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[SUBMISSION] Ghost Revenant

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[INFO]
Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostRevenant
Melee: Yes
Distance: Hitscan
Type: Spectre, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87
Palette: PNG Palette/PNG True Colour [Recoloured D64 Sprites]
Sprites: ID Software (Doom 2 & Doom 64), DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87
SFX: ID Software (PS1 Revenant)
Idea Base: Own Idea

[DESCRIPTION]
Spectral Revenant that uses a weak Blinding Flash attack as it's ranged offence while it closes in to use it's more powerful Melee Attack. It moves a lot faster than standard Revenants & is almost completely invisible. Breaks it's invisibility briefly when attacking at a distance, before rapidly returning back to it's Ghostly status. When blinded by the flash attack, the player is more open to damage from the Ghost's attacks as well as Melee* damage & any attacks from other enemies for 12 seconds.

*Any attack that has its Damage Type defined as "Melee".
-Under it's current configuration all attacks (including punches) are the "SkeletonBurn" Damage Type, so I've defined it's Punch Attack as having a Melee Damage output.
- Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]
Warning: Spoiler!

I take credit for the Revenant Sprite edit & creating this monster's Brightmap, Decorate, Sound Info & GLDefs.

I don't take credit for the Doom 64 Sprites used, they were taken from a sprite sheet (which I now cannot find online, to credit who made it) for a Doom 64 Cacodemon based enemy.

[UPDATES]
19/04/17
-Ghost leaves a small "Trail" of Shadow copies of itself while walking, they are purely for decorative purposes.
-Hitscan Damage reduced & spread randomised.
-Puff & Ghost's Hitscan have been given the new damage type "SkeletonBurn" & any Pain causing flags removed to stop Ghosts fighting each other.
-The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

23/04/17
-Blind Duration lasts 12 Seconds. Every time you are blinded the timer resets.
-+ADDITIVEDURATION Flag removed from Blinding Set-up with notes on the Attack added to INFO
-1 "Bullet" is fired by the Ghost to attempt to blind you, accuracy & Damage increased from last update

28/08/17
-Decorate spelling error corrected.

13/09/17
-Credits, Info, Decorate & GLDef update.
-Blinding Puff Sprites replaced.
-Passover sequence of the penalty given to the player by the Flash has been placed higher in it's Decorate so you can't "avoid" it when hit.
-Vertical Offset of Missile attack reduced.

21/10/17
-Summon renamed to "GhostRevenant", GLDef & Info changed accordingly.

[PREVIEW]
File Attachment:


[DOWNLOAD]
[URL=http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip]http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip[/URL]
Last edit: 6 years 4 months ago by DBJ87. Reason: Updated the Ghost's Sprites, Decorate & GLDefs. Completed awaiting approval or feedback from Admin.
6 years 11 months ago #1

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The ranged attack is a bit more dangerous than advertised...he's quite deadly even at a distance. Possibly to the point of upstaging his melee attack. Remember that he cycles through his states pretty quickly, so he can shoot often as a result. I'm not entirely sure what to think of the hitscan puff sprites...they're a little unusual, so I haven't made an opinion yet. Had you considered possibly implementing some sort of vision-impairing "status effect" on the player using them?

The overall sprite set is rad, though, and I'm happy to see something taking advantage of the minimum stealth alpha (I've been hoping for years they'd implement that).
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6 years 11 months ago #2

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Replied by DBJ87 on topic [SUBMISSION] Ghost Revenant

The ranged attack is a bit more dangerous than advertised...he's quite deadly even at a distance. Possibly to the point of upstaging his melee attack. Remember that he cycles through his states pretty quickly, so he can shoot often as a result. I'm not entirely sure what to think of the hitscan puff sprites...they're a little unusual, so I haven't made an opinion yet. Had you considered possibly implementing some sort of vision-impairing "status effect" on the player using them?

The overall sprite set is rad, though, and I'm happy to see something taking advantage of the minimum stealth alpha (I've been hoping for years they'd implement that).

I'd been rattling my brain over the same issues for a while. And before reading this, had just set up something today, that might be along the right lines for the missile, although it is still a bit more dangerous.
The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

I'm saying this as I've experimented with durations from 5, 8, 12, 24 & 30 seconds with & without Additive Timing (I will remove the Additive Timing when a final duration has been decided). 8 seconds is most likely still way too short, but anything higher than 20 seconds is unrealistic. I'm also wondering if there's a way to just set the HUD to either just go back to normal or fade back to normal instead of flashing when the power-up/penalty is wearing off.

The Puff's sprites, were inspired by the Death Incarnate's blinding hitscan & the BFG-9000's explosion sprites covered a large portion of your vision if hit directly or fired against the wall, although they might not be needed now the hud colour change is in place.

I might increase the time delays on some of the cycles. I think the missile might still be firing too quickly. (Update 19/04/17 Decorate)
See:
    GSKL A 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL A 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL B 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL B 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL C 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL C 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL D 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL D 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL E 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL E 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL F 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	GSKL F 2 A_Chase
	TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
	Loop
  Melee:
    GSKL G 6
	GSKL G 6 A_PlaySound("Ghost/Swing")
	TNT1 A 0 A_FaceTarget
	GSKL H 6 FAST A_FaceTarget
	GSKL I 6 FAST A_CustomMeleeAttack(random(3,6)*10,"Ghost/Punch","",Melee,True)
	Goto See
  Missile:
    GSKL A 5 A_FaceTarget
	GSKL K 5
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_ClearShadow
	TNT1 A 0 A_PlaySound("Ghost/Flash")
	GSKL J 10 A_CustomBulletAttack(Random(1,9),Random(1,9),8,1,"SkeletonBlind")
	GSKL K 10
	GSKL K 10 A_FaceTarget
	Goto See

In groups of 2 or more, the ranged attack can be a bit too much as well. So the "bullet" count might be reduced to 1, at the moment it's still 8 with the damage lowered to 1 from 3.
The New Missile Puff changes & the "Blind" effect.
ACTOR SkeletonBlind
{
  Damage 1 //Burns the Player with a blinding flash
  DamageType "SkeletonBurn"
  Scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +RANDOMIZE
  +PUFFONACTORS
  RENDERSTYLE Translucent
  Alpha 0.30
  States
{
 Spawn:
   BLND A 3 Bright
   BLND B 3 Bright
   BLND CC 3 Bright A_RadiusGive("GhostPowerWeaken",32,RGF_PLAYERS|RGF_CUBE,1) //Added here to insure you get affected. No damage or duration is added.
   BLND D 3 Bright
   BLND E 3 Bright
   BLND F 3 Bright
   Stop
   }
}
ACTOR GhostWeaken : PowerProtection //Your defence drops when blinded
{
  DamageFactor "Normal", 2.0
  DamageFactor "Melee", 2.0
  DamageFactor "SkeletonBurn", 2.0
}
ACTOR GhostPowerWeaken : PowerupGiver //Blinded by the flash for a very short time.
{
  Inventory.MaxAmount 0
  Powerup.Color Yellow 0.45
  Powerup.Type "GhostWeaken"
  Powerup.Duration -8
  +INVENTORY.ADDITIVETIME
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
}

With +INVENTORY.ADDITIVETIME off it will just stay at 8 seconds. At the moment it adds up to 16 seconds because it's used twice. The Powerup failed to activate at any point, except where it is now onwards, even when the Radius was increased to depths of 64-72 (just to get it working, higher than 24 or 32 was never my intention).

The actual damage penalties added, are just for experimentation, It makes a bit of sense to me, that your defence drops, when you can't see where you're going. But it's not an issue if it gets removed.

[23/04/17]
Removed +INVENTORY.ADDITIVETIME. Experimented with it & it's way too dangerous (left some notes and a warning about it on the file).
Lowered Shots fired to 1, but increased shot damage slightly & duration to 12 seconds (seems to be a bit fairer), it has had it's spread lowered, but the player can now easily dodge it more as it's accuracy & chance to directly hit you is still pretty low, especially if you have room to run around or get behind it. :)
Last edit: 6 years 10 months ago by DBJ87.
6 years 10 months ago #3

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Sorry, just noticed this hadn't been bumped in a while. Were there any pending changes, or are you just waiting for feedback?
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6 years 6 months ago #4

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Replied by DBJ87 on topic [SUBMISSION] Ghost Revenant

Sorry, just noticed this hadn't been bumped in a while. Were there any pending changes, or are you just waiting for feedback?

Thank you. Mostly awaiting feedback, after adding the "ghostly trail" effect with it's movements & Stealth Alpha, I've been occupied with other enemies & a major project for some time, so I've been distracted from this upload.

Played against this enemy in a few levels from confined spaces to open areas (where it's less likely to hit you) in groups of about 2 or 3 with several standard demons & former humans/sergeants or a normal revenant as their back up & it adds that needed bit of panic to the player when your health starts dropping faster, so it does what it's meant to do, "blind" & weaken you for a short period of time while heading in to club the player, shoot again, dealing a bit more damage with each successful shot or in most cases, have weaker enemies like humans & sergeants dish out some decent damage.

[Edit]
Re-reading some earlier feedback about the, vision-impairing "status effect". I'm hoping that it's doing something along the line now, although now I'm wondering if you meant if there was a way to possibly lower the brightness level every time you were hit, which would mean, I'd have to change the attack pattern as things getting darker might not play into everyone's favor, although (to me) it would work just as well as the "Flashbang blinded by light" you get now, seeing as no duration is increased, it's just restarted every time you get hit from the missile state...

I had considered slowing the player down and/or shaking the screen* when blinded to add the effect of disorientation.
*Vertical & Horizontal Quaking

The puff is still the same as it was, I'm still looking for any alternative, as it might make this monster seem too similar to the Death Incarnate's attack puff, which was where I had gotten the idea to use a hitscan attack, instead of projectiles.
Last edit: 6 years 6 months ago by DBJ87.
6 years 6 months ago #5

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How exactly does the flash work? Does it just negate armor, and if you don't have any armor, will ghost flash affect you at all? You said lowers defense - i kinda wonder how that applies to someone with no defensive items.
6 years 6 months ago #6

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Replied by DBJ87 on topic [SUBMISSION] Ghost Revenant

How exactly does the flash work? Does it just negate armor, and if you don't have any armor, will ghost flash affect you at all? You said lowers defense - i kinda wonder how that applies to someone with no defensive items.

It behaves like power ups like the Guard Sphere do. Except instead of blocking damage, it increases it so you take double damage. Your Damage Factor is increased instead of decreased from enemy attacks.

When the puff hits a surface (wall, floor, you, others and actually shows the flash), it passes on the penalty when it appears, another way to compare, effects like damage increase or changes to player's status, would be to look at poison damaging enemies or guys on this site like Grell or the Weakener, except they use projectiles, this is meant to be a sudden "Flash out of the blue" like the Death Incarnate has, making them very tricky & intimidating to be around.

"Normal" is Doom/GZDoom's standard damage (everything from, gunshots, crushers, slime, demons scratching/biting & most dangerously explosive damage.

"Melee" Damage from any other Monster's melee attack is defined as dealing a Melee damage-type. The only other reason I've specified it be a "Melee" damage type is to differentiate the damage types from it's Missile & Melee attacks.

"SkeletonBurn" This defines, this monster's attacks (one other reason why "the Melee damage type" is defined in it's punch attack. It also stops Ghosts from fighting each other if one shoots another because their damage factor from this type (to itself) is 0.

Onto your questions about armour. Yes, if you haven't got any armour you will still be affected by the attack's increased damage output. Armour or any power ups lowering damage, will help lower damage (as it does with everything), you just take a lot more damage when blinded, for it to absorb as long as your screen is yellow. So Armor will deteriorate quickly, especially if you are attacked by a group of enemies, with a Ghost hidden or alongside them, shooting you or if the Ghost runs up & punches you when blinded.

You won't take damage if invulnerable, being a hitscan attack puff, it doesn't reflect or bounce back, you'll get the penalty passed on for 12 seconds, long enough to be a threat without being too long or too short*... anything longer than 10-12 seconds seemed too unrealistic, again another reason why I'm thinking about rocking the screen while blinded (for about 6 seconds) with a light Quake to add the effect of disorientation.

*Well aware of the dangers from seizures & having the screen flashing when the duration was set to 3 or 5 seconds as it wears off, is not easy on the eyes & brain...

Another look at the configuration for the Ghost's missile attack Puff...
Warning: Spoiler!
Last edit: 6 years 6 months ago by DBJ87.
6 years 6 months ago #7

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I'd be inclined to shy away from "quake" effects. It would probably get a bit too disorienting for a status effect indicator, even if you don't crank it up as high as Hexen tends to do.

I like the debuff effect idea, though. It's not an unprecedented ability, but there's not much of a variety of creatures that utilize it.
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6 years 6 months ago #8

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Replied by DBJ87 on topic [SUBMISSION] Ghost Revenant

I'd be inclined to shy away from "quake" effects. It would probably get a bit too disorienting for a status effect indicator, even if you don't crank it up as high as Hexen tends to do.

I like the debuff effect idea, though. It's not an unprecedented ability, but there's not much of a variety of creatures that utilize it.

Sorry, if you got an empty message/reply, I'd accidentally clicked quick reply... the quake idea was something that I just thought I'd get some feedback on first, sprang to mind writing the last few replies, but seeing how it works with something else I've done, I'll leave it out. :)

I'm glad the debuff is getting some positive feedback, if the duration was Additive (early testing, just to see if was worth it, damage penalty & duration stacking instead of resetting), these guys would wipe you out quickly, so I think the missile attack itself is good enough as it is.

It tries to run up for a Punch like Revenants do after shooting, so it follows their attack pattern but they make great "back up" for weaker monsters & even now, I've still caught out a few times by these guys, because of the distraction of desperately needing to get out of their sight or attention is focused on killing the moderate (in terms of numbers about 4-7) groups of enemies I'd bring with them. 2-3 of these with a group of Shotgun guys, Revenants or Chaingunners & you'll be running scared if you can't get a rocket launcher ready.

Apart from the BFG Splash puff (too similar to Death Incarnate and this has been raised already), is there anything you think needs changing or looking into? The puff sprites don't to be anything too fancy, but hoping I can find something better, as long as it looks like something is flashing in front of you (assuming you're facing one when shot at), if nothing else needs changing, I'll get straight onto looking into it.
Last edit: 6 years 6 months ago by DBJ87.
6 years 6 months ago #9

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Replied by DBJ87 on topic [SUBMISSION] Ghost Revenant

Updated the Flash Sprites with something I think & hope the rest of will agree looks a lot better than a Yellow BFG Splash & generally suits the attack better.

Additional notes on other changes are on File or Page 1. If there's no issues with anything, this is finished-- but I will keep an eye open for any other sprites that might also be used. As these new sprites are based off of Doom64. There is no issues with the colouring when used in game, they are added as True Colour instead of PNG Palette, they'll also be a lot more transparent so they don't stand out the wrong way & look out of place.
6 years 6 months ago #10

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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
3 months ago
Gothic's Avatar
Gothic : Yeah, my bad
3 months ago
DeVloek's Avatar
DeVloek : since the Light Gun doesn't have Doomguy hands, shouldn't it be in the "other" category?
3 months ago
Gothic's Avatar
Gothic : Also the SPAS got nerfed, and the altfire actually uses ammo
3 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.
3 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.
3 months ago
Gothic's Avatar
Gothic : Isn't the WRW free for everyone to use? Much like the Armory here.
3 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.
3 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.
3 months ago
CaptainToenail's Avatar
CaptainToenail : Nice. Imagine if the Imp's head popped off when you killed it and started running around
3 months ago
Kan3's Avatar
Kan3 : Very fitting and pretty scary too
3 months ago
Gothic's Avatar
Gothic : Updated the Imp Trite, with new sounds
3 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?
3 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?
3 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
3 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....
3 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
3 months ago
DeVloek's Avatar
DeVloek : it is, thanks.
4 months ago
Gothic's Avatar
Gothic : Should be visible now
4 months ago
DeVloek's Avatar
DeVloek : btw I just noticed the item store submission rules don't have a template.
4 months ago
DeVloek's Avatar
DeVloek : alright, i was afraid my browser was acting up again.
4 months ago
Gothic's Avatar
Gothic : Yeah, It's been a problem for a while now
4 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
4 months ago
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Ozymandias81 : TCOTD2 remaster is out! Go check it out and have a spooky Halloween everyone :)
4 months ago
Gothic's Avatar
Gothic : Does anybody else have that problem?
4 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?
4 months ago
Gothic's Avatar
Gothic : This forum doesn't have a PM function anyways
4 months ago
DoctorBleed's Avatar
DoctorBleed : That question was meant for BFG Major Mike. Terrible sorry, I can't find the PM function lmao
4 months ago
DoctorBleed's Avatar
DoctorBleed : oh sorry, I misunderstood what this was lol
4 months ago
DoctorBleed's Avatar
DoctorBleed : Did you ever get the Revenant Launchers working? If so, can you share the finished version?
4 months ago
CaptainToenail's Avatar
CaptainToenail : Whoever did those needs to be credited also. Cool monster btw
5 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.
5 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.
5 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)
6 months ago
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Gothic : I didn't, clean up your cookies if you can't see it
7 months ago
Margaret Thatcher's Avatar
Margaret Thatcher : You forgot to update the thumbnail for the ST Railgun, Gothic.
7 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : I submitted the Gross Elemental, Craneo allowed and requested me to do it
7 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
7 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.
7 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
7 months ago
CaptainToenail's Avatar
CaptainToenail : Is it a holdover from a DeHacked implementation? I know I first saw them in ActionDoom.
7 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.
7 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
7 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
7 months ago
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anon : (ie. Ryzen 7 5800H, Radeon RX 6600XT, 16 GB of RAM)
7 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?
7 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?
7 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Ah, wonderful! Thank you. I'll try using that and see about updating one of my monsters later.
7 months ago
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nobody : Use A_Stop.
7 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?
7 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?
7 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?
7 months ago
Gothic's Avatar
Gothic : hey salahmander
8 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Help I can't post replies
8 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
8 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.
8 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
8 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
8 months ago
Amiga Angel's Avatar
Amiga Angel : new update to elven sorceress
8 months ago
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I6g9o5r1 : Bruh
9 months ago
Icws666oadw's Avatar
Icws666oadw : I live... AGAIN.
9 months ago
BadMojo's Avatar
BadMojo : Never Fear.. I Was Here :P
10 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : The site is improving further and further, keep going good!
10 months ago
Tormentor667's Avatar
Tormentor667 : Thanks for your feedback!
10 months 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
11 months 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
11 months 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*
11 months 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.
11 months ago
Kan3's Avatar
Kan3 : Imo it looks really coolo
11 months ago
Tormentor667's Avatar
Tormentor667 : Got a big bunch done, I hope it is already bettrr
11 months ago
Tormentor667's Avatar
Tormentor667 : Working on it right now
11 months ago
Gothic's Avatar
Gothic : People, please stop using Mediafire for hosting files, I'll reinforce this rule harder from now on
11 months ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : I saw, it's garbled AF on the page. Weird glitch?
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Enjoy another neat monster concept: The Rat King
11 months ago
inkoalawetrust's Avatar
inkoalawetrust : The pages are way too crushed down horizontally now. The repository looks scuffed too https://prnt.sc/eNn7vSCXnJn2
11 months ago
Tormentor667's Avatar
Tormentor667 : Okay them - finished most of my overhaul of the page. How do you like it?
11 months ago
Kan3's Avatar
Kan3 : My fault that I left the replace thing after I tested it D: thanks for the update
11 months ago
Gothic's Avatar
Gothic : The Automatic Crossbow has been updated, I didn't notice it was replacing the Chaingun for some reason.
11 months ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic Seems like you forgot to update the editor numbers document when you added Toenails' techno columns.
11 months 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.
11 months 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.
11 months 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.
11 months ago
Kan3's Avatar
Kan3 : I'm loving what I'm seeing so far :D
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Neat work! A page rework is always not bad when it comes to good updated features ;)
11 months ago
Tormentor667's Avatar
Tormentor667 : Currently working on an overhaul of the page, don't worry if things are behaving strangely ;)
11 months ago
Gothic's Avatar
Gothic : The D'sparil staff has been updated, check the update log inside to see what's new.
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Oh, nevermind, I could access now, thank you! :D
11 months 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.
11 months 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 ?
1 year ago
Gothic's Avatar
Gothic : i still need to finish my Hpack map https://imgur.com/t4epZVC
1 year ago
Gothic's Avatar
Gothic : wish I could check them again, i remember some of those being pretty good https://imgur.com/a/HVRp1br
1 year ago
Gothic's Avatar
Gothic : since nothing from the old site was saved, i'm saving even the rejected entries https://imgur.com/hLADHAS
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : I can split the weapon they drop pretty easily. But the other weapon that both the NPCs and players can use, is too intertwined with the NPC.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Would I need to split the weapon they drop, and the sort-of weapon that both the NPC and player can use into separate submissions ?
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Alright, I finally finished a project of mine. But it includes an NPC, a weapon that the NPC drops, and a sort-of weapon, that both the NPC and players can use.
1 year ago
Gothic's Avatar
Gothic : Check the Staff forum, on my latest post, hopefully that answers your question
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic I need your help, how do you manage to remove the duplicate file size, that appears on the download sections of new resource articles ?
1 year ago
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doom : Das
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : I should really stop bothering with taking time to write replies. And just spit them out ASAP, and edit them later to add or fix anything on them.
2 years ago
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Vostyok : Hello! Just stopping by to give my thanks for this site and repositories. Has been a great help over the years. Hope all is well 3
2 years ago
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I am a fella : Can't seem to find a way to register for the forums.. Is there a way to turn off the lighting effect in BoA that casts rays off everything? It's a bit much ^^
2 years ago
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Boofus : I was wondering, I noticed a German spying from the bushes at the Allied HQ, is he just an easter egg or is there more to it?
2 years ago
Robot J's Avatar
Robot J : while i'm here, How are yall doin?
2 years ago
Robot J's Avatar
Robot J : damn it's been awhile since ive been here
2 years ago
Gothic's Avatar
Gothic : took care of the issue with the filesize showing twice
2 years ago
inkoalawetrust's Avatar
2 years ago
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Anna : WHO ERA YOU??????????????????2022
2 years ago
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Annna : how are you?
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : And I removed them because most of them were spam and/or nonsense.
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : We did.
2 years ago
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Jonathan : Hello I don't know if anyone received my posts or not how will I know if they did?
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : Hmm, seems like the file size of the new Candlesticks resource appears in its' name for some reason. And I can't remove it.
2 years ago
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