds of RoE ending cutscene with current sounds -Changed dialogue at the very end of RoE for a more ambiguous ending -Switched default chainsaw fire mode -Separated voice and footsteps for jumping/landing -More subtle trite eye fx -Faster fist attacks * 1.6.6 * -Different footstep sounds for walking/running -Walk sounds for crouch walking -Added crouch down/up sounds -Zombies and security have new footstep sounds -New bullethole decal animation -Adjusted damage scale per difficulty to compensate for armor protection being doubled from vanilla (Vanilla=1.0, Recruit=1.2, Marine=1.4, Veteran=1.6) * 1.6.5 * -New sounds for the BFG 9000 -New footstep sounds -Footsteps sound different on certain outdoor surfaces and stone -New machine gun mech sound while firing * 1.6.3 * -Chainsaw toggles between swinging and vanilla fire modes with the reload key -New sound for chainsaw vanilla fire mode -Fixed bullet hole decal size for alpha shotgun * 1.6.0 * -Removed plasmagun world sounds (no more sound doubling in the right speaker) -New plasmagun projectile -Weapon guis display colors and effects according to ammo/clip count -Added support for CstDoom3 (separate files, included) -Weapon reloads adjusted to sync updating clip count with animation and can be cancelled while switching after ammo count updates and before animation ends -New footstep/ladder/jumping sounds -New bullet hole decals * 1.5.0 * -Removed fatal fall damage (you still die if falling into an abyss or the like, but may still sequence break in certain areas, or) -Burning and exploding barrels are grey, still have proper labeling -New glasses for McNeil (just for fun) -Shotgun/machinegun/chaingun/plasmagun pickups receive half of their clip capacity -replaced large ammo pickups with small pickups -Adjusted player movement speed; base game and expansions are different from each other for game balance; d3 is fairly fast, Roe is slower to account for artifact, Lost Mission is BFG fast -Optional addon file that removes stamina use (permanent Hell stamina), swaps walk/run so you walk while holding run, adrenaline recovers all health * 1.4.0 * -New grabber sounds and particle effects -New pistol magazine out sounds (I recorded and edited them myself!) -New step ladder sounds -Fixed bloodstone still cycling with weapons -Bullet and shell casings stay on ground for 20 seconds -Balanced volume for plasmafire, rocketfire, pain/death/dvision -Added new file combining alpha shotgun and helmet -New file naming system * 1.3.0 * -New muzzle flash and muzzle smoke effects -Double shotgun automatically reloads after firing, even if auto reload is off -Reduced shotgun max ammo to 50 shells, 100 for RoE -Adjusted starting ammo to match clip size for all weapons -Increased bullet velocity for shotgun, machinegun and chaingun, reduced bullet mass -Added WoMD compatible alpha shotgun addon -Added vanilla compatible alpha helmet addon -Removed patches for alpha shotgun and helmet * 1.2.1 * -BFG overcharge damage reduced to 20hp (5hp with armor) -Changed BFG overcharge explosion to bfgexplosion and designed new sound -Pistol magazine holds 15 rounds -Separated pistol and shotgun reload sound to base components instead of having a prerecorded timing for each animation. -Added low ammo sound to plasmagun -Chaingun will spin with no ammo -Flashlight raises with light on instead of raising then clicking on -Added patch to use Arl's alpha helmet without the alpha shotgun and Arl's Improvements mod * 1.2.0 * -New fire sounds for rocket launcher -New reload sound effect for plasma gun and rocket launcher -New dryfire sounds for pistol, shotgun, ssg and machine gun -Chaingun's low clip light now correctly disappears after reloading (vanilla bug fix) -Zombie security and chaingun commando accuracy reduced -Removed "use us" dialogue from soulcube ready sound -Removed bloodstone from cycling with weapons in RoE, toggle only -Added high fidelity theme music to main files * 1.1.9 * -Added optional file to reduce shotgun spread to imitate Quake 4's shotgun behavior * 1.1.8 * -Added loading screen. Default is 16:9, if you want 4:3, go into the guis\assets\splash folder in zwomd.pk4 and change launch-4-3.tga to launch.tga -Fixed world view flashlight flare -Adjusted volume for super shotgun fire and removed unclamped -Adjusted volume for plasma gun fire * 1.1.3 * -Fixed black box around flashlight when viewing world model caused by removing flashlight flares. -Adjusted fast movement for expansions to reflect main -Updated weapon_pistol.def for RoE * 1.1.0 * -Changed flashlight map, removed flares and decreased light beam -Flashlight now only clicks off if lowering when light is on, otherwise it just lowers -Created new machine gun reload sound -Recreated plasma fire sound -Adjusted the way chainsaw does damage * 1.0.0 * -Added dryfire to all weapons -New chainsaw animations -Changed pistol sounds -Shotgun can gib -Changed plasmarifle fire sound and increased projectile velocity -Changed chaingun spin sounds and increased barrel speed -Chaingun ammo is 120, fires twice as fast, same dps. Gui reflects all changes, including clip and ammo fill gauges -Flashlight clicks on and off when raised and lowered. Can be turned on and off with the reload button * 0.6.0 * -Added alternate versions with no sound changes -Changed machinegun max ammo from 300 to 200 and chaingun max ammo from 400 to 300 in expansions * 0.5.2 * -Added intentionally misspelled shogtun.sndshd for Redux compatibility with shotgun fire sounds -Fixed type-o in readme.txt * 0.5.0 * Base beta release Original Post: Spoiler So I've debated whether or not to ever release this, because I've always considered Doom 3 tweak mods to be very trivial and always divisive, everyone seems to have their own idea of what makes a good one and no one can seem to agree on any of the details. But either way, I've been sitting on this for about a year and figured someone might have fun with it, I enjoy it and greatly enjoyed making it. I know the title is cheesy and makes the mod seem bigger than what it actually is, but I thought it was a fun play on words and didn't want to do something generic like "Lippeth's Mod" or "Doom 3 but different". Alternate title was "Sounds from Killing Floor and more" which is more descriptive but less fun. It's primarily a sound replacement, taking sounds from Killing Floor's SDK, editing and layering sounds to fit Doom 3's context, but has quite a few other minor tweaks that make the game more fun for me like being able to toggle grenades and not have them cycle with other weapons, removing the crosshair (optional pk4) and adding bullet tracers. Then there are also a few more cosmetic things like blurring the flashlight graphic so the lens shadow doesn't look as flat, and glowing eyes for the imp which has a slow pulse so they can still sneak up on you. One major thing that I know many would hate is that I didn't change the shotgun spread because I like the role it plays in the game, but I did add tracers to the shot so it looks even more like a party popper than ever. It's quite a bit more responsive with faster reloading and firing animations. I also made an optional patch to use with the alpha shotgun, and highly recommend downloading Arl's shotgun mod to use with this, but it's not required. The beta is on Mod DB because that seems to be where all the Doom 3 mods are. If you have any feedback, let me know because so far I've had little outside perspective and could be missing something important. Edited July 23 by Lippeth 10 Share this post Link to post
Tetzlaff Posted December 26, 2020 Thanks for the release! It's a high quality little sound mod. I especially like new plasmagun and chaingun equip sounds - you don't find new sounds for that often in sound mods and they work very well. The shotgun and machinegun firing sounds are also good. I don't really like the plasmagun firing sound, it's good quality but that high and sharp sound fits better for a energy blaster or pulse rifle weapon IMO. 0 Share this post Link to post
Lippeth Posted December 28, 2020 Thank you for the feedback! I think I was trying to get more of an energy blaster vibe out of the plasmagun, but you're right, the sound doesn't quite lend itself to that sort of projectile. I found a sound that might fit better, and will release it after sitting with it for a few days to make sure it feels right. Glad you liked it overall! 0 Share this post Link to post
Lippeth Posted January 5, 2021 Updated to what I'm arbitrarily calling 1.0.0 -Added dryfire to all weapons -New chainsaw animations -Changed pistol sounds -Shotgun can gib again -Changed plasma rifle fire sound and increased projectile velocity -Changed chaingun spin sounds and increased barrel speed -Chaingun ammo is 120, fires twice as fast, same dps. Gui reflects all changes, including clip and ammo fill gauges. The vanilla bug is still present where if you reload at low ammo, the gauge stays yellow until all ammo is depleted and you reload again. -Flashlight clicks on and off when raised and lowered. Can be turned on and off with the reload button. I forgot to showcase the grenades in the video, but, yeah I forgot. 0 Share this post Link to post
Lippeth Posted May 23, 2021 Updated to add an optional file that....wait for it......reduces shotgun spread. I decided to do this based on a post comparing Doom 3 and Quake 4's shotguns https://www.doomworld.com/forum/post/2245640 So it basically just imitates the stat behavior of Quake 4's shotgun. Thank you. Goodbye. 1 Share this post Link to post
Lippeth Posted November 21, 2021 Added a compatible version with RBDoom 3 BFG and all expansions therein. Because it's not modular like vanilla Doom 3 I've left out a few extras like the alpha shotgun and helmet for now, and had to include new extra files for the chaingun script in order to work properly at different frame rates. Let me know how it all works for you! 0 Share this post Link to post
Lippeth Posted November 23, 2021 Finally got around to creating new sounds for the BFG. Let me know what works and what could be improved! (I say creating but really I'm just editing source sounds from libraries) 1 Share this post Link to post
Lippeth Posted July 22, 2022 I did some walkthrough videos a while back, and finally uploaded a part 2 that's been sitting on my hard drive for about eight months. If I record myself finishing the game it will probably be with dhewm3 instead of RBDoom3BFG. Enjoy! 2 Share this post Link to post
Tetzlaff Posted July 25, 2022 Thanks for keeping us updated! I currently don't have Doom 3 installed because I have to get myself a new PC, but I will try the new versions when ready. 1 Share this post Link to post
Lippeth Posted July 25, 2022 The biggest changes since you've likely last played are alt-fire mechanics, a few new sound effects for pickups and cutscenes, and general fine tuning and compatibility patches, but I hope it's enjoyable when it comes and I'll be open to any feedback you may have. I still need to come up with an updated showcase video for all the newest changes. I know this thread is a ghost town on here but these random showcase and gameplay videos do extremely well on Youtube for some reason, even if about half of the comments are the same ol' Doom 3 hot takes since the beginning of time. If anyone has a talent for editing mod trailers and a bit of free time to collaborate I'd love some assistance in that area. 1 Share this post Link to post
BGreener Posted July 30, 2022 After seeing some buzz about this and Doom 3 in general, I’m going to try it out. There’s some neat gameplay and balance changes in here that I’m intrigued to see, thank you Mr. Raimi! 1 Share this post Link to post
Lippeth Posted November 25, 2022 Weapons of Mars Destruction 1.8.0 is out! * 1.8.0 * -Shotgun double, machinegun and plasmagun altfire angle offsets adjusted to be right of center -Plasmagun burst shot removed; altfire now reduces spread -Decreased rocketlauncher zoom -Fixed chaingun barrel animation while reloading -Large ammo pickups restored, pickup amounts adjusted -Holding alt attack for fist while attacking gives 50% chance to hook for double damage -Archvile has a 50% chance of doing either flame wall or incinerate attack -Wraith transitions between visibility and invisibility more naturally -Added smoke to bullet casings -Moved added info from doom_defs.script, doom_util.script and weapon_base.script to each weapon -Removed health changes for pinky and wraith -Adjusted bullet hole sizes -Updated optional files and compatibility patches to reflect all changes If you have any feedback, let me know! 4 Share this post Link to post
Lippeth Posted December 3, 2022 Here's a preview build for the latest version if anyone's interested. A few notable changes are the way alt fire effects are dealt with. You're now able to use custom fov and weapon offsets without this changing your settings, and certain weapons now angle properly to the center of the screen when aiming, most notably the flashlight; thanks to the help from Xyzz on the idTech 4 Discord. Alt fire uses the zoom key again to help avoid changing fov settings, weapon scripts have been completely overhauled, and the whole download is now 20MB smaller. I'm also slowly moving certain things back toward their vanilla settings, like stamina, fall damage and the shotgun's fire animation speed. If you decide to take it for a spin, let me know if you have any thoughts or suggestions. weapons_of_mars_destruction_1.9.0pre.7z -Flashlight alt fire aims at center of screen -Aiming no longer interrupts fire rate -Aiming method now allows custom fov and weapon offets -Aiming weapons orients them toward the center of the screen -Alt Attack key replaces Zoom View key -Added compatibility patch for DooM 3 Essential HD Pack v2.0 -Improved grabbergun particle effects -Fists and grabbergun properly zoom out when deselecting -Added compatibility patch for D3HDP - DooM 3 Essential HD Pack v2.0 -Fist altfire raises fists when held and increases attack speed while draining stamina -Fist damage reduced from 20 to 15 to compensate for double damage attacks -Shotgun fire animations restored to vanilla speed (reloading is still fast) -Stamina rate restored to vanilla rate 4 Share this post Link to post
xX_Lol6_Xx Posted December 4, 2022 Hey there! Just started replaying Doom3 and RoE with this. Really good stuff :> 2 Share this post Link to post
BGreener Posted December 12, 2022 I've gone through the main campaign, RoE, and the Lost Mission with the mod at this point. For me, this has been the "just right" of Doom 3 gameplay mods: Doesn't do too much to where it feels like it's detracting from the game's intentions, and adds just enough love in just the right places. I had a blast and will continue to have a blast. Spoiler Spoiler 4 Share this post Link to post
Lippeth Posted December 13, 2022 Glad it hits the right beats for you, @BGrieber and thanks for the positive feedback! If there's anything you think could be tweaked, added or fixed, I'm always open to new ideas. @xX_Lol6_Xx hope you find it as enjoyable as it is for me to work on it! Let me know if there's anything that doesn't sit well if you continue to play. I was working away at the latest release and then got the flu, which killed all the momentum I had, but I still plan to release 1.9 before the new year. So far all that's new from the above link is that the trite's blood and wound decals are now pale green/yellow. I'm trying to get into the habit of releasing updates far less frequently. 4 Share this post Link to post
WARDUST Posted July 18 (edited) Hi Lippeth! i've just finished the lost mission with your mod and some modifications extra from my side. Really thanks for that! it's really cool! I've encountered just a problem: steps not sounding at all. I've found // on the def regarding steps so i supose it's intended, but erasing the bars doesn't solve the problem (i needed erase the sound script to recover vanilla ones) I've added thouse changes and made a video: 1 - Casings and permanent death monsters 2 - Reduced Gore and Symbolism (that's me :P) 3 - Crosshair is now just a Dot 4 - Some diferent skins on some monsters 5 - Recovered step sounds 6 - Augmented Player speed 7 - Light on pistol 8 - Faster machinegun firerate (recovered tracers) 9 - Audio and PDAs in spanish (but strings and menu in english, for better compatibility) 10 - Custom Reshade 11 - HD Textures from... i can't remember. 1 Share this post Link to post
Lippeth Posted July 18 Very nice! I had commented out the default footsteps from player.def in order to link different sounds per foot for walking/running/crouching. Strange that all you got was silence, I had to test it again just now and it still seems to work fine. Sometimes if I get sound issues I will delete gamex86.dll from all game folders and let them generate again after playing. One thing I notice in your video is that you might have s_maxSoundsPerShader set to 1 . Setting it to 0 may help in that regard, as well as let each weapon play every random variation of sound tied to them (only hearing the first sound play from each shader is quite jarring). That's actually a good reminder for me to update the readme file for recommended settings. I've actually got a small update on the way which increases blood/gore (sorry WARDUST), separates the glowing eyes for imps to make them pulse independently from each other, and makes the barrel of the BFG glow when charging to fire. 1 Share this post Link to post
WARDUST Posted July 18 (edited) 3 hours ago, Lippeth said: Very nice! I had commented out the default footsteps from player.def in order to link different sounds per foot for walking/running/crouching. Strange that all you got was silence, I had to test it again just now and it still seems to work fine. Sometimes if I get sound issues I will delete gamex86.dll from all game folders and let them generate again after playing. One thing I notice in your video is that you might have s_maxSoundsPerShader set to 1 . Setting it to 0 may help in that regard, as well as let each weapon play every random variation of sound tied to them (only hearing the first sound play from each shader is quite jarring). That's actually a good reminder for me to update the readme file for recommended settings. I've actually got a small update on the way which increases blood/gore (sorry WARDUST), separates the glowing eyes for imps to make them pulse independently from each other, and makes the barrel of the BFG glow when charging to fire. For less gore i mean all the splats on the map (really nothing on your mod i think) i've made some decals to look like the "spiders" one, going to a yellow/dirty look and being smaller (in that way the map looks more "clean") but that's an absolute weird taste for a doomer, i know :P s_maxSoundsPerShader was set to "1" in the LostMision folder, you're right! i've edited the main file to generarte a new one just with footsteps and placing it at the end (zzzz) No it works. Perhaps another mod was doing something, not sure... i've also deleted the dll and perhaps that made some trik... So! Thanks man! everything fine and enjoying it a lot! Edited July 18 by WARDUST 1 Share this post Link to post
Lippeth Posted July 18 15 minutes ago, WARDUST said: Another thing i can do is to try with the "just audio" file you linked (but in moddb it says is archived. Is that a good file? It's just grossly outdated and I had no immediate desire to keep it updated (until now I guess, thanks for the reminder!) I'm sure it will still run just fine in the meantime but may require some tweaking to get it to the way you like. 0 Share this post Link to post
WARDUST Posted July 18 No worries! i have edited my last message. Everything is working fine now :) 1 Share this post Link to post