Topic-icon Thoughts about the current development state

1 year 1 month ago #1 by Tormentor667
Dear friends,

after sorting the forum and taking a closer look at the current development status of Blade of Agony, I came to the conclusion, that we definitely need to talk - it's very important to discuss a few things that are currently happening.

Let's first take a look at the maps, which is the most time-demanding work currently.
Chapter 1 looks good: C1M1 to C1M6 including C1M0 can be considered as finished mostly. Dean planned to improve C1M3 to C1M6 + C1M0 just the way he did with C1M1/C1M2 (whereas C1M2 isn't done yet) but most of it is actually ready to go.

Chapter 2 is more of a place under construction. C2M1 still needs a lot of work considering how the stealth system is currently working (or not working), C2M2 will hopefully be finished by GuardSoul and it is definitely leading to a pleasing and interesting result. C2M3 + C2M4 are done (except possible improvements by Dean. C2M6_A to C2M6_C can also be considered to be finished about 95%, the final tuning will be done by me and I am sure Dean will also support me to perfectionize the finale of this chapter. C2M0_A is done, and C2M0_B needs a few bits here and there to be perfect. One problem though is C2M5 by Remmirath. The base as it is currently is simply too generic, it doesn't seem to have a purpose and it also doesn't seem to be based on historical facts. Instead it could be any kind of UAC base if you replace the nazis by demons. As of now, the map can't be used for the mod at all, so the question now is if Remmirath is able to follow up to the style and quality of the other maps or if he quits his work because of the special demands we have. Other than that, I see Chapter 2 to be very close from being finished.

Chapter 3 is the chapter, that causes the most pain to me. C3M1 hasn't been touched since April by Real and even though I like the efforts that he has done so far, the map is in progress now for about a year and one room is half finished. Releasinf Blade of Agony in 2072 is no option. I like his style, I like what he has done in other maps but if nothing changes, we can't wait for him any longer. C3M2 by Dragonfly has made already significant progress in the beginning and I can't say that there is nothing pleasing about it, but I have the feeling that it doesn't lead to where I would like to have it. Parts of the concentration camp and the train station are well executed but most of the generic base, tunnels and stuff simply feel out of place, missing the purpose or common sense as well as the historical corrections. I have already suggested many things in the development thread but the map is dead since February, same issue as with Real. I have discussed that with Dean and I will most propably take care of the map myself as I have ideas on how to recreate the concentration camp of Dachau or Ausschwitz in a historical correct way with a high tension and a good scale. C3M3 can be considered as finished, so let's proceed to C3M4... oh well, there is no C3M4, not even a plan for it (maybe another "Railshooter" mission?). Next one is C3M5_A and C3M5_B. To be honest - and we all know that already - Ozymandias is a talented modder with the motivation and heart to realise amazing things, but mapping is not one of his strengths. The ideas for the airport and the airship is great and it should be definitely executed, but combined into one map C3M5 and next to that executed by someone else - Dean, GuardSoul or myself. Let's come to C3M6_A (and hopefully also _B) which is spearheaded by Dean and which is a total masterpiece in my eyes so far. It's the perfect climatic interlude to the final mission and the Castle Wolfenstein itself - and hell, I will promise you a lot of pain, if you start it all over. Still, it's a lot of work left to be done, as it is with most of Chapter 3.

The later the chapter, the longer the text. It's already obvious what I want to say and where I see our main focus, but I will come to a conclusion later.

Let's now take a look at other things that need to be done and taken care of
Well, to be honest, it isn't much as we have already done a shitload of work until now, especially towards the resources department (special thanks again to Ozymandias for hours and hours of work). We have so many stuff to use and work with, I am pretty sure, we don't get bored. Next to little improvements here and there, that can be done on the fly, I only see that the ingame texts and dialogues need work, that the stealth system needs some fine tuning (where AFADoomer enters the spot) and that BigDave is already working on the Nazi zombies, that we desperately need for Chapter 3 as being part of the main plot - occult crazyness comes to mind. Oh, yes, and there should be an interesting Boss battle for C3M6 but I might be able to whip something up, now that I feel used to DECORATE and ACS after all that work.

Let's now take a look at the capacities we have, now that we know what's left to be done
It's clearly obvious, that our most time-demanding construction site is mapping - without any doubt. To make things a bit more clear, we have still a total of 6 maps that need to be build from the ground and another 2 maps which need to be finished as well as several maps which need fine tuning. Compared to the few other things we have to work on, this makes me really nervous. Why? Because at the moment our team consists of 3 mappers, where 1 mapper is absent (and only finishing C2M2), 1 mapper is concentrating on sprite improvements and the last mapper is me. 8+ maps for one person is a lot.

Let's get to the point (as General Miller says in his briefing for mission 1)
I've followed the progress in the DropBox link and even though I like what has been done so far, as it is of good quality, it's not right to focus on something like that at the moment. The high-res sprites are (as I already said) nice to have but on the one hand it's a huge amount of work (did you even consider that all the brightmaps need to be remade as well that Ozymandias already prepared? Not even thinking about the huge amount of sprites in general) and on the other hand you must ask yourself "Is it essential for Blade of Agony to be playable and finished?". Or ask different: "What do we need to finish the project after all?". It can be done without the high-res sprites, but it can't be done without the maps.

Conclusion
I don't want to completely destroy the plans, as I am still open towards having these, but at the moment, it's not the right focus. I really don't feel comfortable in the last few weeks and months being the only one working on maps. It gave me a huge motivation boost when GuardSoul worked on his C2M2 and it was even more motivating when Dean improved the maps or worked on his C3M6 maps. As of now, I feel exhausted, and seing people working on high-res sprites doesn't really help, it makes it worse - just describing my feelings. So what I would like to see now instead: Dean and GuardSoul (but especially Dean) continueing on the mapping work with me together and the others who take care of the resources (Maxim, Virgilio, etc.) continue with working and improving these. Let's focus on our strengths and let's concentrate on what is the best we can do for the project to get the goal right: Finishing it!

Looking forward to your replies,
best regards,
Dan
The following user(s) said Thank You: ozymandias81
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1 year 1 month ago #2 by Scubbo
Dan Mate! your maps are awesome!

take it easy with the development, take a break and come to New Zealand, i'll buy you a beer or 5 to say thanks :grin:

I really appreciate all the hard work put in by you and every contributor, the project is great, just take your time and keep the development fun for you!
The following user(s) said Thank You: Tormentor667
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1 year 1 month ago - 1 year 1 month ago #3 by DoomJedi
I'm glad to see this post, post like this. I was just recently talking in private conversations on how I don't see and would like to see "towards the release" approach and direction (as I've been before in projects that lacked such). As it is nice to mod - the goal of every mod is to be released and played, and that means right priorities, clear task assignment and progress monitoring. And limit to ever-perfecting the mod.
This thread sums it pretty nicely.

I agree regarding mapping priorities over hires enemies (for those who also map :) ).
And indeed new brightmaps would be alot of work it seems.

But.
I'm mostly Wolf3D modder, and I'm in love with 64x64 art more than you do and it's what I prefer for my mods. And I loved at first to see 64x64 enemies used, such good retro feel.
But for your particular project and engine - I have to admit lowres enemies look the most out of place (as those are relatively big objects, not small table thing), they don't look human and so killing them is not as rewarding, and they are not consistent with other...things in the mod, looking like guests from parallel dimension dropped into hires world.

Not to mention the obvious HUGE use of such enemies in endless future mods - of others.

So, as long as it is not in expense of mapping progress...I think it really worth the effort. It's not a minor change -= it would be a HUGE change of look and feel of the mod.

And it's not as big task as you think it is...with tools we're using and our skills. We play with pixels like you play with map elements, for me making map like yourself would take....forever. Not that it's not a bit scary - we're taking on a task after all those years many were afraid to take on and considered impossible, and not only relating to Wolf3D enemies.
The following user(s) said Thank You: doom juan
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1 year 1 month ago #4 by Tormentor667

DoomJedi wrote: And it's not as big task as you think it is...with tools we're using and our skills. We play with pixels like you play with map elements, for me making map like yourself would take....forever. Not that it's not a bit scary - we're taking on a task after all those years many were afraid to take on and considered impossible, and not only relating to Wolf3D enemies.

This is something I discussed with Dean yesterday as well. You are right, for me spriting is a horrible and tedious job but for someone else with your skills, it might be pretty easy - just as it is for me with mapping.
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1 year 1 month ago #5 by DoomJedi
I agree with your priorities though, mapping should come first.
But as long as we follow those set of priorities, this is a worth attempt.

...Those CAPTCHA before every post are annoying...is it only for new forum members?
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1 year 1 month ago #6 by Tormentor667
As long as you concentrate on sprites and Dean concentrates on mapping, I am all fine ;)

Concerning the CAPTCHA, please open a new thread for it elswhere, wasn't even aware that it happens.
The topic has been locked.
1 year 1 month ago - 1 year 1 month ago #7 by DoomJedi
Well, I agree about "concentrating" part, just wanted to state that I obviously cannot do the whole hi-res enemies by myself, it's too big of a task for one spriter (and sure for a spriter busy with at least 2 other projects). I took on a task (that indeed looks scary of first) only knowing I won't be alone in it.
So I need his help.
He just needs to make sure his priorities are set right with mapping first. Lower his pace on the art and do enough mapping progress to excuse his art involvement.

With all said, there is no point of making this art "project" if we will lower the pace to a point so it won't be near ready when all the rest is done for this mod as I have a good feeling the mod won't wait for those. And for consistency we need to do it for all enemies, at least major ones. The only thing worse than lowres enemies - is the mix of low-res and hi-res, especially in the same area.
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1 year 1 month ago #8 by ozymandias81
@Torm
First of all I must thank you for your kind words, you also know that I am "virtually" active as a modder since the start of 2014, so it's really a short time compared to all modders present on the community, but I am used to challenges especially in order to learn what I need to contribute for the project (I didn't know quite anything concerning modelling, now I can convert even a Black Hole into an .md3 :lol:).

Anyway I do whatever I can for this mod/project/game because I love it since the first commit and you can count on me for everything related to resources and special effects, plus tweaks, improvements, actors, models and some suggestions for ACS (I am not exactly good as Nash, MaxED, AFADoomer or even you but I am an intuitive dude who likes to procrastinate on things like these until I understand the "how to"... and when it happens my creativity "explodes"... sometimes in the right way sometimes in wrong way, that's why I am Ozzy :P )... I just slowered a bit my daily commits because of some real life issues + I feel to have a small break... phew I noticed this is my first time after 1,5 years that I reduced my commits from daily to 3-4 days each but I'll be back to usual at half of this month, stay sure of it. For the mapping... well, I am not exactly skilled like you, DoomJuan or Guardsoul, that's true, but I can try to build a base for the Airport map, I just need to revamp my skill and learn something more, then you can "upgrade" the construction in a "consistency-wise" way.

Concerning the unused slot for map C3M4, I suggest a map inspired from one of these scenes:

Inglorious Basterds - The Cinema Massacre : this would be a revenge after the Concentration Camp horrors (obviously I am speaking of the place where it took: city and cinema)

Operation Valkirye: Attempt to kill Hilter : this speaks for itself and we have right the asset for this map... forest, bunker stuff, vehicles (a mission where you can also interact with nazis and you don't have to shoot too much). So a different "railshooter" map, where you don't have to shoot but to create chaos... but something goes wrong so we have to escape the base fightin' nazis after the failed attempt (where we'll try another time on the airship, I guess).

That's all for now, gonna build that lab-box needed for incoming new stuff (don't worry I know my other tasks which needs to be finished). :cool:

Doom is a State Of Mind... out of Control.
The following user(s) said Thank You: Tormentor667
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11 months 3 weeks ago #9 by Tormentor667
Progress is going well, so this can be considered as solved.
The topic has been locked.

Shoutbox

TDG's Avatar TDG - 1 day 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 - 5 days 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 - 5 days ago

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

doomedarchviledemon's Avatar doomedarchviledemon - 6 days 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 - 6 days 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 weeks 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 - 3 weeks 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 - 3 weeks ago

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

MagicWazard's Avatar MagicWazard - 3 weeks 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 - 3 weeks 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 - 3 weeks 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 - 3 weeks 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 - 3 weeks 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 - 3 weeks ago

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

Raccoon's Avatar Raccoon - 3 weeks ago

The topic on the ZDoom forums? :V

TDG's Avatar TDG - 3 weeks 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 - 3 weeks ago

I have seen it just now.It is great!

Tormentor667's Avatar Tormentor667 - 3 weeks ago

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

's Avatar ozymandias81 - 3 weeks ago

Three

CaptainManiac's Avatar CaptainManiac - 3 weeks ago

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

's Avatar ozymandias81 - 1 month ago

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

Blue Shadow's Avatar Blue Shadow - 1 month ago

Your "question" is out of context.

CaptainManiac's Avatar CaptainManiac - 1 month ago

Hi.You have trouble with custom arguments in scripts?

Blue Shadow's Avatar Blue Shadow - 1 month ago

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

's Avatar newuser - 1 month 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 month ago

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

's Avatar newuser - 1 month 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 month 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 month ago

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

's Avatar chris - 1 month 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 month ago

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

Tormentor667's Avatar Tormentor667 - 1 month ago

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

Raccoon's Avatar Raccoon - 1 month ago

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

's Avatar newuser - 1 month 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 month ago

False alarm, I'd imagine.

's Avatar newuser - 1 month ago

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

's Avatar newuser - 1 month 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 month 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 month ago

is this the forum for wolfendoom

's Avatar Trl - 1 month ago

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

CaptainManiac's Avatar CaptainManiac - 1 month 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 - 1 month 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 - 1 month 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 - 1 month ago

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

's Avatar DoomN00b - 1 month ago

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

's Avatar DoomN00b - 1 month 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 - 1 month 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 - 1 month ago

Ok! Thanks for reply :)

Raccoon's Avatar Raccoon - 1 month ago

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

Raccoon's Avatar Raccoon - 1 month 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 - 1 month 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 - 1 month 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 - 1 month 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 - 1 month ago

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

MagicWazard's Avatar MagicWazard - 1 month 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 - 1 month 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 - 1 month 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 - 1 month 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 - 1 month ago

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

NourPrince's Avatar NourPrince - 2 months ago

Back from the dead. hehe

ozymandias81's Avatar ozymandias81 - 2 months ago

HAPPY BIRTHDAY REALM667!

MagicWazard's Avatar MagicWazard - 2 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 - 2 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 - 2 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 - 2 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 - 2 months ago

B) Wait for the release, which is tomorrow.

Raccoon's Avatar Raccoon - 2 months ago

A) Get the devbuild off Github and play

's Avatar Arabmeister - 2 months ago

Hello , how can i play chap 2 on boa?

Tormentor667's Avatar Tormentor667 - 2 months ago

What MagicWazard said :)

MagicWazard's Avatar MagicWazard - 2 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 - 2 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 - 2 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 - 2 months ago

Could a mod unlock my feedback thread?

AngryCat's Avatar AngryCat - 2 months ago

*shout*

MagicWazard's Avatar MagicWazard - 2 months ago

I'll try to take a look soon!

DBJ87's Avatar DBJ87 - 2 months ago

doomedarchviledemon I think it suits it a lot more :)

doomedarchviledemon's Avatar doomedarchviledemon - 2 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 - 2 months ago

hi!

Raccoon's Avatar Raccoon - 2 months ago

Hai

JoeyTD's Avatar JoeyTD - 2 months ago

hey guys

MagicWazard's Avatar MagicWazard - 2 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.

's Avatar Scubbo - 2 months ago

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

's Avatar Hexereticdoom - 3 months ago

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

Raccoon's Avatar Raccoon - 3 months ago

A scream is not a shout.

Raccoon's Avatar Raccoon - 3 months ago

Uh huh...

AngryCat's Avatar AngryCat - 3 months ago

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

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

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

ozymandias81's Avatar ozymandias81 - 3 months ago

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

's Avatar Glado - 3 months ago

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

's Avatar Glado - 3 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 - 3 months ago

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

DBJ87's Avatar DBJ87 - 3 months ago

Love the new website design & layout

Tormentor667's Avatar Tormentor667 - 3 months ago

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

Blue Shadow's Avatar Blue Shadow - 3 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 - 3 months ago

and about extending classes,what should i type?

Blue Shadow's Avatar Blue Shadow - 3 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 - 3 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 - 3 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 - 3 months ago

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

CaptainManiac's Avatar CaptainManiac - 3 months ago

Does that mean that ACS is completely wiped out?

BadMojo's Avatar BadMojo - 3 months ago

Hmm.. that opens a few doors then :)

Blue Shadow's Avatar Blue Shadow - 3 months ago

Yes, ZScript can be used as a DECORATE replacement.

BadMojo's Avatar BadMojo - 3 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 - 3 months ago

https://zdoom.org/wiki/ZScript

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

BadMojo's Avatar BadMojo - 3 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 - 3 months ago

Currently there isn't a PM system, no.

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

Blue Shadow's Avatar Blue Shadow - 3 months ago

What would you like the description to be?

Raccoon's Avatar Raccoon - 3 months ago

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

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

Is there no PM system on this site?

MagicWazard's Avatar MagicWazard - 4 months ago

Hey, Ozy!

Raccoon's Avatar Raccoon - 4 months ago

Yay! I'm on Realm667!

Raccoon's Avatar Raccoon - 4 months ago

Ozy, I made 2 submissions.

ozymandias81's Avatar ozymandias81 - 4 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 - 4 months ago

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

Raccoon's Avatar Raccoon - 4 months ago

I'm still giggling at that.

Raccoon's Avatar Raccoon - 4 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 - 4 months ago

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

Raccoon's Avatar Raccoon - 4 months ago

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

Raccoon's Avatar Raccoon - 4 months ago

Neat.

Tormentor667's Avatar Tormentor667 - 4 months ago

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

Tormentor667's Avatar Tormentor667 - 4 months ago

Updated the forum to the new Kunena version, just fyi

Blue Shadow's Avatar Blue Shadow - 4 months ago

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

AngryCat's Avatar AngryCat - 4 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 - 4 months ago

Anything I can do to make approval go faster?

Blue Shadow's Avatar Blue Shadow - 4 months ago

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

Raccoon's Avatar Raccoon - 4 months ago

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

Blue Shadow's Avatar Blue Shadow - 4 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 - 4 months ago

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

AngryCat's Avatar AngryCat - 4 months ago

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

Sir Squidly's Avatar Sir Squidly - 4 months ago

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

AngryCat's Avatar AngryCat - 4 months ago

i'll bet BOA is gonna be great!

Tormentor667's Avatar Tormentor667 - 4 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 - 4 months ago

yeah, no ones online enough to shout in here

BadMojo's Avatar BadMojo - 4 months ago

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

's Avatar Hexereticdoom - 4 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 - 4 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 - 5 months ago

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

DBJ87's Avatar DBJ87 - 5 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 - 5 months ago

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

MagicWazard's Avatar MagicWazard - 5 months ago

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

's Avatar Sir Squidly - 5 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 - 5 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 - 5 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 - 5 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 - 5 months ago

Amazing!!

MagicWazard's Avatar MagicWazard - 5 months ago

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

DBJ87's Avatar DBJ87 - 5 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 - 5 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 - 5 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 - 5 months ago

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

MagicWazard's Avatar MagicWazard - 5 months ago

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

BadMojo's Avatar BadMojo - 5 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 - 5 months ago

HOORAY!Thank you so much

BadMojo's Avatar BadMojo - 5 months ago

I probably should also mention the Fajita Maker while Im here

BadMojo's Avatar BadMojo - 5 months ago

Thanks MW! :)

MagicWazard's Avatar MagicWazard - 5 months ago

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

CaptainManiac's Avatar CaptainManiac - 5 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 - 5 months ago

This logo is good,only that i can say

's Avatar Ozymandias81 - 6 months ago

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

DBJ87's Avatar DBJ87 - 6 months ago

@Tormentor667 New logo looks fantastic. Love it

MagicWazard's Avatar MagicWazard - 6 months ago

*texture packs

MagicWazard's Avatar MagicWazard - 6 months ago

Nobody asked me about the map packs. :(

's Avatar Dynamo - 6 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 - 6 months ago

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

Tormentor667's Avatar Tormentor667 - 6 months ago

@BadMojo - Thanks!

BadMojo's Avatar BadMojo - 6 months ago

btw.. new logo look kickass :)

BadMojo's Avatar BadMojo - 6 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 - 6 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 - 6 months ago

Clear your cache :)

BadMojo's Avatar BadMojo - 6 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 - 6 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 - 6 months ago

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

Tormentor667's Avatar Tormentor667 - 6 months ago

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

DBJ87's Avatar DBJ87 - 6 months ago

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

Infirnex's Avatar Infirnex - 6 months ago

**** this looks different

BadMojo's Avatar BadMojo - 6 months ago

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

's Avatar Hexereticdoom - 6 months ago

Hi there, just testing Shoutbox...

's Avatar ozymandias81 - 6 months ago

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

's Avatar FireSeraphim - 6 months ago

where in the heck is the login button?

CaptainManiac's Avatar CaptainManiac - 6 months ago

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

CaptainManiac's Avatar CaptainManiac - 6 months ago

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

BadMojo's Avatar BadMojo - 6 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 - 6 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 - 6 months ago

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

's Avatar ozymandias81 - 6 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 - 6 months ago

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

's Avatar Olar - 6 months ago

Olar

's Avatar Captainmaniac - 6 months ago

Great,Bro!

BadMojo's Avatar BadMojo - 6 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

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