Topic-icon [Submission] Ghost Revenant

5 months 2 weeks ago - 1 week 2 days ago #1 by DBJ87
[INFO]
Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostSkeleton
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".

Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]
Warning: Spoiler! [ Click to expand ]

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) for a Doom 64 Cacodemon based enemy. All sprites were then cut, pasted, set as seperate Sprites myself using GIMP, for a Cacodemon based enemy I've created using the sprite sheet several months
ago (which shall not be posted to Realm667 or elsewhere) .

After a lot of head scratching to make the Ghost's Flash Puff sprites look more like a flash, instead of the yellow BFG Splash, I had used for that as a template & I had intended to change the Puff because it was too similar to the Death Incarnate. The Sprite Sheet used was put online, free to use, without any credit requested. But, I'm not going to take credit, for an unknown author's work.

[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.

[PREVIEW]

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[DOWNLOAD]
http://www.mediafire.com/file/98xhh0aueus09m0/GhostRevenant.zip

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

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5 months 6 days ago #2 by MagicWazard
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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5 months 5 days ago - 5 months 20 hours ago #3 by DBJ87

MagicWazard wrote: 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. :)

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

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3 weeks 6 days ago #4 by MagicWazard
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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3 weeks 5 days ago - 3 weeks 5 days ago #5 by DBJ87

MagicWazard wrote: 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.

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

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3 weeks 2 days ago #6 by skelepound
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.

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

skelepound wrote: 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! [ Click to expand ]

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

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2 weeks 6 days ago #8 by MagicWazard
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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2 weeks 5 days ago - 2 weeks 5 days ago #9 by DBJ87

MagicWazard wrote: 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.

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

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1 week 3 days ago #10 by DBJ87
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.

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

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Shoutbox

MagicWazard's Avatar MagicWazard - 11 hours ago

SNES Doom was the first version I ever played...it'll always have a place in my heart, even though I'm not actually likely to play it again anytime soon...:D

MagicWazard's Avatar MagicWazard - 11 hours ago

I didn't have such a rosy opinion of the GBA Doom II, unfortunately. Great from a technical perspective, but SUUUPER sloppy everywhere else.

MagicWazard's Avatar MagicWazard - 12 hours ago

I bought it at launch! It's been one of my prized possessions ever since.

skelepound's Avatar skelepound - 3 days ago

Where'd you find GBA Doom?

skelepound's Avatar skelepound - 3 days ago

LOL. My GBA has no gems so lovely as those. And our SNES also lacks Doom. Tho for SNES im more interested in classic RPG's - Secret of Mana or FF6.

doomedarchviledemon's Avatar doomedarchviledemon - 3 days ago

Oh that's awesome. I have the GBA game as well. Though I really wish I had the SNES version. Low in quality, but still awesome. ^_^

skelepound's Avatar skelepound - 3 days ago

You have GBA Doom? Dude - resoect.

MagicWazard's Avatar MagicWazard - 6 days ago

Now, if they will port the original games over, then I can finally hang up my copy of GBA Doom from 2001...and maybe that'll get me to buy a Switch.

MagicWazard's Avatar MagicWazard - 6 days ago

@ doomedarchviledemon: I wonder how well Doom will run on the Switch, since it's not like the Switch hardware is especially cutting-edge.

Blue Shadow's Avatar Blue Shadow - 1 week ago

Done. But please, in the future, keep us updated on the status of your submissions.

Sir Squidly's Avatar Sir Squidly - 1 week ago

Ok, I just got a message that my D64 Textures were uploaded. Please, take it down, the file is missing parts, and I am almost finished with the file! Thank you

skelepound's Avatar skelepound - 1 week ago

WELL, we've all seen that video of new super mario with the swastika pipes

Sir Squidly's Avatar Sir Squidly - 1 week ago

It was absolutely hilarious seeing swastikas in a Nintendo presentation

doomedarchviledemon's Avatar doomedarchviledemon - 1 week ago

So Doom 2016 is coming to Nintendo Switch, as well as Wolfenstine. Not sure if this should be a news segment on this site but uh, very unexpected and cool. :3

skelepound's Avatar skelepound - 1 week ago

anyone else?

skelepound's Avatar skelepound - 1 week ago

We can discuss details there

skelepound's Avatar skelepound - 1 week ago

message me - skelepound@hotmail

TheBlueLeader's Avatar TheBlueLeader - 1 week ago

I would like to be in team with something to be honest but because of big time limit that I have I am not sure if I can be helpful fast enough.

skelepound's Avatar skelepound - 1 week ago

Would anyone be interested in working on a TC mod - DOOM survival evolved? Taming demons, MAYBE riding them

skelepound's Avatar skelepound - 1 week ago

S'all good

TheBlueLeader's Avatar TheBlueLeader - 1 week ago

I have often this destiny in another communities so I thought I have it here too! I admit I offended skelepound just for no reason and was a bit silly. :P

TheBlueLeader's Avatar TheBlueLeader - 1 week ago

And then right after my post in shoutbox people started to write about trolling.

TheBlueLeader's Avatar TheBlueLeader - 1 week ago

Then I apologize sincerely especially in front of skelepound. I reacted also to your comment for my monster that even didn't describe much your negative vote.

Blue Shadow's Avatar Blue Shadow - 1 week ago

There was a spam of offending one-word shouts from an anonymous user. I took care of them. It has nothing to do with TheBlueLeader's shout.

MagicWazard's Avatar MagicWazard - 1 week ago

I'm not sure I want to get involved with this, but what was this so-called "trolling"? The presence of a teaser trailer for the Annihilating Demolisher?

Blue Shadow's Avatar Blue Shadow - 2 weeks ago

Cut down on the shoutbox spam, you two. And no, there won't be any "discussion" in The Workshop.

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

Yes. This is what about I even agree. :)

skelepound's Avatar skelepound - 2 weeks ago

I will just call it "a discussion"

skelepound's Avatar skelepound - 2 weeks ago

lets move this to a thread in the Workshop - the shoutbox isnt really for this. Are you okay with that?

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

(Please don't blame me about spamming. Just typing once but entering twice because of no knowledge it will take a time to post. Must be some kind of error.)

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

"tryna help". You mean was trying to help me? What should I clarify?

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

"tryna help". You mean was trying to help me? What should I clarify?

skelepound's Avatar skelepound - 2 weeks ago

Cool - like i said, i wasn't asking as an insult - i was just tryna help. Anyhow, can you please try to clarify?

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

Okay. I am not good in Spanish. :) But I like that when people try to be nice. :)

skelepound's Avatar skelepound - 2 weeks ago

Hell, I offered to speak in spanish if it was easier for you. I'm not f*cking with you - im actually trying to be nice here.

skelepound's Avatar skelepound - 2 weeks ago

um, dude, ur sounding a bit aggro here. I'm trying to be friendly, and it sounds like you are implying im unintelligent. I wnted clarification

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

But don't try to flush my head! :) I know exactly that you understand but you mention my skills in English just to hide it for hiding your own silliness. :)

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

Yes, English is my the second language. And also I don't do that much hard work to write everything properly for unintelligent people.

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

Yes, English is my the second language. And also I don't do that much hard work to write everything properly for unintelligent people.

skelepound's Avatar skelepound - 2 weeks ago

I don't fully understand you - is English your second language? I speak spanish if it's easier, but a it's bit tough to understand wut ur saying.

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

Also don't you find that rejection to my monster only because of my bad behaviour to troll accidentally is also a bit wrong? :)

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

But it helped. Didn't it? :) There is really no point of keeping me with you when you will never plan to communicate with me. :)

skelepound's Avatar skelepound - 2 weeks ago

It's kind of hilarious

skelepound's Avatar skelepound - 2 weeks ago

I'm just sayin, I've trolled and raided before - but it's just so STUPID to troll us. I mean, as a target, there is no damn POINT to trolling us.

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

Yeah, good advice! Ignoring is better and even more intelligent than discrimination. Lot's of people anyways have no more sense than just bulling. :)

Blue Shadow's Avatar Blue Shadow - 2 weeks ago

A piece of advice: ignore and don't reply to them.

skelepound's Avatar skelepound - 2 weeks ago

I mean, really? Trolling a DOOM resource site? Weak, dude.

skelepound's Avatar skelepound - 2 weeks ago

So, trolls are about it seems.

TheBlueLeader's Avatar TheBlueLeader - 2 weeks ago

https://www.youtube.com/watch?v=YLj1LOxeMvk

skelepound's Avatar skelepound - 2 weeks ago

is a Wazard more magical than a Wizard?

MagicWazard's Avatar MagicWazard - 2 weeks ago

We used to have both an IRC (live chat) and a PM system...I think more of y'all need to go hit that PayPal donation button for Torm's sake. :)

MagicWazard's Avatar MagicWazard - 2 weeks ago

Oh, and feel free to open a thread in The Workshop subforum if you have technical or how-to questions.

skelepound's Avatar skelepound - 3 weeks ago

I apologize, but please note I at least tried to stagger my messages a few hours. I will use this less in future.

's Avatar Ozymandias81 - 3 weeks ago

@skelepound - Please, stop spamming. Thanks.

skelepound's Avatar skelepound - 3 weeks ago

Damn - 5 people online at once?!?! INCREDIBLE! is this like a record?

skelepound's Avatar skelepound - 3 weeks ago

Mainly I will use realm667 resources for weapons/monsters - but there will be at least SOME original content as well.

skelepound's Avatar skelepound - 3 weeks ago

But I have trouble with custom ammo, and with certain edits to creature code

skelepound's Avatar skelepound - 3 weeks ago

Also, if your online, doomedarchviledemon, would you be interested in a collab megawad? 20 maps planned, numerous weapons and monsters

skelepound's Avatar skelepound - 3 weeks ago

Naw, I don't think there is a linux port of GZDoom Builder yet, and Wine is a pain

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

GZDoom, yeah... You are right. This is for running. :)

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

Slade is good but those programs that can do everything are very basic in level editing usually and more difficult to handle.

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

Search it from Google or YouTube and you should find it easily! :)

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

It seems that it affected me when I wrote at night and I was a bit tired... :D What I wanted to say is that use GZDoom Builder. :D

skelepound's Avatar skelepound - 3 weeks ago

Also - IDK if any admins are on, but I'm trying to get a creature submitted - if you feel it is still insufficient, is there any way i could get some feedback?

skelepound's Avatar skelepound - 3 weeks ago

Nevermind, I think I'm getting the hang of SLADE. All is well.

skelepound's Avatar skelepound - 3 weeks ago

how do you make a map using GZDOOM? I thought it was just a program for RUNNING Doom.

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

I think that a possibility to play on Linux doesn't depends on what program do you use for creating/editing wad. Should depend on how do you run it. :)

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

Try to use GZDoom! :) It is simple as Doom Builder but have much more functions than Doom Builder 2.

skelepound's Avatar skelepound - 3 weeks ago

I miss mapping - and I think I have a really good idea for a HUGE Wad. But I'm not proficient with mapmaking outside of DOOM Builder.

skelepound's Avatar skelepound - 3 weeks ago

I have an idea for a WAD, but I want to know if u guys know of any good linux map editor for DOOM - and if not, I got SLADE running, so how do you map in SLADE?

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

However, if someone at least would comment my first post so there would be some kind of converstion then I also could be more active later. :)

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

At least there seems to be nice and calm community that I like very much. :)

TheBlueLeader's Avatar TheBlueLeader - 3 weeks ago

Well, I hope then that the friendliness by the people is not always only if they cannot allow themselves to be bad. :P But I try to be patient then.

MagicWazard's Avatar MagicWazard - 4 weeks ago

Well, *relatively* small. Either way, there's a lot less regular traffic than, say, Zdoom.org.

MagicWazard's Avatar MagicWazard - 4 weeks ago

We try to be friendly around here. It's a small forum, so there isn't a lot of room for people to be mean to each other.

TheBlueLeader's Avatar TheBlueLeader - 4 weeks ago

@MagicWazard: Thank you for explanation to avoid some unnecessary worries too early! I appreciate this. Feels friendly. :)

MagicWazard's Avatar MagicWazard - 4 weeks ago

And we try hard to set aside plenty of time to test and evaluate everything before we make decisions or ask for more revisions.

MagicWazard's Avatar MagicWazard - 4 weeks ago

@ TheBlueLeader: Don't worry, a few days of inactivity doesn't mean we're ignoring you...we're just a little slower-paced around here than other forums.

TheBlueLeader's Avatar TheBlueLeader - 4 weeks ago

This thing have been now fixed!

TheBlueLeader's Avatar TheBlueLeader - 4 weeks ago

Thank you for this information! Helped me much to understand things better. :D

TheBlueLeader's Avatar TheBlueLeader - 4 weeks ago

By the way at first I thought about the hurt face to symbolize my monster as really deadly. I had no idea those have been meant to symbolize a post status. :D

TheBlueLeader's Avatar TheBlueLeader - 4 weeks ago

I just tried to follow the rules and so I watched how some other submissions have been done. :)

TheBlueLeader's Avatar TheBlueLeader - 4 weeks ago

OK! That is what about I had any no idea! :O I really didn't mean to set an "approved" icon. :D

Gothic's Avatar Gothic - 4 weeks ago

I mean adding the "approved" icon by yourself, submissions need the blue S icon. Unless some admin did a silent approval.

's Avatar Alhrix - 4 weeks ago

@Ozymandias81 Thanks

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

Or did I understood correctly that my submission will be not approved also because it is not good enough?

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

Was it like "don't approve your own submissions!"? I can't approve or reject any submissions. However, I am not a moderator nor andmistrator.

Gothic's Avatar Gothic - 1 month ago

This forum isn't very active, so you just have to wait. Also don't approve your own submissions, it doesn't give you a good impression.

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

Did the submission considered to be rejected already?

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

Well I got accepted! :) I see you too! Thank you! My first post is ready!

MagicWazard's Avatar MagicWazard - 1 month ago

...though admittedly it's an easy link to miss if you don't know where it is. :)

MagicWazard's Avatar MagicWazard - 1 month ago

Approval requirement for new users' posts is detailed here: http://www.realm667.com/index.php/en/kunena/hilfe (Upper left of page, Board Menu, "Read This!")

MagicWazard's Avatar MagicWazard - 1 month ago

Yup, same thing. Should be approved shortly.

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

Of course, if I wouldn't check this out by an accident then I wouldn't got it know. Is it going to be like that here too?

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

post.

TheBlueLeader's Avatar TheBlueLeader - 1 month ago

Hello! I once registered to a forum that had the similar rules with first post by new members and it took several months before someone could finally accept my

's Avatar Anon - 1 month ago

Crash bug on ZDCMP2 opening logs, where do I report?

's Avatar Ozymandias81 - 1 month ago

@Alhrix - Just download the .pk3 and then open it with Slade, check for a folder called Music | @Davykung176 - I am sorry but we HIGHLY doubt it will happen

's Avatar Alhrix - 1 month ago

is it possible that you would upload soundtrack of Blade of Agony? I love the ingame soundtrack and I would love to hear it.

's Avatar Davykung176 - 1 month ago

Hey guy,if wolfendoom can sight aim this game will be cool i hope sight aim will be in BOA next update :)

Sir Squidly's Avatar Sir Squidly - 1 month ago

So, finished all the stitching, and now know how to make bright maps, just wondering: Should I include all the sky textures, or release it as its own resource?

Sir Squidly's Avatar Sir Squidly - 1 month ago

Just need to finish normal texture stitching, and maybe find out how to make brightmaps, and it will be finished!

Sir Squidly's Avatar Sir Squidly - 1 month ago

Glad to see someone in support of it! I've finished categorizing the textures, and remade most if not all the doors from Brutal + normal D64!

MagicWazard's Avatar MagicWazard - 1 month ago

...but that's a topic for another day. :)

MagicWazard's Avatar MagicWazard - 1 month ago

Since D64 was ported to GZDoom not too long ago, I've even been wondering if we should start hosting D64 enemy actors...

MagicWazard's Avatar MagicWazard - 1 month ago

I see no reason why not. We've got some D64 sprite objects already; many of the textures are usable.

Sir Squidly's Avatar Sir Squidly - 1 month ago

Also, it has to be put though an IWAD generator to even be able to extract them, and not everyone wants to go through all that. It's for acessability~

Sir Squidly's Avatar Sir Squidly - 1 month ago

The doom 64 textures come cut up though, so I am putting them together. Also, I organized it into a few folders for easy of use

's Avatar Ozymandias81 - 1 month ago

Since Doom64 has its own IWAD, I find pointless to share its textures here... That's why I think no one else did before, like if I would share Doom textures

Sir Squidly's Avatar Sir Squidly - 1 month ago

Just realized how awful that reads. So, release them in parts, or put them together? Also could do both.

Sir Squidly's Avatar Sir Squidly - 1 month ago

Doom 64 textures come cut up, should I stitch them together and release only the to get versions, release the parts so people can be creative, or both?

Sir Squidly's Avatar Sir Squidly - 1 month ago

*not

Sir Squidly's Avatar Sir Squidly - 1 month ago

Currently getting DOOM 64 textures together for the repository, as it has D64 Texture Variants, yet now the actual textures

MagicWazard's Avatar MagicWazard - 1 month ago

Ah, for a boss event. Got it.

MagicWazard's Avatar MagicWazard - 1 month ago

@doomedarchviledemon: Like for a weapon?

MagicWazard's Avatar MagicWazard - 1 month ago

If you are signed in, it shouldn't appear every time you access...just every once in a while. I think Torm said once every month...?

's Avatar Hexereticdoom - 1 month ago

Would you please remove the "Donate Hissy" popup image someday? Sorry to say it, but it's really annoying having to remove it each time I enter in the website!

doomedarchviledemon's Avatar doomedarchviledemon - 1 month ago

Any suggestions on large stone hands that would fit in the Hexen art style?

's Avatar hey guys i have a bug - 1 month ago

Kamen

TDG's Avatar TDG - 2 months ago

I just finished BOA chapter 1 again. I did not realize that a timer for Operation Eisenmann had already been implemented. That made my suggestion useless

MagicWazard's Avatar MagicWazard - 2 months ago

@ RothGelen: On the Home page, there should be a login module on the right hand side under the WIP slideshow. Is it missing for you?

's Avatar RothGelen - 2 months ago

How do I create an account to post on these forums?

doomedarchviledemon's Avatar doomedarchviledemon - 2 months ago

Additionally, is there a powerup/status change that allows a player to not be targeted by sight, but does not become visually invisible?

doomedarchviledemon's Avatar doomedarchviledemon - 2 months ago

When making a playerpawn do you need to have four sets of walking animation? (RVPL A,B,C,D) Or can I make it only have three without a blank sprite? (RVPL A,B,C

Raccoon's Avatar Raccoon - 2 months ago

Also, TDG, pretty much everyone here is on the ZDoom forums. It'd be really weird if they weren't...

TDG's Avatar TDG - 2 months ago

Well in general I just wanted to talk about suggestions and ideas for BOA (in game content) and some ideas it inspired me to have. But I will do it on Zdoom

MagicWazard's Avatar MagicWazard - 2 months ago

And the front page is flashier than when I was here last!

MagicWazard's Avatar MagicWazard - 2 months ago

Especially if you're talking about a mod or campaign...we mostly discuss assets/resources here, and not maps, apart from the hosted stuff.

MagicWazard's Avatar MagicWazard - 2 months ago

@ TDG: The ZDoom forum gets a lot more overall activity than this one does, so that would be the better place to go.

TDG's Avatar TDG - 2 months ago

Out of curiosity, is one of the BOA team's goals to reuse all the creations from Wolf3D/SoD as well as taking inspirations from fan made Wolf mods?

TDG's Avatar TDG - 2 months ago

Yeah Rac****, but if the people here also come on the zdoom forum than consider this question irrelevant.

Blue Shadow's Avatar Blue Shadow - 2 months ago

BoA has its own section. For general stuff, we don't have an off-topic section, so you might want to try the ZDoom forums.

Raccoon's Avatar Raccoon - 2 months ago

Or the works-in-progress section if you're looking for help...

Raccoon's Avatar Raccoon - 2 months ago

The topic on the ZDoom forums? :V

TDG's Avatar TDG - 2 months ago

Hey guys, if I would like to make a post in which I would like to tell some of my ideas for BOA or Doom TC related topics, what would be the best place?

CaptainManiac's Avatar CaptainManiac - 2 months ago

I have seen it just now.It is great!

Tormentor667's Avatar Tormentor667 - 2 months ago

Have you guys seen the new ability to submit news now? :)

's Avatar ozymandias81 - 2 months ago

Three

CaptainManiac's Avatar CaptainManiac - 2 months ago

@tormentor667,sorry for disturbing you in just that time and posting here,but how many chapters will be Wolfenstein/Doom?

's Avatar ozymandias81 - 3 months ago

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

Blue Shadow's Avatar Blue Shadow - 3 months ago

Your "question" is out of context.

CaptainManiac's Avatar CaptainManiac - 3 months ago

Hi.You have trouble with custom arguments in scripts?

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

's Avatar newuser - 3 months 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 - 3 months ago

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

's Avatar newuser - 3 months ago

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

's Avatar Nchris - 3 months 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 - 3 months ago

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

's Avatar chris - 3 months 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 - 3 months ago

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

Tormentor667's Avatar Tormentor667 - 3 months ago

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

Raccoon's Avatar Raccoon - 3 months ago

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

's Avatar newuser - 3 months 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 - 3 months ago

False alarm, I'd imagine.

's Avatar newuser - 3 months ago

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

's Avatar newuser - 3 months 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 - 3 months 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 - 3 months ago

is this the forum for wolfendoom

's Avatar Trl - 3 months ago

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

CaptainManiac's Avatar CaptainManiac - 3 months 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 - 3 months 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 months 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 months ago

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

's Avatar DoomN00b - 3 months ago

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

's Avatar DoomN00b - 3 months 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 months 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 months ago

Ok! Thanks for reply :)

Raccoon's Avatar Raccoon - 3 months ago

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

Raccoon's Avatar Raccoon - 3 months 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 months 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 months 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 months 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 months ago

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

MagicWazard's Avatar MagicWazard - 3 months 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 months 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 months 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 - 3 months 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 - 3 months ago

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

NourPrince's Avatar NourPrince - 4 months ago

Back from the dead. hehe

ozymandias81's Avatar ozymandias81 - 4 months ago

HAPPY BIRTHDAY REALM667!

MagicWazard's Avatar MagicWazard - 4 months 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 - 4 months 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 - 4 months 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 - 4 months 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 - 4 months ago

B) Wait for the release, which is tomorrow.

Raccoon's Avatar Raccoon - 4 months ago

A) Get the devbuild off Github and play

's Avatar Arabmeister - 4 months ago

Hello , how can i play chap 2 on boa?

Tormentor667's Avatar Tormentor667 - 4 months ago

What MagicWazard said :)

MagicWazard's Avatar MagicWazard - 4 months 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 - 4 months 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 - 4 months ago

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

Raccoon's Avatar Raccoon - 4 months ago

Could a mod unlock my feedback thread?

AngryCat's Avatar AngryCat - 4 months ago

*shout*

MagicWazard's Avatar MagicWazard - 4 months ago

I'll try to take a look soon!

DBJ87's Avatar DBJ87 - 4 months ago

doomedarchviledemon I think it suits it a lot more :)

doomedarchviledemon's Avatar doomedarchviledemon - 4 months 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 - 4 months ago

hi!

Raccoon's Avatar Raccoon - 4 months ago

Hai

JoeyTD's Avatar JoeyTD - 4 months ago

hey guys

MagicWazard's Avatar MagicWazard - 4 months 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.

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