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Just Doom PDF Print E-mail
Tuesday, 17 March 2009
doom.pngYay, I am writing this news item for the second time now as my machine broke just when I wanted to save it Schreiend ... nevermind, here we go: Finally, I am proud to announce, the reopened Realm667 in all its pride and beauty. So what has changed and why has it been offline for some days now?

As I already said some weeks ago, I wanted to split up the Realm667, as too many different types of content made it hard to find what you were actually looking for. It was an logical conclusion that something had to happen. Now it's done and what's left of this site after removing private and personal stuff is only pure Doom. The Realm667 got what it has been in the very beginning and what it always was supposed to be: A Doom Page!

But what has changed next to removing content? First of all, the Beastiary was highly improved. Instead of countless PNGs that made my webhost service happy because of the extra traffic fees I had to pay, you get now several compact and simple tabs filled with information for each monster as well as one sprite preview. It's easier to use and you get more information displayed at once, a real enhacement as I think.

I also finally added one of my ideas that I developed in the end of the last year,  the SFX Shoppe. It's supposed to be a place where you can get and submit all kinds of different special effects like weather simulation (snow spawners, rain spawners), environmental effects (fire, steam, water, sparks) and other stuff like pad spawners, teleport effects and much much more. It's just a bit empty as of now but I promise this will be filled very soon with stuff from me and hopefully other contributers as well. Zwinkernd Why did I add this? No need to invent the wheel twice as I say Zwinkernd

There are even some more kinds of resources here as well like texture resources (like "The Afterglow" at Doomworld, just with more recent updates), a Armory with decorate weapons and maybe we will even get some kind of a Deco Center with all kinds of nifty decoration packs in the near future. But well, we will see how the SFX Shoppe will work out and depending on that, I will decide what to do next. So get your asses up, do some contributions and I am sure that these things may turn into reality from just beind an idea!

Last but not least: The language system won't be updated anymore, as I don't think it makes that much sense. Almost everyone visiting this site is capable of speaking and reading english and considering that only a small part of visitors come from Switzerland, Austria and Germany where german is a primary language, it isn't worth the effort anymore to translate everything. The buttons are still there and the main structure of the site can be accessed in german but the news items will only be available in english from now on.

So, that's all for today and let's hope for yet another successful Realm667-Time!
Cheers,
Dan
 
Realm667 splits up! PDF Print E-mail
Sunday, 01 March 2009
homepages.pngHello beloved visitors,
don't be shocked by reading the title of this news item, it isn't as dramatic as it may sound in the first moment. Zwinkernd I am planning to split up Realm667.com. I have thought about this for a while now and it seems to make lots of sense considering all the different stuff that is placed here at the moment: Graphic design portfolio, music, blog, private images, doom, etc... it is definitely too much for one page to hold all of that.

So I made a decision - and yes, I thought about this for a while - and my plan is to split up the Realm667.com into 3 different pages instead of having only one. First at all, my print- and web portfolio will get its own page, simple and clean, with my new design label that I have started a few months ago (and no, I am not gonna tell you more Zwinkernd). Next to that, my Blog and Gallery as well as all the personal stuff and things will get an own page as they have absolutely nothing to do with Doom, graphic design and all the other shit random stuff I have online. Last but not least, Realm667 will become (again) what it has ever been: A Doom Page! Lächelnd

The good thing after splitting that up is the possibilites I have with the Doom page later. As of now, I tried to NOT add even more different Doom content because I wanted to avoid having too much of that content online. As soon as there is a page completely dedicated to our all favorite game, I don't care anymore, so ideas like the SFX Shoppe, Beastiary Categories, Review Center and all the other stuff I had in mind can become reality. And that's something we need to go for *yay* Lächelnd

So, expect some heavy changes in the near future!
Cheers, Dan
 
3x Multiplayer Porn PDF Print E-mail
Saturday, 13 December 2008
doom.pngYeah, after working, enhancing, testing, communicating and improving for about 3 months, I am proud to announce 3 titles that finally got revamped to work perfect with our favorite multiplayer client/server sourceport: Skulltag!

The first title I want to mention is "UTNT Invasion". People running servers have always had little problems with the performance, network lag and missing packages due to the particle generators. The fix was pretty minor and introduced by Ghastly Dragon as far as I know, I just put it into the wads themselves, improved some other little bugs and packaged the project for the re-release, now at v1.05.

The second one - and I am really happy that this beast finally runs on Skulltag as I have spent so many time to make it even coop-compatible - is nothing less than the Ultimate Torment & Torture itself. Also with the help of Ghastly Dragon, all the particle spawners, visual actor generators and everything else that's only there for your clientside-pleasure has been - you guessed it - clientsided and doesn't affect network traffic at all. As a result, the mod runs like a little kitten, even the system power that is necessary to run UTNT lag-free in single player has been reduced - v1.05

Last but not least, I have a little surprise for you and that's about the improved title number 3: "The City of the Damned - Apocalypse". Yes, I really did it and finally improved gameplay and made the whole mod multiplayer compatible. Special thanks goes to Jekyll Grim Payne who actually initiated this re-release, made countless gameplay fixes and finally forced me to improve several other things as well for the v1.2 ME you can get now and that I am 100% pleased with (and so I hope you are).

By the way, some of the files need the latest SVN builds or even the internal builds of GZDoom and Skulltag so make sure to get these before you start to play. Other than that, have fun with the updates Zwinkernd
 
actor Beastiary { +CLIENTSIDEONLY } PDF Print E-mail
Saturday, 01 November 2008
doom.pngHello again,
yet another reason to announce some great update and / or addition to the Realm667... seems like there are only Doom news for ages now Unentschlossen Nevermind! Zwinkernd The whole Beastiary has been updated with countless bugfixes and improvements, mostly making sure that these monsters do produce as little as possible network traffic and lag. For a full changelog on each monster, just read the "Improvements Spoiler" at the bottom of this news article. Also to make sure everyone knows this: I was not responsible for these changes and that's the reason why I want to thank Ghastly Dragon here, as he was the one who did the improvements. Thanks alot man - and I think I can speak in the name of the whole community -, you made the Beastiary once again much better Lächelnd. So people, start your Download Managers and get the latest versions of all the updated monsters, zombies and demon spawn just now!

  • Afrit: Client-sided the trails and death effects for the comet and orbit comets (couldn't make the orbit comets client-side. That'd mess it up). Added the BaronScorch and Scorch decals to AfritBall and Comet. I also removed the MissileType and MissileHeight from the comet and orbit comets, since they aren't needed anymore
  • Agathodemon: Just made the non-tracer attack's trail client-only.
  • Annihilator: Added the Scorch decal to both types of rockets. I also removed the 'replaces Rocket' from the non-guided rocket (might conflict with people's mods).
  • Apprentice of D'Sparil: Client-sided the AODGhost actor spawn (The sprites, by the way, aren't in the wad). Added the Scorch and BigScorch decals to FireBlast and SuperFireBlast (I was going to write completely new decals, but Scorch and BigScorch fit best).
  • Arachnophyte: Added the bulletchip decal.
  • Azazel: Client-sided all purely visual effects. Added DoomImpScorch, PlasmaScorchLower and Scorch to several of it's attacks (I left it off the ghost ball, since decals don't really fit with attacks like that).
  • Belphegor: Added the BaronScorch decal.
  • Blood Demon: Client-sided the BloodDemonArm (tricky emulating A_CustomMissile's momentum and offset).
  • Bormereth: Client-sided all trails, the mace thrown in the death state and simple, non-damage FX. Added the DoomImpScorch to both fireballs.
  • Bruiser Demon: Client-sided BruiserBallTrail (and removed the now-redundant MissileType and MissileHeight from it). Added the BaronScorch and Scorch decals to it's attacks.
  • Cacolantern: Added the CacoScorch decal.
  • Cacolich: Added the CacoScorch decal. Decals on the flame/gas streams would've been a little laggy.
  • Catharsi: Added the PlasmaScorchLower decal.
  • Chaingun Major: Added the Bulletchip decal.
  • Crackodemon: Client-sided all trails.
  • Cyber Mastermind: Added the Bulletchip decal.
  • Dark Imp (Void): Client-sided DarkTail (and removed the now-redundant MissileHeight and MissileType).
  • Darkness Rift: Added the PlasmaScorchLower decal to it's spear attack.
  • Dune Warrior: Added the PlasmaScorchLower decal to CatharsiBall and Bulletchip for the hitscan attack.
  • Ethereal Soul: Client-sided ShadowTrail (as always removed the useless MissileHeight and MissileType that was used to spawn the trail).
  • Baphomet's Eyes: Added dynamic lights (Wasn't as easy as I thought XD).
  • Flesh Wizard: Added dynamic lights and the BaronScorch decal.
  • Flying Imp: Added DoomImpScorch decal.
  • Fusion Spider: Added the PlasmaScorchLower decal and client-sided the projectile trail.
  • Hectebus: Added the Scorch decal.
  • Hellrose: Client-sided the spore and dirt actors.
  • Hell's Fury: Client-sided the soul harvester ball trail and the skull dropped when it dies and added the BaronScorch decal to it's fireball. Also changed Goto Death+12 to Death+11, since it was skipping one of the real animation frames.
  • Hell Guard: Added the PlasmaScorchLower decal.
  • Hell Warrior: Added the BaronScorch decal to the fireball attack (doesn't look like the ripper needs a decal. What do you think?). Client-sided the shield thrown in the death animation.
  • Imp Warlord: Client-sided the mace and shield thrown in the death state (I'm getting better at that). Added the RevenantScorch decal to the yellow seeker attack and PlasmaScorchLower to the red skull attack (the green poison ball doesn't have a decal that would fit, since poison wouldn't leave much of a mark on a wall, if anything).
  • Incubus: Client-sided all trails (that was a lot of A_CustomMissile'd trails).
  • Knight Archer: Added dynamic light, the CrossbowScorch decal, and corrected a -1 delay at the end of the projectile's death state.
  • Lesser Mutant: Corrected minor grammar and capitalization mistakes in the obituaries, client-sided the arms in the death sequence (and fixed the offsets, since some of them spawned 20 pixels -under- it), and added the DoomImpScorch and Bulletchip decals to it's attacks (poison doesn't leave marks, but acid does).
  • Nailborg: Client-sided NailBlur and added the Bulletchip decal (at first, I wasn't sure it was large enough, but I tried it and it looks good)
  • Netherworld Drone: Changed around the See state based on a comment left in my the author. A_Jump to A_JumpIfCloser and retooled so if it's within that distance, it'll keep running.
  • Netherworld Queen: Unchanged. Unfortunately, it's attack won't leave any decals and I don't know why o.O.
  • Nightmare: Client-sided the NightmareWisp actor.
  • Nightmare Demon: Added the BaronScorch decal for it's attack.
  • Obsidian Statue: Added the Scorch decal to it's attack, client-sided the tracerpuff (I could've sworn I did that already), and fixed the dynamic lights (they were supposed to be subtractive). The fact that nobody reported it's white dynamic lights makes me feel a little insulted, nobody's used it.
  • Phantom: Client-sided the projectile trails (Didn't add any decals, since ghost-ish attacks don't really need them).
  • Phase Imp: Added the DoomImpScorch decal.
  • Plasma Demon: Added RevenantScorch decal and client-sided the projectile trail.
  • Plasma Elemental: Added ArachnotronScorch decal.
  • Plasma Zombie: Removed the NashGore spawners in the XDeath state.
  • Pyrodemon: Decals added to attacks and trails/visual effects client-sided.
  • Rail Arachnotron: Added a new decal (made by Captain Toenail for Q:NA's Laser Guard).
  • Railbot: Added the bulletchip decal.
  • Rictus: Client-sided RictusFire and removed the +Randomize flag from it (according to TheShooter, that lags even when client-sided).
  • Shadow: Client-sided all trails and ShadowTorso (that was a really laggy piece of work, lol).
  • Slime Imp: Added the DoomImpScorch decal, client-sided the projectile's trail and corrected a misspelling in the obituary (was defeated by n slimp imp).
  • Slime Worm: Added the PlasmaScorchLower decal.
  • Snake Imp: Added the PlasmaScorchLower decal. (I use it way too much, for it's a good all-around decal)
  • Soul Harvester: Client-sided the ghost and trail.
  • Source Guardian: Added decal to CatharsiBall (FlameBreath still won't take decals). Copy/pasted the lights from Netherworld Queen (credited to Dreadopp) and Catharsi.
  • Spirit Imp: Client-sided all trails and removed the A_MissileAttack from the orbit spirits (they had no MissileType to begin with).
  • SSG Zombie: Added the Bulletchip Decal.
  • Supreme Fiend: Added dynamic lights (most copied from GZDoom.pk3), removed the DecalDef lump and gave it the ArachnotronScorch decal (red wall scorch for a green projectile...?). Changed the plasma projectile from a translated player plasmaball to the arachnotron plasma sprite, which was pretty much the same color. I changed it because there are a few skins folder wads that change the plasmaball's color so it's more cyanish, and it looks really odd with the SupremeFiend's translated plasma.
  • Terminator: Client-sided the grenade trail and the head, arm and shoulderpad thrown in the death state. Added the BulletChip, CacoScorch and RevenantScorch decals to it's attacks.
  • Thamuz: Client-sided trails and added RevenantScorch and BFGLightning decals to it's attacks.
  • Thor: Client-sided trails and added decals. Moved the Comet spawning from the See state to the Spawn state (Makes things a little easier).
  • Tornado Demon: Client-sided the leaves that are spawned when it teleports. Doesn't need any decals.
  • Warlord of Hell: Added the BaronScorch decal to it's attack.
  • Zombie Flyer: Fixed the crash that can happen in it's missile state. Added the PlasmaScorchLower decal to it's attack and client-sided the projectile's trail and FlierSmoke.
  • Zombie Marine: Bulletchip decal.
  • Zombie Railgunner: Gave it the Rail Arachnotron's RedRailScorch decal and removed the NashGore spawners in the XDeath state.
  • Zombie Tank: Client-sided the arms and smoke, and added the bulletchip decal.

    Eriance said he already client-sided and updated his monsters, but hasn't gotten around to sending them, yet, so I skipped those.
 
Network Traffic Sucks PDF Print E-mail
Tuesday, 21 October 2008
doom.pngstronghold_sfx.jpgHello guys,
time for some update I guess Zwinkernd Yet another month has passed but it's not as I haven't worked on something meanwhile. My main priority project is still Stronghold and we made great progress during the last few months. Out of the 35 planned maps, we already have about 25 completely finished, the rest is close to being finished or worked on at the moment. Many other things have been improved lately - like special effects, hud, scripts, intermap system, monsters - if you have already played the public alpha (back in days of build 30, now we are at 118), expect the unexpected for the final release: New Gamemodes, New Monsters, New Powerups, New Weapons, New Maps, New Music, New Graphics, ... and much more for your playing pleasure Lächelnd

Beyond, there are also good news concerning other projects that are still being worked on: First of all, KDiZD 1.1 is finished and being tested these days before we finally release it to the community... was really about time Lachend Expect also updated versions of UTNT and UTNT:Invasion that take the full advantage of Skulltag's latest network flags (ALLOWCLIENTSPAWN, CLIENTSIDEONLY & A_SpawnItemEx with the 128 flag) to make sure that both of them run fine in Skulltag C/S environments with the minimum of net traffic possible.

And after I am finished with all of that... I wil take a break, and most obviously continue work on Perforated Entrails or Netherworld, although I already have plans for a new kind of Resource Site here on the Realm667, the Special Effects Shoppe Zwinkernd But more about that later.
Cheers, Dan
 
Moody PDF Print E-mail
Thursday, 04 September 2008
doom.pngluciusoctavion.jpgAfter some long time I feel somehow forced to do a little news item about the past months, so, here it is. Zwinkernd You might ask yourself: "What the fuck is this at the right?" but I will tell you more about this beautiful moody drawing later, just read on. Zwinkernd

First of all, I am still working on Stronghold and I finally gathered a larger team of skilled mappers around me that help filling the 5 tiers with quality and epic battles against hordes of demons. Many things have been changed and added since I released the last alpha relese (was around build 30 or so), but I promise, this is getting better and better, just be patient! If you want to see some more screenshots or other information, visit the thread at ZDoom.org for most recent information.

Next to that, I also enhanced my homepage a bit and made many things looking a bit better, especially popups. They are now drawn in a beautiful decent lightbox that looks so much better and works out so much smoother. Some areas have also been enhanced for a little advantage in terms of visuality and usability. Just take your time, browse through the pages, find the latest Beastiary updates *secret hint* and give me a little guestbook entry, makes me always happy Lachend

Fine, last but not least, what's the drawing all about? If you have ever played The City of The Damned : Apocalypse, you might recognize this place. The Artist Lucius Octavion has done a great job on this as it perfectly catches the atmosphere of my Horror-Survival-Doom experience. Great, really, I am curious if someone is doing something like that for The City of The Damned III as well... ops... Fuss im Mund
 
Monsters in all their Glory PDF Print E-mail
Thursday, 19 June 2008
doomI am not sure if someone of you has already noticed that but if you take a closer look at the Beastiary you will see that already a majority of monsters has their own GLDEFS lump attached. These definitions add dynamic lights to projectiles and animations to the actors if you use them with GZDoom (or an equal doom port) and make up for a much cooler visual effect. To the end of the next week, all of them should be done. First, I write this little news item to let you know about this great note and second - even more important - I want to thank those who help to complete the GLDEFS for all the actors in the Beastiary, especially Dreadopp and Ghastly Dragon who have done most of them and still are working on those left to do. Thanks alot guys! Zunge raus
 
Random Maps for ZDoom PDF Print E-mail
Sunday, 15 June 2008
doomzpacktitle.jpg Finally, after a development of over 13 months, another masterpiece of the ZDoom-community is finally done: ZPack! Random maps for ZDoom arranged in 3 different episodes make up for a complete megawad filled with quality and awesome maps from mappers around the community. This is definitely a must-play so go get it now from the Doom Projects sub page as long as it is still hot! Winken Beyond, I also want to thank everyone who has contributed to this and who helped to make it as good as it is now. Thank you guys, you keep Doom alive! Zunge raus

Update on 28th of June: A new bugfixed version has been released today so download and update your file now!
 
Little Changes, Lots of Work PDF Print E-mail
Wednesday, 11 June 2008
doomA few little changes for today concerning the Beastiary: I have completely revamped the author and credits description for almost every monster (except those from Eriance as he intends to send me those via email) to make the origin of various resources more obvious. It was hard to tell who was responsible for the code and the sprites before but now, every monster has detailed information about sounds, sprites, edits and other things that are interesting or necessary. Beyond, to avoid having too much information at once, I added a little "slider" system to the beastiary entries. If you want to take a look at the detailed author and credits information, simply click the slider to open a small tab with that text. Otherwise, just leave it as it is Winken

Next to that I just wanted to mention that I am still working on Stronghold as much as I can. The good news is, that a few more mappers - Vader, Skillsaw, Icytux - have joined me and with their help, you will get a wider variety of maps, gametypes and mapping styles overall. New monsters, new items, new intermap additions and other things have been added as well (script-wise) so expect a nice surprise when the next public build is released. Zunge raus

Cheers, Torm
 
8 Years - And Still Online! PDF Print E-mail
Saturday, 24 May 2008
birthdayYes, I know, I am about 4 days too late but I just didn't have enough time to write this news item before due to several important things in Real-Life (tm). Nevertheless, it's time to celebrate. Why? About 8 years ago I started to create my very first version of Tormentor's Realm 667 with Geocities infamous "Page Builder" (some of you might have heard of this ancient relic in times before PHP and XHTML Winken) and today, exactly 8 years later, it is still online... if that's no reason to celebrate Lächelnd

8years


Considering the fact that this page was always up to date and always held nifty updates and files for you although it is only a personal and private page, I can definitely be proud of it Lächelnd First I wanted to release something at the 8th anniversary of my Realm667 but unfortunately, Stronghold got by far more complex than I have planned and so the surprise has to waot Winken Anyway, I have added a new section to the "Art & Design" area, so check that out if you want.... oh, for the password, just ask me Lachend
Cheers,
Dan
 
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