Topic-icon Raccoon's Testing-Feedback Thread

3 months 3 days ago - 3 months 3 days ago #11 by Raccoon

Tormentor667 wrote: The rocket launcher is supposed to be hard to use, you are on a truck after all

If you say so, but I'd get a third opinion on it...

For the allied soldier I'd keep them as they are, otherwise they are moving around unpredictable.

You can't make a stationary version? That's what I did for Metroid Doom's GF Guards...

For the walker I think this is fine as well, keeping them a low treat and cannon-fodder, it's fun.

It feels a bit silly to me though, because their aim is so off...

Concerning the length of the mission: Having a shorter intermission is fine here as this mission is not really part of the main plot but a break-filler.

Alright then, it's a good mission, it just stands out as being short.

And for the dialogue: Same to that, but on the other hand, what do you think could he say instead?

What he said the first time I tested it, something about NAZIs pouring in from one side if the facility instead of just "what are you waiting for?"

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3 months 3 days ago - 2 months 3 weeks ago #12 by Raccoon

Tormentor667 wrote: What do you mean with "compass sooner" - sooner in the map or sooner in the game?

I mean it's cool, and could show up earlier maps, though not necessarily to mark areas, but more to provide a sense of direction. It'd work really well if you introduce it in C1M3, to help navigate to the turrets, and could also fit into the next 3 levels of that chapter: you might even just introduce it as a permanent item that way. For chapter 2, you could use it to mark the Church in C2M3, because that's a clear objective that the player spends a while trying to get into, and it fits well into the wandering of C2M4, the massive maze of C2M5 (where you introduce it as of now), and all the shit that goes down in C2M6, which is a massive adventure from what I can tell.

The one thing I'd caution with this is don't mark too much, because that's just handholding at that point. Instead, make it a tool which the player uses to orient themselves. In maps like C2M3 and C2M4, have it mark locations which aren't hard to find, like the church and the bunker entrance respectively. Same with Chapter 1's maps: you don't need it to show the location of anything that the player isn't going to find on their own, but having it in C1M3 to know where the beach is, C1M4 just to tell you how close you are to finding that last turret, C1M5 to simply navigate the clusterfuck of Paris, and C1M6 to tell you where the temple you're walking to is, might add to the sense of scale and believability the maps and missions have.

Concerning the train passage: What ideas for improvements do you have?

Well, noting my original thoughts, I felt it was short and didn't really pull alot of "train stuff". So you can do things which address that, adding more train-stuff to make the train a few cars longer.

Another bit I forgot to mention was the prison car, where I basically had these doors, behind which were unguarded prisoners. Why not let me find a switch to open their cell doors and let them out? They're in no condition to fight, but one of them might have snagged the key to the next car or a piece of crucial intel.


Let's go look at the train sequences of James Bond, Time Splitters, and the couple other doom-engine maps I've seen with it. Those levels have things like...
- Shootouts with groups or mini-bosses on the backs of open-air flatbeds
- Windy conditions which slowly blow you backwards
- Long sequences where you have to tip-toe around the side of a train car over the precarious edge, potentially while being shot through the windows
- Going around the outside of a car then going back through to get a key to the next one
- Jumping between train cars shootouts with flying enemies beside the train (not something I necessarily recommend for you)
- Double-decker train cars
- Being trapped in a train car that requires a puzzle to escape.
- Going through a few train cars until you hit a ladder, then going back over the rooftops.
- A mad dash to to front of the train to pull the breaks before it crashes
- Having to jump from the train before it crashes

Any of those things might be an interesting for you to to pull just to make the train have 1 or 2 more things. The other thing about trains is that they work very well for forcing a sequential setup, because they can only be taken in a straight line, car-by-car. You can both utilize that contained nature and occasionally subvert it by having the player have to backtrack for whatever reason.


Here's a few direct examples off the top of my head for a few potential cars to exploit train stuff more...
- A car with no external ladders, where the back door is locked. To get in, you have to tiptoe around the side, perhaps utilizing external camera to sneak by the guards who walk up to the windows, glance out, then walk away. At the other end of the car, you have to go inside and fight your way past said guards, then climb an internal ladder to get on top, at which point you jump to the roof of the next car. This will force the player to confront the precarious nature of the moving train.
- A 2-story car which locks you in with a miniboss, then requires you to go to the second floor after that to activate some sort of short switch puzzle to open the door.
- A small flatbed car with just a few waist-high crates behind some sort of military bunker car you have to storm under fire from machine-guns and guys standing behind cover.
- What if the end of the tracks was actually part of the building itself and, after the driver is killed, you have to run in and pull the breaks yourself. Upon realizing that the breaks are cut, you have to backtrack to some place where you can either jump off or not get killed in the resulting crash. (Actually, simply finding a way to end the ride in a train crash sounds like it'd be a much more interesting way to transition to the B map.)

Not saying you should do those things specifically, though I think they're all potentially interesting.

T667: Thanks for the good input and ideas, I added wind to some of the outdoor cars but I think it's definitely too much effort to implement more backtracking at the current stages of development, so I will leave these out.

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3 months 2 days ago #13 by Raccoon
AC is broken. Can't run stuff that heats my computer up the way BoA does until it's fixed.

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3 months 6 hours ago #14 by Raccoon
AND NOW, THE SHOCKING CONCLUSION...
C2M5 - A second glance [ Click to expand ]


Alright, that being glanced over, onto the meat of the night...
C2M6 - Operation Hades AKA The Grand Romp through the Arctic! [ Click to expand ]


So far, I like this level, but I feel like it lacks that last bit of polish the other maps have. I'll get back to it soon...

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2 months 4 weeks ago #15 by Raccoon
To clarify, I don't think that the level is too hard, though I might've said something implying that. It's a late level, so it should be hard, and I wasn't on top of my game. I DO think that the map has been a bit boring so far, geometrically, and it's making the difficulty feel odd compared to the very creative geometry of previous levels...

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2 months 4 weeks ago - 2 months 4 weeks ago #16 by Raccoon
Sitting down with the rest of map A for you...
Warning: Spoiler! [ Click to expand ]

That's all I'm really up to playing at the moment. I'll try and finish Map A soon, possibly with the Blade of Agony because I'm getting tired of the difficulty of plowing through all the enemies with no ammo and I'm more interested in the layout and mechanics at this point.

I strongly suggest you look into the difficulty curve of the beginning of the level and work on the geometry of these outdoor areas when you go back and work on this more. I've seen the later maps of this level, so I know it's a pretty epic one, and this map needs alot of work to really come before those.

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2 months 4 weeks ago #17 by Raccoon
Ok, time to finish this already...
Warning: Spoiler! [ Click to expand ]


C2M6_B [ Click to expand ]

Alright, I'll get onto Map C and the stunning conclusion at some point in the near future. Done for the night...
The following user(s) said Thank You: afadoomer

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2 months 4 weeks ago #18 by afadoomer
I just fixed the Gestapo so that when you kill them the suspicion level gets reset to zero.

Also made the rats not able to open doors or activate monster cross lines... They don't care about your disguise, though, so will attack regardless of the lab coat (rats, spiders, etc. all ignore disguises). I committed a fixed version of C2M6_B a few hours ago that adds some sound blocking lines, so you should be able to actually kill the rats in the storage room without alerting the whole area now...

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2 months 4 weeks ago - 2 months 4 weeks ago #19 by Raccoon

afadoomer wrote: Also made the rats not able to open doors or activate monster cross lines

Thank you, this and the other small animals opening doors has been an issue I've had for a while now. If you want, go check the spiders and bats too, as they also opened doors last time I checked.

Another issue I forgot to mention:
I think (haven't done numbers on this, just a perception) the Wolfenstein 3D secret in C2M6_A, while giving you the Sten (which is better than the other assault rifle), actually leaves you WORSE off than when you started, because it doesn't give you enough ammo to take out the mutants and doesn't really lay on the health and armor. You guys should throw a bit more in there.

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2 months 4 weeks ago #20 by Raccoon
I also keep forgetting to say, though it'll probably be fixed anyway, the names for the Compass and Labcoat are both misformatted so they say TAG, and the swastika briefcase thing is a "Berserker Pack". There are a few other instances of misnamed things in there, but they're less gaping. Someone should go through and make a list of them...

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Shoutbox

TheBlueLeader's Avatar TheBlueLeader - 16 hours ago

Did the submission considered to be rejected already?

TheBlueLeader's Avatar TheBlueLeader - 1 day ago

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

MagicWazard's Avatar MagicWazard - 2 days ago

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

MagicWazard's Avatar MagicWazard - 2 days 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 - 2 days ago

Yup, same thing. Should be approved shortly.

TheBlueLeader's Avatar TheBlueLeader - 2 days 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 - 2 days ago

post.

TheBlueLeader's Avatar TheBlueLeader - 2 days 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 week ago

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

's Avatar Ozymandias81 - 1 week 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 week 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks ago

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

MagicWazard's Avatar MagicWazard - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 2 weeks 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 - 3 weeks ago

*not

Sir Squidly's Avatar Sir Squidly - 3 weeks 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 - 3 weeks ago

Ah, for a boss event. Got it.

MagicWazard's Avatar MagicWazard - 3 weeks ago

@doomedarchviledemon: Like for a weapon?

MagicWazard's Avatar MagicWazard - 3 weeks 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 - 3 weeks 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 - 4 weeks ago

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

's Avatar hey guys i have a bug - 4 weeks ago

Kamen

TDG's Avatar TDG - 1 month 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 - 1 month 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 - 1 month ago

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

doomedarchviledemon's Avatar doomedarchviledemon - 1 month 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 - 1 month 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 - 1 month 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 - 1 month 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 - 1 month ago

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

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

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

Raccoon's Avatar Raccoon - 1 month ago

The topic on the ZDoom forums? :V

TDG's Avatar TDG - 1 month 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 - 1 month ago

I have seen it just now.It is great!

Tormentor667's Avatar Tormentor667 - 1 month ago

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

's Avatar ozymandias81 - 1 month ago

Three

CaptainManiac's Avatar CaptainManiac - 1 month ago

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

's Avatar ozymandias81 - 2 months ago

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

Blue Shadow's Avatar Blue Shadow - 2 months ago

Your "question" is out of context.

CaptainManiac's Avatar CaptainManiac - 2 months ago

Hi.You have trouble with custom arguments in scripts?

Blue Shadow's Avatar Blue Shadow - 2 months ago

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

's Avatar newuser - 2 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 - 2 months ago

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

's Avatar newuser - 2 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 - 2 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 - 2 months ago

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

's Avatar chris - 2 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 - 2 months ago

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

Tormentor667's Avatar Tormentor667 - 2 months ago

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

Raccoon's Avatar Raccoon - 2 months ago

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

's Avatar newuser - 2 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 - 2 months ago

False alarm, I'd imagine.

's Avatar newuser - 2 months ago

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

's Avatar newuser - 2 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 - 2 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 - 2 months ago

is this the forum for wolfendoom

's Avatar Trl - 2 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 - 2 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 - 2 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 - 2 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 - 2 months ago

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

's Avatar DoomN00b - 2 months ago

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

's Avatar DoomN00b - 2 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 - 2 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 - 2 months ago

Ok! Thanks for reply :)

Raccoon's Avatar Raccoon - 2 months ago

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

Raccoon's Avatar Raccoon - 2 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 - 2 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 - 2 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 - 2 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 - 2 months ago

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

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

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

NourPrince's Avatar NourPrince - 3 months ago

Back from the dead. hehe

ozymandias81's Avatar ozymandias81 - 3 months ago

HAPPY BIRTHDAY REALM667!

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

B) Wait for the release, which is tomorrow.

Raccoon's Avatar Raccoon - 3 months ago

A) Get the devbuild off Github and play

's Avatar Arabmeister - 3 months ago

Hello , how can i play chap 2 on boa?

Tormentor667's Avatar Tormentor667 - 3 months ago

What MagicWazard said :)

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

Could a mod unlock my feedback thread?

AngryCat's Avatar AngryCat - 3 months ago

*shout*

MagicWazard's Avatar MagicWazard - 3 months ago

I'll try to take a look soon!

DBJ87's Avatar DBJ87 - 3 months ago

doomedarchviledemon I think it suits it a lot more :)

doomedarchviledemon's Avatar doomedarchviledemon - 3 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 - 3 months ago

hi!

Raccoon's Avatar Raccoon - 3 months ago

Hai

JoeyTD's Avatar JoeyTD - 3 months ago

hey guys

MagicWazard's Avatar MagicWazard - 3 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 - 3 months ago

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

's Avatar Hexereticdoom - 4 months ago

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

Raccoon's Avatar Raccoon - 4 months ago

A scream is not a shout.

Raccoon's Avatar Raccoon - 4 months ago

Uh huh...

AngryCat's Avatar AngryCat - 4 months ago

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

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

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

ozymandias81's Avatar ozymandias81 - 4 months ago

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

's Avatar Glado - 4 months ago

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

's Avatar Glado - 4 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 - 4 months ago

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

DBJ87's Avatar DBJ87 - 4 months ago

Love the new website design & layout

Tormentor667's Avatar Tormentor667 - 4 months ago

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

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

and about extending classes,what should i type?

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

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

CaptainManiac's Avatar CaptainManiac - 4 months ago

Does that mean that ACS is completely wiped out?

BadMojo's Avatar BadMojo - 4 months ago

Hmm.. that opens a few doors then :)

Blue Shadow's Avatar Blue Shadow - 4 months ago

Yes, ZScript can be used as a DECORATE replacement.

BadMojo's Avatar BadMojo - 4 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 - 4 months ago

https://zdoom.org/wiki/ZScript

Blue Shadow's Avatar Blue Shadow - 4 months ago

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

BadMojo's Avatar BadMojo - 4 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 - 5 months ago

Currently there isn't a PM system, no.

Blue Shadow's Avatar Blue Shadow - 5 months ago

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

Blue Shadow's Avatar Blue Shadow - 5 months ago

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

Blue Shadow's Avatar Blue Shadow - 5 months ago

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

Blue Shadow's Avatar Blue Shadow - 5 months ago

What would you like the description to be?

Raccoon's Avatar Raccoon - 5 months ago

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

Raccoon's Avatar Raccoon - 5 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 - 5 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 - 5 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 - 5 months ago

Is there no PM system on this site?

MagicWazard's Avatar MagicWazard - 5 months ago

Hey, Ozy!

Raccoon's Avatar Raccoon - 5 months ago

Yay! I'm on Realm667!

Raccoon's Avatar Raccoon - 5 months ago

Ozy, I made 2 submissions.

ozymandias81's Avatar ozymandias81 - 5 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 - 5 months ago

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

Raccoon's Avatar Raccoon - 5 months ago

I'm still giggling at that.

Raccoon's Avatar Raccoon - 5 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 - 5 months ago

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

Raccoon's Avatar Raccoon - 5 months ago

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

Raccoon's Avatar Raccoon - 5 months ago

Neat.

Tormentor667's Avatar Tormentor667 - 5 months ago

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

Tormentor667's Avatar Tormentor667 - 5 months ago

Updated the forum to the new Kunena version, just fyi

Blue Shadow's Avatar Blue Shadow - 5 months ago

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

AngryCat's Avatar AngryCat - 5 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 - 5 months ago

Anything I can do to make approval go faster?

Blue Shadow's Avatar Blue Shadow - 5 months ago

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

Raccoon's Avatar Raccoon - 5 months ago

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

Blue Shadow's Avatar Blue Shadow - 5 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 - 5 months ago

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

AngryCat's Avatar AngryCat - 5 months ago

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

Sir Squidly's Avatar Sir Squidly - 5 months ago

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

AngryCat's Avatar AngryCat - 5 months ago

i'll bet BOA is gonna be great!

Tormentor667's Avatar Tormentor667 - 5 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 - 5 months ago

yeah, no ones online enough to shout in here

BadMojo's Avatar BadMojo - 5 months ago

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

's Avatar Hexereticdoom - 5 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 - 5 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 - 6 months ago

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

DBJ87's Avatar DBJ87 - 6 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 - 6 months ago

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

MagicWazard's Avatar MagicWazard - 6 months ago

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

's Avatar Sir Squidly - 6 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 - 6 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 - 6 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 - 6 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 - 6 months ago

Amazing!!

MagicWazard's Avatar MagicWazard - 6 months ago

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

DBJ87's Avatar DBJ87 - 6 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 - 6 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 - 6 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 - 6 months ago

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

MagicWazard's Avatar MagicWazard - 6 months ago

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

BadMojo's Avatar BadMojo - 6 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 - 6 months ago

HOORAY!Thank you so much

BadMojo's Avatar BadMojo - 7 months ago

I probably should also mention the Fajita Maker while Im here

BadMojo's Avatar BadMojo - 7 months ago

Thanks MW! :)

MagicWazard's Avatar MagicWazard - 7 months ago

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

CaptainManiac's Avatar CaptainManiac - 7 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 - 7 months ago

This logo is good,only that i can say

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