Topic-icon [SUBMISSION] Doom RPG Ghoul

2 months 4 weeks ago - 2 weeks 2 days ago #1 by DBJ87
[INFO]
Name: Ghoul
Difficulty: Medium
Connection: Doom RPG's Ghoul
Summon: RevGhoul
Melee: Yes
Distance: Projectile, Poison
Type: Demon, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87, MagicWazard
Palette: PNG Palette
Sprites: ID Software, Raven Software, IMX
Sprite Edit: IMX, MagicWazard, DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87, Raven Software, MagicWazard
SFX: ID Software, IMX, Raven Software, DBT (Doom 4 Monster sounds Ripped by DBT)
Idea Base: Own Idea

[DESCRIPTION]
A Revenant that attacks using poison as it's offence. Using stinging poisoned fists or shooting explosive poisoned gas spewing tracers. On death, he leaves a final toxic concoction for you, so you better stay out of his way! Tracers will to spawn poison gas on Impact but may also spawn clouds when chasing target.

[Additional Info]
Currently Split into 2 Files, both sharing same Actor, stats etc. Separated due to Sight, Active, Pain & Death Sounds. Whichever is preferred by Admin & other users will be carried forward as the final submission, along with changes needed to the green shading after having to recolour the Ghoul's lower body due to lack of detail from it's original version (mostly shading of where the spine, ribcages the thighs & hips would have be seen, as well as clearing all green blood below knees, everything is a lot clearer now, compared to original- which stuck with just using the darker shades of Green) or additional changes to the attacks in place.

[UPDATES]
Warning: Spoiler! [ Click to expand ]

10/05/17
-Ghoul Skin, Attack, GL-Def, Brightmap & Sounds changed & updated.
-2 Versions of the Ghoul created with different sounds allocated to Sight, Pain, Active & Death.
-Fiend removed from original Submission. Keeping this focused on one topic.

06/06/17
-Credits, Description, Info Updates on both files. 2 Versions of the Ghoul with different sounds, whichever suits it best (other users/Admin opinion) will be carried forward.
-Added the mentioned, Poison gas clouds that were meant to be spawned when Tracers are flying. (50% chance the tracer spawns a gas cloud alongside other pieces added as decorative trails).

[PREVIEW]

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[Melee Preview]

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[DOWNLOAD]
http://www.mediafire.com/file/ugualtf3zc89enc/Ghoul.zip

I am, The Empty Space, Doom never wanted to fill!

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2 months 4 weeks ago - 2 months 4 weeks ago #2 by DBJ87
All 3 are available as Separate Files (if requested or preferred). I was originally going to submit all 3 as 2 files & as 2 separated Submissions, having both RPG based Revenants as 1 file and the Ghost Revenant (or Spectral Revenant if that name sounds better) on its own. But seeing they all are based off one main Monster, appearance & attack-wise (if you exclude the changes to health, damage, speed etc). It made a bit more sense to pack them together.

I am, The Empty Space, Doom never wanted to fill!

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2 months 3 weeks ago - 2 months 3 weeks ago #3 by Raccoon
Oh cool, variations on mid-level enemies. That's something I'd use...

I'm questioning how well differentiated they are from the original revenant and each other, but I've yet to actually look in the file... I know there are a few existing Revenant-sprite edits you might be able to use which change the guns and the armor...
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2 months 3 weeks ago - 2 months 3 weeks ago #4 by DBJ87

Raccoon wrote: Oh cool, variations on mid-level enemies. That's something I'd use...

I'm questioning how well differentiated they are from the original revenant and each other, but I've yet to actually look in the file... I know there are a few existing Revenant-sprite edits you might be able to use which change the guns and the armor...


Thank you, any changes you can add or offer are more than welcome.

2 of the Sprite sets (Ghoul (Red/Green) & Fiend (Grey/Purple) conversions) aren't mine, they have been taken & reused from 2 enemies (with the same name & full permission on both files) created by IMX. I left them as they are for feedback like this (and in a way out of respect :P).

Behaviour wise, they all generally follow the pattern the Revenant does, with roughly the same health (couple of rockets or 2-3 close range SSG will kill them quickly), but the Ghoul & Fiend will shoot more often (+MISSILEMORE) & all 3 have had their punch damage changed, as well as the added Poison damage to the Ghoul, that lasts about 2-3 seconds after a punch or missile with increased duration every hit & poison damage stacks with every punch.

Punch Damage is at the set default from their original Scripts. Health will be increased on any of them, if suggested. Kept it around the default or expected Revenant set up (300-400) because any higher & it wouldn't suit them. Revenants tend to be able to hold their own pretty well unless you bring out big guns & a small group of any of these 3 is just as hard or slightly harder than you would get with standard Revenants.

I am seriously considering removing the cannons (but remaking the head design with the cannons gone will take a lot of time & the wait might hold everything else back) or changing the attack from these to 2 darts, fired as fast projectiles (like the nailgun), continuously like Chaingunners, stacking poison damage instead of duration (also leaving it more exposed to counter attacks from the player). It's got a different Punch Sprite set-up (like Baron's attacking) & having them throw their tracer missiles (but I'm going to be removing Seeker attributes) instead of shooting that from a missile launcher (attacking like the Feral Ghouls from Fallout 3), will look better. Giving the Ghoul most offence, it has the higher health but is still pretty easy to kill & a tricky Medium based enemy to fight.

The other 2 (Fiend & Ghost) do look too similar (again, I've been waiting for some feedback on the idea itself & appearance), I'd rather change the Fiend's skin colour, than the Ghost's (it's very hard to see (even when Alpha is higher it's set at) so it's eyes & brighter armour are easiest things to look out for in low light levels).

The Ghost's missile is a hitscan attack (fires 8 very weak bullets) that is basically a distraction while it closes in, the puffs are harmless Splashes added to make it harder to see, it's more of a stealth based Revenant. But It could also have it's cannons removed, it'd be harder to tell it's attacking (unless it's attacking something else), but again, it might more sense instead of having one or 2 shoulder mounted cannons but I'd rather just leave it as it is.

The Fiend's missile is fired at the Revenant's tracer Fast Speed with custom attributes to almost, always lock onto the target & curve around corners easier, making it harder for the player to avoid damage. Appearance wise changing it's skin or armour (not entirely sure to what colour & Doom's palette is pretty restricted) would be the only thing I'd change. Unless the missiles seem too overpowering.

If any of them are good enough as they are to be submitted separately, I'll happily do that too... it's a 3 in 1 submission because they are 3 new Revenants & didn't want to "spam" the submission forum. (Seen requests/suggestions about similar or spin-off submissions be packed if they're coming onto the Realm).

I am, The Empty Space, Doom never wanted to fill!

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2 months 3 weeks ago #5 by MagicWazard
Haven't tried these out yet, since I'd need time to thoroughly mess around with all 3 versions, but I find the concept interesting. Just from the description, though, I'll probably complain about the Fiend's homing missiles--be forewarned. :D
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2 months 3 weeks ago - 2 months 3 weeks ago #6 by DBJ87

MagicWazard wrote: Haven't tried these out yet, since I'd need time to thoroughly mess around with all 3 versions, but I find the concept interesting. Just from the description, though, I'll probably complain about the Fiend's homing missiles--be forewarned. :D


The Fiend's missiles might be a bit too hard to avoid, but any feedback is more than welcome. I don't see it as complaining, it's advice from someone who knows what they're doing to someone who needs the extra assistance. ;)

Quick preview on how the Fiend's Tracer is set up.
Warning: Spoiler! [ Click to expand ]


At the moment I'm waiting a few Users & Admin feedback. Before diving in & probably messing things up before they've been started. Although I am going to change the Ghoul's tracer to be thrown & behave more like a standard fireball instead of a homing missile, a group of 3 or 5 firing stacking poison duration missiles might be a bit frustrating for some. And have it stand & fire poison darts (nails, without increasing duration or Additive Damage) repeatedly from it's shoulder cannons, following the Chaingunner/Spider's attack.

[Edit]
Testing the Ghoul attack idea now. Nails/darts will be fired from it's shoulder cannons in bursts of 3. It's a lot more effective than having it stand & blast like the Chaingunner, still easy enough to avoid at mid-range & will punish the player if you fail to escape, that mixed in with the thrown (now non-homing) Revenant ball style projectile completes Ghoul's missiles. Sound extra sounds have been added for the attacks.

Ghoul's Attack changes & Credits for additional SFX will be updated, with next update.

[Edit]
Updated with Ghoul's attack changes.

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2 months 3 weeks ago - 2 months 2 weeks ago #7 by DBJ87

MagicWazard wrote: I'll probably complain about the Fiend's homing missiles--be forewarned. :D


New update on, Fiend has had some work done. The homing missile attack has changed, 2 are now fired at once. One Tracer is always faster & may fire from either Left or Right (depending on Missile 1, Missile 2) with the slower one firing opposite.

One Tracer always Travels at Revenant's default speed of 12 & the other at the Fast Speed of 15 (in Nightmare Mode it travels at slower is 15, faster is 18, so everything always be faster), but it both are still easily avoidable. Like standard Revenant's the Tracers, they work better if they've got time & distance on their side.

The Fiend's skin is changed from the original, slightly less grayer & bit easier to tell the difference between it & Ghosts, (and I had to get rid of that Pink/Purple bloody area, it just didn't suit it in my eyes). All 3 revenants drop blood matching the colour of their own. Ghost drops Black, Ghoul Drops Green, Fiend drops a custom Brown (Default "Brown" was too similar to Red).
Original Appearance [Original Preview]

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New Appearance from A1D1 Sprites

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Unless there's any issues, the attacks are completed, few changes from what I originally had modified, but it's been for the better. The Appearance for all is completed.

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2 months 2 weeks ago #8 by MagicWazard
I still haven't gotten around to taking these for a test drive (I'll do it this week, I promise!), but I did at least take a look at the sprites.

I'm afraid the sprite set for the Fiend doesn't do it for me. His blue really needs to be accentuated, since it was the primary color of the DRPG version (especially the DIIRPG version). I honestly don't mind if you change the color of his "pants" (though I kind of like the originals), or if you choose to use a more heavily modified sprite set, but he's gotta have that blue to really tie him to the RPG original. I think he'll need a custom palette to do him justice, rather than the Doom palette. Both this version and the previous version have pretty low color depth because of the palette.

Conversely, I actually like the reddish tint to the Ghoul. Makes him look freshly skinned. Since he was otherwise just a Revenant with green "pants", this gives him some nice distinction. It does look like he's lost some color depth as well due to the conversion to Doom palette, though he looks like his colors should have converted a bit better than they did.

Warning: Spoiler! [ Click to expand ]
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2 months 2 weeks ago - 2 months 2 weeks ago #9 by DBJ87

MagicWazard wrote: I still haven't gotten around to taking these for a test drive (I'll do it this week, I promise!), but I did at least take a look at the sprites.

I'm afraid the sprite set for the Fiend doesn't do it for me. His blue really needs to be accentuated, since it was the primary color of the DRPG version (especially the DIIRPG version). I honestly don't mind if you change the color of his "pants" (though I kind of like the originals), or if you choose to use a more heavily modified sprite set, but he's gotta have that blue to really tie him to the RPG original. I think he'll need a custom palette to do him justice, rather than the Doom palette. Both this version and the previous version have pretty low color depth because of the palette.

Conversely, I actually like the reddish tint to the Ghoul. Makes him look freshly skinned. Since he was otherwise just a Revenant with green "pants", this gives him some nice distinction. It does look like he's lost some color depth as well due to the conversion to Doom palette, though he looks like his colors should have converted a bit better than they did.

Warning: Spoiler! [ Click to expand ]


Thank you, I suspected these two would have needed more appearance tweaks (they were just the originals IMX converted, so little was done with them apart from recolouring the Revenant & adding the Green punch to the Ghoul. I then recoloured the Fiend's pants to see what everyone would think looked better, but will reuse the original (Purple/Pink) & try to make the skeleton itself more of a light shaded blue.

I'll see what I can do with the Ghoul from a fresh Revenant Sprite set as well as from it's own, I like the torn skin look but like you've said, some detail has clearly been lost on the green bloody area.

If there is no problems with the Ghost variant. Can I upload that separately as a stand alone submission? It was only added with these 2 to not spam the forum with too much of the same Monster type as 2-3 submissions.

Thanks again. :)

[Edit]
Made some Changes to the Fiend (based off recolouring the original Revenant) under Strife & Quake 2's palettes, shading the Skeleton to look more Blue, instead of Grey. It's a been bit easier to work around the Pink Pants idea from a new revenant sprite set, but I think it might look a bit more suited to have the Pink shades removed & replaced with one of these. Below are the tested changes (so far) to the Fiend), carried on with the Quake 2 colour based palette as it allowed more detail.

Fiend from Revenant (Strife Palette)

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Fiend from Revenant (Strife Palette) New Blood

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Fiend from Revenant (Quake II Palette)

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Ghoul's got a better detail on the Green bloody areas on it's body (the original was blended to the darkest shades, the new one is more mid-range on Doom's palette, you can see things more clearly like the Revenant's spine if you get behind it. Going add some light to it's eyes (make it look a bit more diverse).

New appearances for Ghoul & Fiend will be uploaded with next update.

I am, The Empty Space, Doom never wanted to fill!

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2 months 2 weeks ago #10 by MagicWazard
You can remove and submit the Ghost separately if you like. Just going off the sprites, I think it looks pretty good. I notice in DECORATE you're having him fade during certain states; instead of doing it manually, do you want to try +STEALTH and the new StealthAlpha property?

I think the Fiend looks better using the QII palette, but I still think he suffers a bit from color depth loss. If you're just using SLADE3 for your recolors, I guess that's understandable, but if you're using an art program for the recolor, then I'd save the sprites out as a custom palette instead of converting it to a game palette.

Warning: Spoiler! [ Click to expand ]
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Shoutbox

's Avatar ozymandias81 - 3 days ago

@newuser For now we keep the .exe file we have

Blue Shadow's Avatar Blue Shadow - 4 days ago

Your "question" is out of context.

CaptainManiac's Avatar CaptainManiac - 4 days ago

Hi.You have trouble with custom arguments in scripts?

Blue Shadow's Avatar Blue Shadow - 5 days ago

That is something I do not know, I'm afraid.

's Avatar newuser - 5 days ago

Blue Shadow, thanks for showing me the github page! Will the new boa_c2.exe be uploaded to the main website soon?

Blue Shadow's Avatar Blue Shadow - 1 week ago

Looks like some work has been done towards achieving that: https://github.com/Realm667/WolfenDoom/pull/131

's Avatar newuser - 1 week ago

So will the "boa_c2.exe" be modified/repaired so it won't trip so many antivirus programs at once?

's Avatar Nchris - 1 week ago

great! thanks for the response. funny thing, though. I let windows Defender do its thing on the file and it "removed the Trojan". still the game runs fine :|

's Avatar ozymandias81 - 1 week ago

@chris Read this, going down: https://forum.zdoom.org/viewtopic.php?f=19&t=47801&start=2160#p1003880

's Avatar chris - 1 week ago

so is the boa_c2.exe virus issue related to Microsoft Defender finding the Trojan "win32/Dynamer!ac" in the episode 1 download?

's Avatar Ozymandias81 - 1 week ago

@newuser Simply deactivate heuristics before downloading the .pk3 file, then exclude the .exe file with the antivirus

Tormentor667's Avatar Tormentor667 - 1 week ago

This has been already dressed in the FAQ at boa.realm667.com

Raccoon's Avatar Raccoon - 1 week ago

It's because it's a game engine, so it looks for and dynamically alters files.

's Avatar newuser - 1 week ago

Can the dev still look into the boa_c2.exe issue? It's not normal for a file to trip so many antivirus programs at once.

Blue Shadow's Avatar Blue Shadow - 1 week ago

False alarm, I'd imagine.

's Avatar newuser - 1 week ago

Antivirus scan results: https://virustotal.com/en/file/c4f42813bd980b79f56a9ff532a620794d76f5cb7499c51964da2f45e3b9afef/analysis/1497209006/

's Avatar newuser - 1 week ago

Has anyone tested out that "boa_c2.exe file for viruses? My antivirus said it was a Trojan and virustotal.com says 28 / 60 antivirus programs says its viral.

CaptainManiac's Avatar CaptainManiac - 1 week ago

this is the forum for everything,but it has sections,you can easily navigate though them it is obvious where to go

's Avatar newuser - 1 week ago

is this the forum for wolfendoom

's Avatar Trl - 1 week ago

Hey guys, why i'm stuck i nthe intermission afetr the first mission, no give me another mission :O

CaptainManiac's Avatar CaptainManiac - 2 weeks ago

*LISTENING IRON MAIDEN* Hello,how are you?Just to ask you are there ban for very violent map mods?I mean with many violence eading to controversy *ROcking*

Tormentor667's Avatar Tormentor667 - 2 weeks ago

Updated the forum system to the latest version. If you find any issues please report them to the "Let us know" forum

MagicWazard's Avatar MagicWazard - 3 weeks ago

Yeah, on Home, there should be a login/registration module right under the WIP screenshots slideshow. There's no login from the Forums pages, though.

's Avatar Ozymandias81 - 3 weeks ago

HOME ==> CREATE AN ACCOUNT maybe? Use a valid email though

's Avatar DoomN00b - 3 weeks ago

In fact, how do I even register?? : O I can't see any registration form either!

's Avatar DoomN00b - 3 weeks ago

How do I post a new thread? I can't see any buttons... I have a bug wherein the database of Doomlauncher seems to go corrupt, to report.

MagicWazard's Avatar MagicWazard - 3 weeks ago

Also, feel free to create a forum thread (under The Workshop, preferably) if you've got a more complicated question that might need multiple responses.

's Avatar Nikix - 3 weeks ago

Ok! Thanks for reply :)

Raccoon's Avatar Raccoon - 3 weeks ago

Or, I should say, link back to where you got it from.

Raccoon's Avatar Raccoon - 3 weeks ago

I'd send a message to whoever was involved in that asking for help, and just put the submission itself as your credit.

's Avatar Nikix - 3 weeks ago

... so this is uploaded from third person, but it is not clear whom should I ask about permission, or not to ask at all?, just to put CREDITS?

's Avatar Nikix - 3 weeks ago

This is what confusing me. in Credits on example for Rifle Zombieman: Sounds: id Software, Skelegant, Valve SoftwareSprites: id Software, David G.

's Avatar Nikix - 3 weeks ago

Sounds fantastic, if I can use them and to give credits in game! :) :) I will try to contact them! THANKS for info!

MagicWazard's Avatar MagicWazard - 3 weeks ago

Or, are you asking about "how" to use the art, rather than about permission?

MagicWazard's Avatar MagicWazard - 3 weeks ago

When in doubt, you can contact a contributor directly; most are registered on ZDoom.org, so you can use that site's PM system to contact them.

MagicWazard's Avatar MagicWazard - 3 weeks ago

Credits are located in the third tab of the submission's "box", and should be located within the submission archive itself.

MagicWazard's Avatar MagicWazard - 3 weeks ago

Hi! Submissions are typically uploaded with implicit permission for other people to use them freely--as long as credit is given when they are used.

's Avatar Nikix - 4 weeks ago

Hi to all! :) I was wondering is there posibility to use uploaded artworks from this web site in other games? How I can get info about that?

Raccoon's Avatar Raccoon - 4 weeks ago

I like how "Chaingunner" is my new rank: I shoot out posts rapidly. XD

NourPrince's Avatar NourPrince - 1 month ago

Back from the dead. hehe

ozymandias81's Avatar ozymandias81 - 1 month ago

HAPPY BIRTHDAY REALM667!

MagicWazard's Avatar MagicWazard - 1 month ago

The version available from that thread I linked is in .PK3 format. It should run as-is, provided you have a recent enough dev build.

Raccoon's Avatar Raccoon - 1 month ago

You have to know how to turn that into a PK3, and it's not built for release. Sometimes you even see start locations move to the middle of the level...

MagicWazard's Avatar MagicWazard - 1 month ago

Check the first post here: http://realm667.com/index.php/en/forum-board/wolfendoom-blade-of-agony/948-beta-test-chapter-2

MagicWazard's Avatar MagicWazard - 1 month ago

Looks like Torm's got the beta release on Dropbox, so you may not even have to worry about setting up Github to download it.

Raccoon's Avatar Raccoon - 1 month ago

B) Wait for the release, which is tomorrow.

Raccoon's Avatar Raccoon - 1 month ago

A) Get the devbuild off Github and play

's Avatar Arabmeister - 1 month ago

Hello , how can i play chap 2 on boa?

Tormentor667's Avatar Tormentor667 - 1 month ago

What MagicWazard said :)

MagicWazard's Avatar MagicWazard - 1 month ago

...possibly since all those issues were supposed to be "fixed", and he doesn't want them mixed in with issues found in the new release version?

MagicWazard's Avatar MagicWazard - 1 month ago

I'd unlock your thread (and merge your new one in), but Torm might have locked it for a reason...

Raccoon's Avatar Raccoon - 1 month ago

I just got back in town, and I've got some time to test a bit of BoA stuff...

Raccoon's Avatar Raccoon - 1 month ago

Could a mod unlock my feedback thread?

AngryCat's Avatar AngryCat - 1 month ago

*shout*

MagicWazard's Avatar MagicWazard - 1 month ago

I'll try to take a look soon!

DBJ87's Avatar DBJ87 - 1 month ago

doomedarchviledemon I think it suits it a lot more :)

doomedarchviledemon's Avatar doomedarchviledemon - 1 month ago

Not sure if anyone saw but I updated my worm pack a little while ago. Changed the name to Devil Worms as well. Sounds more fitting I think.

davidraven's Avatar davidraven - 1 month ago

hi!

Raccoon's Avatar Raccoon - 1 month ago

Hai

JoeyTD's Avatar JoeyTD - 1 month ago

hey guys

MagicWazard's Avatar MagicWazard - 1 month ago

I believe the only login location is on the Home screen. I was able to see the widget after logging out of my account.

's Avatar Scubbo - 1 month ago

how the fudge do I log in to the forum now @_@???

's Avatar Hexereticdoom - 2 months ago

@MagicWazard: Done finally. Thank you for the advice! ;)

Raccoon's Avatar Raccoon - 2 months ago

A scream is not a shout.

Raccoon's Avatar Raccoon - 2 months ago

Uh huh...

AngryCat's Avatar AngryCat - 2 months ago

been a while since i shouted, so here. *SCREAM*

MagicWazard's Avatar MagicWazard - 2 months ago

Well, if you think you DO see a bug, you can always go here to report it: https://mantis.zdoom.org/ Registration is quick and painless!

's Avatar Hexereticdoom - 2 months ago

It may be a GZDoom internal bug, 'cause I remember that in older versions the quit SFX were playing always without trouble... Thanks in advance for your info!

's Avatar Hexereticdoom - 2 months ago

...marking YES option, the random quit sound effects sometimes doesn't play at all? Has someone experienced that strange issue?

's Avatar Hexereticdoom - 2 months ago

Hi everyone, I would like to ask you a small question... Have you noted in last GZDoom stable releases (2.3 and 2.4), when you press F10 to exit the game and...

BadMojo's Avatar BadMojo - 2 months ago

Would realm accept voxels in a submission, if there was also a sprite alternative?

ozymandias81's Avatar ozymandias81 - 2 months ago

Thank you Glado, going to check it on FB in a while

's Avatar Glado - 2 months ago

I must also appreciate the last level, (desert) made an impression on me! (Sorry for bad english again)

's Avatar Glado - 2 months ago

Hi! Your game impressed me, so i make little PR, here (in CZ, sorry for bad english): https://www.facebook.com/Videohrac1/

ozymandias81's Avatar ozymandias81 - 2 months ago

Friends, FYI I am working on the sequel of Ultimate Torment and Torture... Stay tuned!

DBJ87's Avatar DBJ87 - 2 months ago

Love the new website design & layout

Tormentor667's Avatar Tormentor667 - 2 months ago

Tormentor667's out, time for my private vacation in Monaco

Blue Shadow's Avatar Blue Shadow - 2 months ago

I'm not sure I follow. Listen, if you have editing questions about ZScript, ask them on the ZDoom forums. The shoutbox is ill-suited for this.

CaptainManiac's Avatar CaptainManiac - 2 months ago

and about extending classes,what should i type?

Blue Shadow's Avatar Blue Shadow - 2 months ago

Yes, you can call ACS scripts from ZScript. And as I said, ACS is not gone. The introduction of ZScript changes nothing regarding ACS.

CaptainManiac's Avatar CaptainManiac - 2 months ago

also,in extending classes,what should i type?the old functions along with the new or just the new functions?

CaptainManiac's Avatar CaptainManiac - 2 months ago

so i can use zscript and ACS simultaneously and if i start some map with acs on gzdoom 2.4 the map will still execute its acs

Blue Shadow's Avatar Blue Shadow - 2 months ago

Wiped out? You mean from GZDoom? Of course not.

CaptainManiac's Avatar CaptainManiac - 2 months ago

Does that mean that ACS is completely wiped out?

BadMojo's Avatar BadMojo - 2 months ago

Hmm.. that opens a few doors then :)

Blue Shadow's Avatar Blue Shadow - 2 months ago

Yes, ZScript can be used as a DECORATE replacement.

BadMojo's Avatar BadMojo - 2 months ago

Thanks for the info. Does this mean that submissions can be zscript instead of decorate if one chooses?

Blue Shadow's Avatar Blue Shadow - 2 months ago

https://zdoom.org/wiki/ZScript

Blue Shadow's Avatar Blue Shadow - 2 months ago

History: https://zdoom.org/wiki/DoomScript

BadMojo's Avatar BadMojo - 2 months ago

Excuse me from sounding like Ive been living under a rock... but is zscript new or has it been around a while?

Blue Shadow's Avatar Blue Shadow - 2 months ago

Currently there isn't a PM system, no.

Blue Shadow's Avatar Blue Shadow - 2 months ago

Preview won't change, as most of what you're suggesting are way too tall.

Blue Shadow's Avatar Blue Shadow - 2 months ago

I don't see the importance of modifying the name.

Blue Shadow's Avatar Blue Shadow - 2 months ago

Texture count in description isn't needed. It's already noted in the INFO lump.

Blue Shadow's Avatar Blue Shadow - 2 months ago

What would you like the description to be?

Raccoon's Avatar Raccoon - 2 months ago

Oh, and the credits should probably include RaVen, because he got me the beta textures.

Raccoon's Avatar Raccoon - 2 months ago

Also, I intended for the title to have the word "Essential", because they're that kind of expansion, and I'd like the description to say the number of textures.

Raccoon's Avatar Raccoon - 2 months ago

I'd prefer using GLASL02 and GLAST00 as the preview, or if that's to big, GLASL03, GLASS08, and GLASS09

Raccoon's Avatar Raccoon - 2 months ago

BlueShadow> I'm really happy to have those Stained Glass textures on the repository, but could you maybe change the description a bit for me?

Raccoon's Avatar Raccoon - 2 months ago

Is there no PM system on this site?

MagicWazard's Avatar MagicWazard - 3 months ago

Hey, Ozy!

Raccoon's Avatar Raccoon - 3 months ago

Yay! I'm on Realm667!

Raccoon's Avatar Raccoon - 3 months ago

Ozy, I made 2 submissions.

ozymandias81's Avatar ozymandias81 - 3 months ago

Hey friends, very sorry for not being so active recently here... Hopefully it will be better this summer with my submissions ;)

MagicWazard's Avatar MagicWazard - 3 months ago

Ooooh! GZDoom 2.4.0 added a StealthAlpha property! A Shadow Trooper update is inevitable!

Raccoon's Avatar Raccoon - 3 months ago

I'm still giggling at that.

Raccoon's Avatar Raccoon - 3 months ago

Hey Tormentor, if you're still around... "Shtab! Shtab! Shtab! By golly them NAZIs didn't see me comin' I tell you wot ol' boy."

Tormentor667's Avatar Tormentor667 - 3 months ago

I read your comment on C1M6 - will check these things later

Raccoon's Avatar Raccoon - 3 months ago

Tormentor, I've been playtesting Wolfendoom and making crap for Hexen! :3

Raccoon's Avatar Raccoon - 3 months ago

Neat.

Tormentor667's Avatar Tormentor667 - 3 months ago

...and improved a few CSS problems that I noticed for a while now :)

Tormentor667's Avatar Tormentor667 - 3 months ago

Updated the forum to the new Kunena version, just fyi

Blue Shadow's Avatar Blue Shadow - 3 months ago

From your end, just make sure your submission is in working order.

AngryCat's Avatar AngryCat - 3 months ago

i'm guessing that when an admin approves, they go around to the other admins here and ask for their opinion, which would take a bit to respond.

Raccoon's Avatar Raccoon - 3 months ago

Anything I can do to make approval go faster?

Blue Shadow's Avatar Blue Shadow - 3 months ago

Once it's approved, it should be added in few days.

Raccoon's Avatar Raccoon - 3 months ago

Soo... How long does it normally take for a submission to get on the repository?

Blue Shadow's Avatar Blue Shadow - 3 months ago

When I update something (old), I try not to break its compatibility with Zandronum if it's already compatible if I can help it. But that's just me.

Blue Shadow's Avatar Blue Shadow - 3 months ago

It's up to you. There isn't a written rule that you should.

AngryCat's Avatar AngryCat - 3 months ago

as long as it's compatible with g/zdoom, you're probably fine

Sir Squidly's Avatar Sir Squidly - 3 months ago

Question: Should I strive for Zandronium compatability, or use the tools modern source ports provide?

AngryCat's Avatar AngryCat - 3 months ago

i'll bet BOA is gonna be great!

Tormentor667's Avatar Tormentor667 - 3 months ago

I would shout more often if I had more time to do so - Blade of Agony is time-consuming guys :)

AngryCat's Avatar AngryCat - 3 months ago

yeah, no ones online enough to shout in here

BadMojo's Avatar BadMojo - 3 months ago

2 weeks since last shout?... well we cant have that... *shouts randomly*... there, thats better :)

's Avatar Hexereticdoom - 3 months ago

And if someone is interested, I have published a few time ago a new update release of the mod, v5.0 with lots of new features, enemies, weapons, and more... ;)

's Avatar Hexereticdoom - 3 months ago

Hi there! Just want to say, many thanks to Hissy for featuring my H-Project mod in Realm667, it has been a nice surprise for sure! :D

DBJ87's Avatar DBJ87 - 4 months ago

Just curious because there's a lot of mix & match WADs, mostly just changing the Pinky Demons though.

DBJ87's Avatar DBJ87 - 4 months ago

Think I've asked this before, would Doom64 based Monsters be considered for Doom? Made or modified a few for more variety, mostly Zombies, Spiders, Cacos & Imps

AngryCat's Avatar AngryCat - 4 months ago

it's kinda dissapointing how most doom forums have %98 of people offline.

MagicWazard's Avatar MagicWazard - 4 months ago

Hmm...maybe you ought to post a WIP on the Workshop first.

's Avatar Sir Squidly - 4 months ago

I'm putting together a generic scientist for a resource, and i'm wondering if it falls into the beastinary, even though it doesn't attack at all.

's Avatar Glado - 4 months ago

It works now, thank you. But i have one more problem, now i have the old school HUD, how to set HUD to more unvisible like before? Sorry for bad english.

DBJ87's Avatar DBJ87 - 4 months ago

@MagicWazard You're welcome :) Awaiting the fate of some of the finished projects, but do have some new(ish) ideas that might crop up soon...

ozymandias81's Avatar ozymandias81 - 4 months ago

@For Glado & Joe - http://realm667.com/index.php/en/kunena/wolfendoom-blade-of-agony/838-serious-performance-issues-with-wolfendoom-blade-of-agony#5115

's Avatar Drugod - 4 months ago

Amazing!!

MagicWazard's Avatar MagicWazard - 4 months ago

Thank you for participating! It's participation that keeps this site alive (or, at the very least, meaningful).

DBJ87's Avatar DBJ87 - 4 months ago

Thinking back, can't believe it's been just over a year, nervous as hell & never expected to progress as I have now. Shouting Out a big 'Thank you' to all :)

's Avatar Joe - 4 months ago

Hey, Blade of Agony crashes very often. I have tried using the most recent build of GZDoom and deleted ini files. What else can I do?

's Avatar Glado - 4 months ago

Hi, i have problem in second mission when a go into water and attack sharks, game has stop working and settings reset, how to fix?

BadMojo's Avatar BadMojo - 4 months ago

Hate onions?!? Man, I don't even know you anymore ;P

MagicWazard's Avatar MagicWazard - 4 months ago

I like fajita meat, but I don't care too much for peppers, and I hate onions.

BadMojo's Avatar BadMojo - 4 months ago

*quietly sings pink floyd* "Is there anybody out there..." *tumble weed rolls passed*.... A wild BadMojo appears... Fajitas anyone? :)

CaptainManiac's Avatar CaptainManiac - 4 months ago

HOORAY!Thank you so much

BadMojo's Avatar BadMojo - 4 months ago

I probably should also mention the Fajita Maker while Im here

BadMojo's Avatar BadMojo - 4 months ago

Thanks MW! :)

MagicWazard's Avatar MagicWazard - 4 months ago

I know what you're referring to, but worry no more; it's up now!

CaptainManiac's Avatar CaptainManiac - 4 months ago

btw,some o'the things that were approved are not uploaded yet.Sorry for my impatience,but this dishearts me

CaptainManiac's Avatar CaptainManiac - 4 months ago

This logo is good,only that i can say

's Avatar Ozymandias81 - 5 months ago

Same, the new logo looks like a Mythologic symbol... and reminds to me of Quake in a way :)

DBJ87's Avatar DBJ87 - 5 months ago

@Tormentor667 New logo looks fantastic. Love it

MagicWazard's Avatar MagicWazard - 5 months ago

*texture packs

MagicWazard's Avatar MagicWazard - 5 months ago

Nobody asked me about the map packs. :(

's Avatar Dynamo - 5 months ago

@Tormentor667 I have asked other mods and they said you are the only one pretty much qualified to approve such texture packs..

Tormentor667's Avatar Tormentor667 - 5 months ago

@Dynamo - I can't try them currently, but maybe someone else can

Tormentor667's Avatar Tormentor667 - 5 months ago

@BadMojo - Thanks!

BadMojo's Avatar BadMojo - 5 months ago

btw.. new logo look kickass :)

BadMojo's Avatar BadMojo - 5 months ago

@Torm Yea I know, it just inconvenient to have to do that every visit... But I aint complaining, great site you got going here none the less :)

's Avatar Dynamo - 5 months ago

Hello @Tormentor667 I think you should accept some of those texture packs by Ozymandias that are pending approval. They are well done and will be useful to all.

Tormentor667's Avatar Tormentor667 - 5 months ago

Clear your cache :)

BadMojo's Avatar BadMojo - 5 months ago

now the new logo is working after going to a page Ive not got in my history... It seems that the problem of pages not updating properly is still here :(

BadMojo's Avatar BadMojo - 5 months ago

its uhh... still snowing and the same old logo for me... and when viewing this page with a mobile, the 3 links at the top of the page are missing (or hidden)

Tormentor667's Avatar Tormentor667 - 5 months ago

Just did some little fixes to the team user colors as well, should look better now again

Tormentor667's Avatar Tormentor667 - 5 months ago

Well, it's not that bad :) Did anyone notice the new logo btw?

DBJ87's Avatar DBJ87 - 5 months ago

@BadMojo Very quiet indeed, *scream* Hello? (echo, echo, echo) lol

Infirnex's Avatar Infirnex - 5 months ago

**** this looks different

BadMojo's Avatar BadMojo - 5 months ago

yes its working...... nobodies "shoutin" much lately, but its workin :)

's Avatar Hexereticdoom - 5 months ago

Hi there, just testing Shoutbox...

's Avatar ozymandias81 - 5 months ago

@FireSeraphim - Maybe I am late but check inside HOME / Login (Kunena)

's Avatar FireSeraphim - 5 months ago

where in the heck is the login button?

CaptainManiac's Avatar CaptainManiac - 5 months ago

and for info:i love this bon jovi song,i love rock and heavy metal

CaptainManiac's Avatar CaptainManiac - 5 months ago

Same do I,because i though it is legal to shout about everything in shoutbox

BadMojo's Avatar BadMojo - 5 months ago

Im starting to think the shoutbox needs a rule thread or something, or at least a basic guideline to whats ok and not ok to post

BadMojo's Avatar BadMojo - 5 months ago

I think what Ozy is trying to say is try and keep the shoutbox related to doom and things related to this forum rather than random bon jovi videos

CaptainManiac's Avatar CaptainManiac - 5 months ago

Excuse me,Virgillio for that.Is there a legal way to post greetings here?

's Avatar ozymandias81 - 5 months ago

I think that recently the shoutbox has been filled with too much crap and garbage links, I suggest to stop these

CaptainManiac's Avatar CaptainManiac - 5 months ago

https://www.youtube.com/watch?v=vx2u5uUu3DE greetings to all users via the Shoutbox

's Avatar Olar - 5 months ago

Olar

's Avatar Captainmaniac - 5 months ago

Great,Bro!

BadMojo's Avatar BadMojo - 5 months ago

I remember when doom3 was still new and I got it that xmas, this was inside the box https://www.dropbox.com/s/wxltqqab6kasoim/IMAG0105.jpg?dl=0

CaptainManiac's Avatar CaptainManiac - 5 months ago

Congrats,Michael,I am glad to hear good news from you

MagicWazard's Avatar MagicWazard - 5 months ago

I got one of the Doom POP! figurines for Christmas. :)

CaptainManiac's Avatar CaptainManiac - 5 months ago

Thanks,DBJ,so did you yesterday

DBJ87's Avatar DBJ87 - 5 months ago

Shout-Out to all. Hope you all had a great Christmas yesterday.

CaptainManiac's Avatar CaptainManiac - 5 months ago

Merry Christmas to you,Virgillio,may all your life and career remain infinite

ozymandias81's Avatar ozymandias81 - 5 months ago

Merry Christmas to everybody! May the force of the Realm will be always with all of you!

CaptainManiac's Avatar CaptainManiac - 5 months ago

ok

CaptainManiac's Avatar CaptainManiac - 5 months ago

My steam has crashed.I have many games

BadMojo's Avatar BadMojo - 5 months ago

meh, just pm me on zdoom and Ill get back to you eventually

BadMojo's Avatar BadMojo - 5 months ago

I dont know anything about, that doesnt seem right. unless you dont have any games on there or something.

CaptainManiac's Avatar CaptainManiac - 5 months ago

tbh,i am not from the people who will pay for that kind of things

CaptainManiac's Avatar CaptainManiac - 5 months ago

I found you on Steam and when i clicked Add Friend then it told me that i do not meet the requirements and the requirements were to add $5.00 to your account

BadMojo's Avatar BadMojo - 5 months ago

you dont need to pay, just open up steam, click friends tab, add friend, search for my name, flip through the pages until you see my profile pic, easy

CaptainManiac's Avatar CaptainManiac - 5 months ago

AH,CRAP,**** STEAM.WHY I NEED TO PAY FOR ADDING FRIENDS?!

CaptainManiac's Avatar CaptainManiac - 5 months ago

BTW,you can call me Rad.

CaptainManiac's Avatar CaptainManiac - 5 months ago

I will addd you immediately

BadMojo's Avatar BadMojo - 5 months ago

cant find it, heres mine http://steamcommunity.com/id/BadMojo91

CaptainManiac's Avatar CaptainManiac - 5 months ago

hm,my steam name is rado_metalista

BadMojo's Avatar BadMojo - 5 months ago

yea agreed, its starting to look a bit spammy here.. just add me on steam or something captainmaniac if you want to talk about random stuff :)

Blue Shadow's Avatar Blue Shadow - 6 months ago

Guys, keep your shoutboxing to a minimum; this isn't a chatroom.

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