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Insanity Sphere

  • DBJ87
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Replied by DBJ87 on topic [SUBMISSION] Insanity Sphere

I think I like this better than the initial version. Here are a few notes:

  • This is from the INFO lump:

    Health Regenerates only when damaging/killing enemies up to 300%. +5% per hit.
    You don't restore 5 percent/points of health per hit. What you restore is the damage you dealt multiplied by 5.
  • If you die while the powerup is active, the screen shaking and screaming continue.
  • I noticed that you're setting the volume of the powerup's use sound to 200. The sound volume in A_PlaySound is a multiplier which goes from 0 to 1.0. Setting it to higher values makes no sense, and all it does is confuse people who might look at your code.
  • I'd suggest making the use sound have normal attenuation as opposed to none. It doesn't make much sense and is rather annoying to hear another player's screams in my ears while I'm on the other side of the map.
  • Why does the morph flash play the screaming sound, too?

Thank you for you feedback, it's given me some clarity of the amount of health recovered, I'll set that to 1, so it's not multiplied & you get back, what you deal, that should hopefully stop you recovering fully after each hit, this will also help with balancing the damage from punching & how much you shouldn't be taking.

I'd set the sound to play on both because it cut off & stopped, but will look into that, lower the volume to about 0.5-0.7 & change the flags to what's been suggested, or remove it entirely if it's too off putting or just not working after any changes (set as ATTN_NONE to stay with the player, rather than play from where the Sphere was collected along with the Quaking, to emulate the Player is screaming, basically recreating how the Berserk power worked in the Doom 3).

Assuming it's still there on the next update, I'd like to wait for some additional feedback from you & other administrators (users willing to chip in some feedback, are more than welcome to so) after the changes are made, before deciding to take it out or leave it.

I've also noticed the sound & shaking continues when killed, but am not sure how to stop that continuing after death, any help with that would be greatly appreciated. Although, this might it another reason why, it's best to just remove the screaming & shaking & leave it going as a normal power-up, if it's got to go, I've no problem with that, because it does get annoying (and makes no sense) knowing you've been killed but can still be screaming, 5-10 seconds after death :).

I'm glad that overall, this is going in the right direction now. Thank you.

[Edit]
-Updated version, now available.

Updated Damage is "Double" the potential damage of the berserk, instead of 20 * 1,10 it's now 20 * 1,20. Doesn't flatten groups Barons instantly or easily & taking on anything tougher (with higher health or a massive powerful attack) like the Cyberdemon is suicidal, a group of 6-12 Barons (tested against alongside the same number of imps, demons) won't be wiped clean in 2-3 hits either so, the time limit increase, damage reduction now set lower (50% instead of 60 or 75%) does help balance things out. Biggest pay off & benefit is healing yourself quickly with every punch, due to the power of the attack, health on morphed player is 200 instead of 300 (to make things a bit harder).
Fire:
    TNT1 A 0 A_JumpIfInventory("FistSwap", 1, "LeftPunch")
    PUCH A 3 A_Playsound("InsanityPunch/Swing1",Chan_Weapon)
    PUCH B 2
    PUCH L 2 A_CustomPunch(20*Random(1,20),True,CPF_PULLIN,"BulletPuff",64,1,200,"ArmorBonus","InsanityPunch/Impact1")
    PUCH C 2
    PUCH M 2
    PUCH D 2
    PUCH N 2
    PUCH E 2
    PUCH R 2
    TNT1 A 0 A_GiveInventory("FistSwap",1)
    PUCH K 3 A_ReFire  	
    goto Ready
    LeftPunch:
    PUCH F 3 A_Playsound ("InsanityPunch/Swing",Chan_Weapon)
	PUCH G 2
    PUCH O 2 A_CustomPunch(20*Random(1,20),True,CPF_PULLIN,"BulletPuff",64,1,200,"ArmorBonus","InsanityPunch/Impact1")
    PUCH H 2
    PUCH P 2
    PUCH I 2
    PUCH Q 2
    PUCH J 2
    TNT1 A 0 A_TakeInventory("FistSwap",1) 
    PUCH K 3 A_ReFire  	
    goto Ready 
  } 
}

If anyone feels it's too much, I will happily lower it back down to match Doom's Berserk Damage. Either way, you'll become a self healing "tank", taking better advantage of the Berserk's strength boost. Have also taken away the screaming/shaking screen.
Warning: Spoiler!


Going to have to rethink & restart the sphere's sprites. I was hoping to use the Player's face as part of the sphere's appearance but scaling his mug down to fit inside a Doom 64 or Doom sized power up looks a total mess as the pixels bunch together & positioning becomes harder, pretty stuck for other original ideas. Sadly this is where things start to get difficult & will take a lot more time to get around, looking at the quality of some the recent uploaded spheres & what's online, reaching that quality anytime soon is like running into a brick wall for me.
Last edit: 6 years 7 months ago by DBJ87.
6 years 7 months ago #11

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I personally feel you made a hasty decision about throwing out the screaming; now the powerup lost the whole "insanity" theme to it. I know, the screen shaking had to go since as far as I know, there isn't a way to cancel a quake. On the other hand, the screaming can be canceled.

That's what I think. However, if you feel happier with this new version and more confident, then I'm not going to argue. After all, the powerup still works as advertised.
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6 years 7 months ago #12

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Replied by DBJ87 on topic [SUBMISSION] Insanity Sphere

I personally feel you made a hasty decision about throwing out the screaming; now the powerup lost the whole "insanity" theme to it. I know, the screen shaking had to go since as far as I know, there isn't a way to cancel a quake. On the other hand, the screaming can be canceled.

That's what I think. However, if you feel happier with this new version and more confident, then I'm not going to argue. After all, the powerup still works as advertised.

It was another snap decision, I've taken it out mostly to break things down a bit, taking a step back & rebuilding things. But I do agree that the quaking screen had to go, I really do think not many, couldn't argue with that :). It had it's little "wow factor" for a very short while, then just became a nuisance & continuing when the player was dead. was just ridiculous.

If I was to reintroduce* the screaming it would have to be with ATTN_NONE flag alongside (I know this was an issue raised, but the volume will be lowered), or the screaming just plays from the original location (the other reason why it was removed, you could die near where it was picked up & still hear it in the distance, so "nothing" is screaming). There also tended to be a lot of sound spam from the scream, along with the punch swing/impact sounds & if you're in a large group of enemies because there's so much playing at the same time. Probably should have experimented a bit more with lowering the volume of all the sounds as well.
Warning: Spoiler!
Most importantly I'd need to know how to cut the screaming off when killed. I'm guessing it would be through the Morphed Player's death states with A_StopSound, as long as the scream is allocated to a defined slot (Chan_Body, instead of Chan_Auto).

*I'll reupload the file with the scream added optionally into the decorate, so users & other administrators can see & test the issue. And drop a note back on here, when that's online after this is reply posted. Before starting to look into everything else.

[EDIT]
(22/09 Updated code from previous update (21/09). Found there was a few errors, mostly due to comment start/finish)
Actor InsanitySphere : CustomInventory 15087
{
  //$Category Powerups
  //$Title Insanity Sphere
  //$Sprite MNIKF0
  Game Doom
  +COUNTITEM
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.FANCYPICKUPSOUND
  Inventory.PickupMessage "Insanity finally takes over!"
  Inventory.PickupSound "misc/p_pkup" //Disable Inventory.PickupSound if using "InsanitySphere/Use"
  Inventory.Icon "MNIKA0"
  States
  {
  Spawn:
    MNIK AABBCCDD 3 Bright
	MNIK EEFFGGHH 3 Bright
    Loop
  Pickup:
    TNT1 A 0 A_PlaySound("InsanitySphere/Use",Chan_Body,0.7,0,ATTN_NONE) //InsanitySphere/Start for D3BERS01
	TNT1 A 0 A_GiveInventory("PowerStrength")
	/*Berserk's Strength doesn't change Custom punches,
	you are given the Berserk's Bonus Punch Damage for the
	rest of the level when this Morph wears off*/
	TNT1 A 0 A_GiveInventory("InsanityProtection")
	TNT1 A 0 A_GiveInventory("InsanityStart")
	/*TNT1 A 1020* 
	TNT1 A 0 A_PlaySound("InsanitySphere/Half",Chan_Body,0.7,0,ATTN_NONE)
	TNT1 A 1020
	TNT1 A 0 A_PlaySound("InsanitySphere/End",Chan_Body,0.7,0,ATTN_NONE)
	*Attempted 25-30 second Delays to play optional Screams edited/split to 
	reduce noise overload (from the original DOOM3BER), reduce file size (if kept).
	To Show Start (Pick up, this is a lot shorter than DOOM3BER), midway 
	(30 seconds in purely for Immersive purposes) & the End (when The Player 
	Calms Down). Any attempt to add A_PlaySound/PlaySoundEX on either Morph 
	sequence fails. In this part of the	decorate, regardless of Delay the sounds 
	play instantly one after the other.
	Notes & marked out/failed Decorate will be removed on final submission.*/
	Stop
	}
}
Actor InsanityPlayer : DoomPlayer
{
  Speed 1.00
  Health 200
  Radius 16
  Height 56
  Mass 100
  Player.MorphWeapon "RageFist"
  -PICKUP
  /*States
  {
  Death:
    TNT1 A 0 A_StopSound(7)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  XDeath:
    TNT1 A 0 A_StopSound(7)
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  }*/
}

"InsanitySphere/Use" Sound still carried on after Death. Attempted to allocate to a Channel 1-5, I know are already used, but didn't hurt to try it, the Scream understandably never played. I'd only leave it in now, if it can be stopped when the player dies. But so far it doesn't seem possible to me, I've no problem taking
it out, it's the Sprites that are concerning me more now.
Warning: Spoiler!


Sound lasts about 30 seconds (half the full duration) so it'll be down to user preference if they really want to keep it or not. It is a power up best used sparingly.
Assuming the sound can be stopped on death as well. Re-uploaded with the Scream sound marked out, as it is in the pasted code above, so users will have to remove /* */ to reuse it. Punch Swinging volume lowered to help reduce overload of too much full volume sounds. Not putting the quaking back in, as I said earlier-- it had it's appeal but it was short lived & agreeing with Blue_Shadow, it just became irritating instead of engaging.

22/09
Split the screams. A shorter one to start the Morph with, so it takes out the huge 30 Second, original scream (left in for testing/comparison). And the 2 screams I thought would be interesting to have one playing about 30 seconds in (completely optional, just for immersion, Player is still going mad) & then another to play at the end of the 60 second duration where the power wears off & the player calms down.

It solves one big problem (the unnecessary prolonged screaming) & if it is ok as a pick-up sound/Morph start signal I'll leave it in. but I can't get the other two (more focused on third, where the morph ends) to wait the set duration & play then, duration set based off the original Quaking time limit (about 25-30 seconds)... it's most likely down to where the sounds are placed in the decorate. But any attempt to get a sound to play elsewhere (Morph End sequence for example) fails. But I hope you'll agree the Start & End sounds are better than 30 seconds of screaming :) , the "mid-way" sound isn't much of a priority- just an idea to keep it interesting.

Only went back to correct a Decorate error & came up with shortening the sounds as I was tweaking :P. But the "new" starting scream will definitely stay, if everyone's OK with it.
Last edit: 6 years 7 months ago by DBJ87.
6 years 7 months ago #13

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So I decided to take a stab at this, and made some modifications to the code:
  • With the power of ZScript, I created a powerup which handles the scream sounds.
  • When the player dies, their screams now stop.
  • Ditched the morphing system (for the best).

Here's the file:
https://www.dropbox.com/s/ed8qq67estsyn9m/InsanitySphere_bs.zip?dl=1
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6 years 6 months ago #14

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Replied by DBJ87 on topic [SUBMISSION] Insanity Sphere

So I decided to take a stab at this, and made some modifications to the code:
  • With the power of ZScript, I created a powerup which handles the scream sounds.
  • When the player dies, their screams now stop.
  • Ditched the morphing system (for the best).

Thank you, ZScripting is something I've never tried & along with ACS scripting* in submissions/anything outside, probably best left for those who know what they are doing, so I really appreciate you taking the time in helping me with this.

*I don't intend on adding any additional ACS to submitted content, I know that isn't allowed or isn't advised, but just pointing it out as another example (wouldn't know where to start, so I leave scripting to the maps-- stick to what I know.)

Think it does work better without Morphing (I know, my opinion's jumped from one to the other but) seeing as it doesn't actually physically change the player, like the Mutant Sphere or some the other morphing spheres made for Doom I've seen do, losing your armour with the potential to still die pretty easily (after running through some my own maps, with very large groups of different, sometimes more powerful enemies) I found that it didn't really make this pay off, unless the morphed player had a ridiculously high amount of health.

It was the (now resolved) weapon switching issue & then, the continuing the screaming* on death that made me look elsewhere. I really did think, morphing was the only other option I could try & it was an interesting avenue to maybe revisit with something else, if I can make something worth using.

*Thought the screaming would add a bit more immersion if it continues as the power-up carries on, keep it a bit similar to the Berserk from Doom 3 (always found the horror aspect of the tormented Player going Berserk, better than when it's used from the Artifact in Ressurection of Evil) I hope others will agree.

I'd also thank you for pointing out the Ammo/Inventory inheritance fault that could occur. I'll leave an edit to this post when the file is updated, can clear a lot of space on the Decorate.

Edit [29/10]:
Updated with ZScript input & Decorate restructure, taken away all Morph Sphere Attributes.
Last edit: 6 years 5 months ago by DBJ87.
6 years 6 months ago #15

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Checking the latest version, I noticed that you didn't make any changes to the item. Does that mean you're happy with it as it is?
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6 years 5 months ago #16

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Replied by DBJ87 on topic [SUBMISSION] Insanity Sphere

Checking the latest version, I noticed that you didn't make any changes to the item. Does that mean you're happy with it as it is?

I'm very happy with the decorate, thank you for piecing that together. It plays out fairer, even with the damage reduction keeping armour on the player is key to survival so restoring your health with each punch still isn't a one-stop solution to staying alive, there will be times when you have to run away & find health & armour already placed if you're up against a very large group of enemies, now you have a better chance of surviving, because you can collect Green/Blue Armour or other Spheres to help. You also won't be ignoring other items like backpacks, computer maps if you walk over them.

But appearance wise, you had pointed out several issues that I fully agree with,
The item appears too big in game. The sphere part of the sprite lacks shading to make it look like a sphere and not a circle.
the images are bit oversized & under shaded with the Sphere itself. I'm still struggling with working with the sprites I'm using or with thinking of a new design to restart from.
6 years 5 months ago #17

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How about using the sprites of the partial invisibility sphere from Doom64 as a base?
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6 years 5 months ago #18

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Replied by DBJ87 on topic [SUBMISSION] Insanity Sphere

How about using the sprites of the partial invisibility sphere from Doom64 as a base?

That is the original Sphere "base", Doom64 invisibility as the background, followed it's design from the sprites with the lightning bolt in the core (overlaying the face, needs to stand out a bit though) so it looked likes it's "torturing" the spirit inside, I still like that idea & might be the best way to go, the Marine's Pain Hud, deteriorating with each frame use 4 frames (instead of all 8 frames, keep it simple). I think I need to just take less of the Player's Hud sprites to blend them in, because of it's size & obviously try & get the colouration right.

Warning: Spoiler!
6 years 5 months ago #19

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It was based on it, eh? Okay. Well, here's a new version of the WAD with "new" sprites. They follow the same premise as the ones you did.

I wouldn't say these are a final product, since they use the original palette of the Doom64 Invisibility Sphere, and the mugshot's eyes and mouth aren't in different color. The intention is for you to use them as a base to work from, do your own modifications and such.

For the size, I just used the Scale actor property to shrink the item in game.
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6 years 5 months ago #20

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Ak47fu2 : Unknown you do realize that there are very simple instructions to follow and they are needed or else the site would be flooded with garbage submissions.
3 months ago
Gothic's Avatar
Gothic : Why are you so angry? This site isn't going to dissapear by the end of the year, you have all the time in the world to learn Internet AND Social skills
3 months ago
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Unknown667 : ...d-ckheads who run the site! have to do it the impossible way and not let anyone but themselves upload things! the selfish parasites!
3 months ago
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Unknown667 : It bloody is complicated! Can't upload f**k all on this site! No easy explanation or help. a 'Make a Submission' button would be easy to do but no, not these...
3 months ago
DeVloek's Avatar
DeVloek : this error message keeps popping up under the shoutbox every few seconds
3 months ago
DeVloek's Avatar
DeVloek : "There was an error completing the request. Please try again. If you see this error multiple times, please contact the administrator of the site."
3 months ago
DeVloek's Avatar
DeVloek : sorry for double post... the site is a little bit bugged... but not really complicated xD
3 months ago
DeVloek's Avatar
DeVloek : LOL
3 months ago
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Unknown667 : I'll go to Doomworld Forums. All one has to do is select 'attach file' and it's on the site. this one site is too complicated!
3 months ago
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Unknown667 : I don't get what you mean. I can't find these subforums or whatever they are! everything here is confusing af!
3 months ago
Gothic's Avatar
Gothic : Read my instructions again, and learn how we do things here, because it's not hard at all.
3 months ago
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Unknown667 : There is still nothing! Why can't they make a 'Make a Submission' button somewhere on the site? Is it too easy for them? Or are they too retarded to do it?
3 months ago
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Unknown667 : RIPS?
3 months ago
Gothic's Avatar
Gothic : and please NO MORE RIPS FROM BRUTAL DOOM OR BRUTAL DOOM MODS
3 months ago
Gothic's Avatar
Gothic : You need to make an account, and make a post in the corresponding subforum. Make sure to read the big red [READ THIS] threads before posting
3 months ago
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Unknown667 : This is a great place for resources for mods, but where is the goddamn option to upload something¬!? ****ing sort your site out please!!!
3 months ago
Ak47fu2's Avatar
Ak47fu2 : Okay. For whenever you come back or another mod gets to it I have made alot of Doom Eternal monster submissions
4 months ago
Gothic's Avatar
Gothic : I'm gonna be with little to no internet conection for a couple of weeks, so uploads may slow down a bit unless the other mods show up. See you guys later
4 months ago
Gothic's Avatar
Gothic : Yeah, my bad
4 months ago
DeVloek's Avatar
DeVloek : since the Light Gun doesn't have Doomguy hands, shouldn't it be in the "other" category?
4 months ago
Gothic's Avatar
Gothic : Also the SPAS got nerfed, and the altfire actually uses ammo
4 months ago
Gothic's Avatar
Gothic : 3 more sneaky updates: the SPAS-12, Pump Action Shotgun and Nerve Gas Launcher all have widescreen friendly sprites, courtesy of Dzierzan.
4 months ago
DeVloek's Avatar
DeVloek : Yes, everything from WRW is free to be used as long as proper credit is given. No permission required.
4 months ago
Gothic's Avatar
Gothic : Isn't the WRW free for everyone to use? Much like the Armory here.
4 months ago
CaptainToenail's Avatar
CaptainToenail : What's the thought on some of these being submitted/updated for the Armory? I think a lot of the original authors are still around the ZDoom scene.
4 months ago
CaptainToenail's Avatar
CaptainToenail : I was looking through the old ZDoom Weapons Resource Wad from 2005 again for nostalgia reasons. There's some near stuff in there that may have been forgotten.
4 months ago
CaptainToenail's Avatar
CaptainToenail : Nice. Imagine if the Imp's head popped off when you killed it and started running around
4 months ago
Kan3's Avatar
Kan3 : Very fitting and pretty scary too
4 months ago
Gothic's Avatar
Gothic : Updated the Imp Trite, with new sounds
4 months ago
Gothic's Avatar
Gothic : Are you sure you extracted them? GZDoom doesn't load pk3 files inside zips. Did you drag the pk3 file, or the zips?
5 months ago
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D.J. : Thank you for your answer, Gothic. So what if I restored my computer to an earlier version of Windows, like Windows 7 for example? Would that work?
5 months ago
Gothic's Avatar
Gothic : ZDoom 2.8.1 is horribly outdated, lots of submissions here use more advanced features that will only work with the latest dev builds of GZDoom
5 months ago
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D.J. : I mean, I downloaded them, extracted them and everything and then I click and drag them onto the ZDoom icon. The game still won't let me summon them....
5 months ago
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D.J. : I just downloaded ZDoom 2.8.1 because it's compatible for my new Windows 10 desktop I recently purchased. How can I add custom monsters from here, it won't work
5 months ago
DeVloek's Avatar
DeVloek : it is, thanks.
5 months ago
Gothic's Avatar
Gothic : Should be visible now
5 months ago
DeVloek's Avatar
DeVloek : btw I just noticed the item store submission rules don't have a template.
5 months ago
DeVloek's Avatar
DeVloek : alright, i was afraid my browser was acting up again.
5 months ago
Gothic's Avatar
Gothic : Yeah, It's been a problem for a while now
5 months ago
DeVloek's Avatar
DeVloek : anyone else having problems with quoting posts? anything I put in a quote block doesn't show up at all
5 months ago
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Ozymandias81 : TCOTD2 remaster is out! Go check it out and have a spooky Halloween everyone :)
5 months ago
Gothic's Avatar
Gothic : Does anybody else have that problem?
6 months ago
Kan3's Avatar
Kan3 : Whenever I try to put a link in a post I get 403: access forbidden. Remote file inclusion attempted. :/ what's happening?
6 months ago
Gothic's Avatar
Gothic : This forum doesn't have a PM function anyways
6 months ago
DoctorBleed's Avatar
DoctorBleed : That question was meant for BFG Major Mike. Terrible sorry, I can't find the PM function lmao
6 months ago
DoctorBleed's Avatar
DoctorBleed : oh sorry, I misunderstood what this was lol
6 months ago
DoctorBleed's Avatar
DoctorBleed : Did you ever get the Revenant Launchers working? If so, can you share the finished version?
6 months ago
CaptainToenail's Avatar
CaptainToenail : Whoever did those needs to be credited also. Cool monster btw
6 months ago
CaptainToenail's Avatar
CaptainToenail : I created the edit for the Forgotten One that the Chiller Soul sprites are based upon, however I did not create the frosty Chiller Soul sprites themselves.
6 months ago
CaptainToenail's Avatar
CaptainToenail : Hey - just a heads up - Chiller Soul thread is closed so I'll leave this here - the credits for the sprite edit aren't quite correct still - cont'd.
6 months ago
Gothic's Avatar
Gothic : NOTICE: If I closed your thread due to innactivity and you don't feel like making a new one, give me a shout here so I'll reopen it (you must be logged to ask)
7 months ago
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Gothic : I didn't, clean up your cookies if you can't see it
8 months ago
Margaret Thatcher's Avatar
Margaret Thatcher : You forgot to update the thumbnail for the ST Railgun, Gothic.
8 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : I submitted the Gross Elemental, Craneo allowed and requested me to do it
8 months ago
Gothic's Avatar
Gothic : I'm also gonna submit the Devastator from Demon Eclipse, also with SOF sprites. I remember it was submitted once in the old formus, I believe it was Ghastly
8 months ago
Gothic's Avatar
Gothic : I plan to update the Pyro Cannon with SoniKOFan sprites, but they seem to be even bigger than the original sprites.
8 months ago
Gothic's Avatar
Gothic : I never noticed that, I guess I never used that monster. It should be updated one of these days
8 months ago
CaptainToenail's Avatar
CaptainToenail : Is it a holdover from a DeHacked implementation? I know I first saw them in ActionDoom.
8 months ago
CaptainToenail's Avatar
CaptainToenail : Did you know that since it was submitted 15(!) years ago, the Imp Trite makes the Mancubus attack sound? That's pretty funny.
8 months ago
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anon : But visuals, like the clouds, somehow run smoothly and at a normal fps, in the background when the menu overlay is pulled up
8 months ago
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anon : Clean installs and purging configs changes nothing. The game's resource use is negligible. Lower than potato and higher than maximum settings run equally poorly
8 months ago
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anon : (ie. Ryzen 7 5800H, Radeon RX 6600XT, 16 GB of RAM)
8 months ago
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anon : The flatpak version of Wolfenstein Blade of Agony is running at less than 1 fps at lower than potato settings on a pretty high-end gaming rig. Ideas?
8 months ago
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anon : The flatpak version of Wolfenstein Blade of Agony is running at less than 1 fps at lower than potato settings on a pretty high-end gaming rig. Ideas?
8 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Ah, wonderful! Thank you. I'll try using that and see about updating one of my monsters later.
8 months ago
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nobody : Use A_Stop.
8 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Didn't mean to post that twice. But yeah, like a Cacodemon being shot and is now moving backwards. Is there something to force them to stop their movement?
9 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Quick question, is there a function that would force an actor to stop all movement? Including floating actors and being pushed by attacks?
9 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Quick question, is there a function that would force an actor to stop all movement? Including floating actors and being pushed by attacks?
9 months ago
Gothic's Avatar
Gothic : hey salahmander
9 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Help I can't post replies
9 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Please check the WIP thread if you want to check all of them, I also uploaded the Hell Smith
10 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Okay, decided to port the rest of the Hell-Forged enemies by myself, not 100% accurate, some of them even are missing GLDefs but Amuscaria didn't done much.
10 months ago
Gothic's Avatar
Gothic : as for the regular Blood Fiend and Devil, I decided to only use the new sprite sets, and tossed the old ones
10 months ago
Gothic's Avatar
Gothic : BIG updates to the Super Devil and Cyber Fiend, now they look like the modern Blood Fiend and Devil, and gave them brightmaps
10 months ago
Amiga Angel's Avatar
Amiga Angel : new update to elven sorceress
10 months ago
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I6g9o5r1 : Bruh
10 months ago
Icws666oadw's Avatar
Icws666oadw : I live... AGAIN.
10 months ago
BadMojo's Avatar
BadMojo : Never Fear.. I Was Here :P
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : The site is improving further and further, keep going good!
1 year ago
Tormentor667's Avatar
Tormentor667 : Thanks for your feedback!
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : It's working better now. The "Latest" area is now my bookmark home. ? Sign in, and it automatically shows all the new stuff. Convenient
1 year ago
Tormentor667's Avatar
Tormentor667 : Did some more work today, that helps to indicate new posts in the overview and the categories. Also topic icons are working again
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : *Me trying to not click a new feature implemented so the bot doesn't ban my IP again. Seriously, I was trying to look a preview and the IP bot banned me again*
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : Nah, imo I don't like it. Can't see 'New' posts and it looks too complicated. But hey, it's your site.
1 year ago
Kan3's Avatar
Kan3 : Imo it looks really coolo
1 year ago
Tormentor667's Avatar
Tormentor667 : Got a big bunch done, I hope it is already bettrr
1 year ago
Tormentor667's Avatar
Tormentor667 : Working on it right now
1 year ago
Gothic's Avatar
Gothic : People, please stop using Mediafire for hosting files, I'll reinforce this rule harder from now on
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : I saw, it's garbled AF on the page. Weird glitch?
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Enjoy another neat monster concept: The Rat King
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : The pages are way too crushed down horizontally now. The repository looks scuffed too https://prnt.sc/eNn7vSCXnJn2
1 year ago
Tormentor667's Avatar
Tormentor667 : Okay them - finished most of my overhaul of the page. How do you like it?
1 year ago
Kan3's Avatar
Kan3 : My fault that I left the replace thing after I tested it D: thanks for the update
1 year ago
Gothic's Avatar
Gothic : The Automatic Crossbow has been updated, I didn't notice it was replacing the Chaingun for some reason.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic Seems like you forgot to update the editor numbers document when you added Toenails' techno columns.
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : Sorry, didn't realise Enter posts. A lot of the weapon submissions need some tweaking and they'd be fantastic additions.
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : There are some good submissions, my sprite work isn't great or even good by comparison, however I can script decorate.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Man I haven't been active here in a long time. Maybe I should actually get off my ass and review some submissions again. And update the MVP submission again.
1 year ago
Kan3's Avatar
Kan3 : I'm loving what I'm seeing so far :D
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Neat work! A page rework is always not bad when it comes to good updated features ;)
1 year ago
Tormentor667's Avatar
Tormentor667 : Currently working on an overhaul of the page, don't worry if things are behaving strangely ;)
1 year ago
Gothic's Avatar
Gothic : The D'sparil staff has been updated, check the update log inside to see what's new.
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Oh, nevermind, I could access now, thank you! :D
1 year ago
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Ganbare : Hello? It's me, Ganbare-Lucifer, can you delist me from the 'black list', everytime I try to log in it blocks my access and became annoying.
1 year ago
Infirnex's Avatar
Infirnex : Happy new year everyone!
1 year ago
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Eisenfaust : Dans Blade of agony, je n'arrive pas à ouvrir le coffre fort. Je pense avoir la combinaison (la date anniversaire de l'officier allemand), mais...
1 year ago
Gothic's Avatar
Gothic : The Spray Cannon and BFG2704 have been updated. Besides the change of file, projectiles no longer bounce infinitely. Merry Christmas.
1 year ago
Gothic's Avatar
Gothic : Yeah, if you're using other people's stuff, make sure they gave permission for their use, or ask them for permission
1 year ago
Vandorian117's Avatar
Vandorian117 : What is the rules concerning it do I need to find the Authors and Include them in a Text Document in the Pk3?
1 year ago
Vandorian117's Avatar
Vandorian117 : I want to submit a Six Barrel Shotgun Decorate that I condensed down to work in Regular Projects from Brutal Doom, I cannot find any info on whom made it
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Yeah, I noticed that too, I sent Tormentor a message.
1 year ago
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Gothic : Something is wrong with the site, the links are directing incorrectly, they should have /index.php/
1 year ago
ozymandias81's Avatar
ozymandias81 : Hi guys, it has been aeons I didn't peek here... I might come soon with texture pack. Life has been very harsh on my end, and there is still a lot to fight
1 year ago
SkeletronMK666's Avatar
SkeletronMK666 : I've submited a file to the besteary, someone let me know if there are problems with the monster, i'll fix em
1 year ago
Gothic's Avatar
Gothic : You can actually
1 year ago
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DoubleU : You should be able to preview the audio files
1 year ago
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Ramal : Safarov
1 year ago
Gothic's Avatar
Gothic : Patched Up textures ha been updated with a couple of new textures.
1 year ago
Gothic's Avatar
Gothic : Holy ****balls, old posts with Mediafire links completely break those pages.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : For reporting issues with BOA, you should instead put them up on its' GitHub issue tracker. https://github.com/Realm667/WolfenDoom/issues
1 year ago
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jens : sorry for spam :(
1 year ago
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Jens : Hi guys, i experience the problem, that the game will be displayed on the wrong monitor with fullscreen. What can i do?
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Hmm, seems like image embed on the forum are broken.
1 year ago
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Vandorian : I don't suppose someone could program (I am not sure how to make them) a Battlelord Sentry from Duke Nukem 3D? I would love to use them as choke point bosses
1 year ago
mattbratt11's Avatar
mattbratt11 : Nevermind.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : What's the spam post, you mean the two messages below you ?
1 year ago
mattbratt11's Avatar
mattbratt11 : Don't worry folks, I've already reported the spam post in the Let us Know Thread while Torm is not around.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Maybe ask Tormentor ?
1 year ago
Gothic's Avatar
Gothic : i don't know why the Wild Demonic Leeches aren't showing up on the latest submissions
1 year ago
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InnerConflict : https://youtu.be/3kl7trBcOVg?t=1179 - some issues like hitboxes and camera skips
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Dingor We can't really help you with problems that have to do with BOA, you should report them on BOA's GitHub https://github.com/Realm667/WolfenDoom/issues
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @DBJ87 I'm definitely looking forward to that.
1 year ago
DBJ87's Avatar
DBJ87 : Happy Realm day R667. Ally Marine submission update in the works, inc Jetpack, Riot Shield, Tank, Quad SG, Hellstorm Cannon, Sonic RG & Freeze Rifle users
1 year ago
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Dingor : Hi everyone! Can someone help with my problem? On fog maps I have very low fps and on Tunis mission I have black screen outdoors coz of sandstorm.
1 year ago
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Sanxion : Thank you for making BOA, it makes really fun. I like that game. Great work!
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Hmm, are you talking to me ?
2 years ago
Gothic's Avatar
Gothic : i still need to finish my Hpack map https://imgur.com/t4epZVC
2 years ago
Gothic's Avatar
Gothic : wish I could check them again, i remember some of those being pretty good https://imgur.com/a/HVRp1br
2 years ago
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