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This behaviour was something I myself added, it makes the tank try to keep some distance from its' target if said target is within 1024 map units and is roughly as big as a Cyberdemon or bigger, or if the target is within 512 MU and has more than 600 health, the problem with it though is that to make it keep said distance if the target meets those conditions, I have to make it recoil backwards slightly then face its' target again, because the FRIGHTENED flag only works with players, so I can't make the tank properly move away from a target. However I think I know of a way I could do that without it weirdly moving around. Though I'm not sure why it's also not firing its' cannon when retreating, since from my own tests it did still fire its' cannon at the Cyberdemon(s). Also here is the code that causes that weird behaviour if you are interested:The tank should start acting weirdly. Its movement becomes erratic while appearing to move away from the cyberdemon, and it doesn't fight
.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}
If (Target) //Null check
{
//Retreat if the target is close and about as big if not bigger than a Cyberdemon.
If (Distance3D (Target) <= 1024 && Target.Height >= 100 && Target.Radius >= 24)
{
Self.vel.x = 0;
Self.vel.y = 0;
A_FaceTarget();
A_Recoil (Speed+2);
}
//Retreat if the target is too close and has more than 600 health.
If (Distance3D (Target) <= 512 && Target.Health >= 600)
{
Self.vel.x = 0;
Self.vel.y = 0;
A_FaceTarget();
A_Recoil (Speed+2);
}
}
Hmm I'm not sure what you mean by that, when trying them out I never really saw anything weird happen with the turret sprites, let alone someting that could be described as that, don't see why i'd happen either since the code for the destroyed turret itself is fairly simple, nor can I find anything wrong with the sprites themselves, I'll check it out myself in the morning though to see if I can experience the same bug.Another issue I found is with the "dead" tank: when viewed from some angles, its turret alternates between two sprites.
I'll see about making one later in the morning, though generally it's meant to be used in large areas with plenty of space, like MAP32 from Doom 2 for example, or the urban/city maps in Extermination Day which have plenty of space for tanks to roll around in as well. (I'll include a screenshot in this post of the map(s) I'm talking about later.)With that said, I feel a demonstration map could be included to show how best to utilize the tank, as it's not your typical enemy/ally.
Yeah I have no idea why it would only try to run them over, since I have not programmed it (The chassis specifically.) to actually use its' ability to run over things as an attack, but more of a thing it simply does by being a moving 50 ton metal brick. There shouldn't be anything stopping the turret from firing either, I guess it may have something to do with it taking about 3 seconds to fire each time* and maybe in that span of time changing or losing its' target somehow, restarting the process again, but I doubt that's the issue.I spawned one in the midst of a group of monsters in Doom 2's MAP18, and half the time I'm not sure what it's doing. I was like: "Come on! There are loads of monsters. Start killing things!", and all it did was, I think, try to chase them so that it can run over them while they flee from it to areas where the tank can't reach them at.
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Honestly you'd be better off using a model rather than sprites for the tank, since the Engine can't exactly handle separate length and width in sprites well.
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Yeah those are both oversights on my part it seems, the first one I had noticed but kept forgetting to fix, but the second one I didn't even know was an issue since I never seemed to have an issue with the game autoaiming on the empty or destroyed tanks.-The fire spawned by the MainBattleTankDead is not full bright.
-If the empty tank doesn't do anything at all, then it should have the NotAutoAimed flag.
If I manage to think of something that makes sense instead of making the tank beep or something, then I'll add it, and make it toggleable through a user variable. You could also turn User_NoSmartAim on for the tank, to make it not predict where its' target will move at when firing.-I know it's not realistic, but maybe the tank should do something to alert the player that it's going to attack, like stop for a little bit and make a noise or something, it's really hard to avoid getting shot by the tank.
I think the turret looks fine with 16 rotation sprites, especially when alive, since it actually rotates at its' target to fire, and without them it just kinda starts snapping between two rotation sprites. As for removing the 16 rotation sprites for the destroyed turret, that would look pretty weird, to have the number of rotations be cut in half once the tank is destroyed.-The dead upper part should just have 8 rotations instead of 16, the turret having more rotation sprites looks already weird, but makes sense while it is still alive.
The full PK3 version of the tank has all of the sprites except for the turret firing sprites converted to Doom's image format to cut down on their size specifically for that, so I already know that all those sprites look just fine on a 256 color palette. But I cannot convert them to paletted PNGs since they would lose all their offsets, and I cannot just remove or lose their offsets because like half of them were VERY painstakingly and tediously set by me semi-manually, I could crop all the firing sprites to the boudaries of their content as well to cut down the file size by about 4 MB, using the Batch Image Manipulation Tool for GIMP, but that also causes them to lose their offsets.-This is one of the heaviest submissions yet that's not a texture pack, the sprites are really heavy. I tired converting them to palleted pngs and their sizes reduced a lot, and if you ask me, they don't look that bad:
Unfortunately this is also not doable due to said sprite offsets, but if that wasn't an issue then Freebmane could just change the color of the camo pattern texture and re-render all the sprites in maybe 1-2 hours. Basically:-Maybe recolor the gray parts of the tank to darker green, so it ressembles the camo textures from Plutonia:
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If we're talking about only conversion, SLADE can do that while retaining the offsets.inkoalawetrust wrote: I cannot convert them to paletted PNGs since they would lose all their offsets
You didn't make an actual, playable map, did you?I've made and finished the demo map that Blue Shadow wanted me to make (It's pretty basic though, so don't expect it getting any Cacoawards any time soon
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My bad, I forgot about the graphics conversion menu, SLADE invariably crashes when I try opening the graphic conversion tool on my computer, so I rarely use it, hence why I forgot about it and that it can convert graphics to paletted PNGs, whenever I have access to a more recent and powerful PC, I'll try converting as many sprites as I can to paletted PNGs.If we're talking about only conversion, SLADE can do that while retaining the offsets.
I did, I've also made sure that it's completable from start to finish, even with the wallhacking bug still occuring, I just said that it's roughly made (e.g level geometry is obstructed by sky flats) because it's only meant to be a rough example of how the tank could be used. I haven't uploaded it here yet because I'm still struggling to make the tanks' turret not shoot through walls by going up to them. But since you seem to think that I'm lying about having made the map for some reason, I attached it to this post..tb_button {padding:1px;cursor:pointer;border-right: 1px solidYou didn't make an actual, playable map, did you?
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Happy new year everyone!
Dans Blade of agony, je n'arrive pas à ouvrir le coffre fort. Je pense avoir la combinaison (la date anniversaire de l'officier allemand), mais...
The Spray Cannon and BFG2704 have been updated. Besides the change of file, projectiles no longer bounce infinitely. Merry Christmas.
Yeah, if you're using other people's stuff, make sure they gave permission for their use, or ask them for permission
What is the rules concerning it do I need to find the Authors and Include them in a Text Document in the Pk3?
I want to submit a Six Barrel Shotgun Decorate that I condensed down to work in Regular Projects from Brutal Doom, I cannot find any info on whom made it
Yeah, I noticed that too, I sent Tormentor a message.
Something is wrong with the site, the links are directing incorrectly, they should have /index.php/
Hi guys, it has been aeons I didn't peek here... I might come soon with texture pack. Life has been very harsh on my end, and there is still a lot to fight
I've submited a file to the besteary, someone let me know if there are problems with the monster, i'll fix em
You can actually
You should be able to preview the audio files
Safarov
Patched Up textures ha been updated with a couple of new textures.
Holy ****balls, old posts with Mediafire links completely break those pages.
For reporting issues with BOA, you should instead put them up on its' GitHub issue tracker. https://github.com/Realm667/WolfenDoom/issues
sorry for spam :(
Hi guys, i experience the problem, that the game will be displayed on the wrong monitor with fullscreen. What can i do?
Hmm, seems like image embed on the forum are broken.
I don't suppose someone could program (I am not sure how to make them) a Battlelord Sentry from Duke Nukem 3D? I would love to use them as choke point bosses
Nevermind.
What's the spam post, you mean the two messages below you ?
Don't worry folks, I've already reported the spam post in the Let us Know Thread while Torm is not around.
Maybe ask Tormentor ?
i don't know why the Wild Demonic Leeches aren't showing up on the latest submissions
https://youtu.be/3kl7trBcOVg?t=1179 - some issues like hitboxes and camera skips
@Dingor We can't really help you with problems that have to do with BOA, you should report them on BOA's GitHub https://github.com/Realm667/WolfenDoom/issues
@DBJ87 I'm definitely looking forward to that.
Happy Realm day R667. Ally Marine submission update in the works, inc Jetpack, Riot Shield, Tank, Quad SG, Hellstorm Cannon, Sonic RG & Freeze Rifle users
Hi everyone! Can someone help with my problem? On fog maps I have very low fps and on Tunis mission I have black screen outdoors coz of sandstorm.
Thank you for making BOA, it makes really fun. I like that game. Great work!
Hmm, are you talking to me ?
i still need to finish my Hpack map https://imgur.com/t4epZVC
wish I could check them again, i remember some of those being pretty good https://imgur.com/a/HVRp1br
since nothing from the old site was saved, i'm saving even the rejected entries https://imgur.com/hLADHAS
I can split the weapon they drop pretty easily. But the other weapon that both the NPCs and players can use, is too intertwined with the NPC.
Would I need to split the weapon they drop, and the sort-of weapon that both the NPC and player can use into separate submissions ?
Alright, I finally finished a project of mine. But it includes an NPC, a weapon that the NPC drops, and a sort-of weapon, that both the NPC and players can use.
Check the Staff forum, on my latest post, hopefully that answers your question
@Gothic I need your help, how do you manage to remove the duplicate file size, that appears on the download sections of new resource articles ?
Das
I should really stop bothering with taking time to write replies. And just spit them out ASAP, and edit them later to add or fix anything on them.
Hello! Just stopping by to give my thanks for this site and repositories. Has been a great help over the years. Hope all is well 3
Can't seem to find a way to register for the forums.. Is there a way to turn off the lighting effect in BoA that casts rays off everything? It's a bit much ^^
I was wondering, I noticed a German spying from the bushes at the Allied HQ, is he just an easter egg or is there more to it?
while i'm here, How are yall doin?
damn it's been awhile since ive been here
took care of the issue with the filesize showing twice
????
WHO ERA YOU??????????????????2022
how are you?
And I removed them because most of them were spam and/or nonsense.
We did.
Hello I don't know if anyone received my posts or not how will I know if they did?
Hmm, seems like the file size of the new Candlesticks resource appears in its' name for some reason. And I can't remove it.
Hopefully 2022 will be better than 2021! Have a happy New Year!
Happy New year Slayers! I don't think I'll be here for that! But take care and be safe fam!
Merry saturnalia.
Merry late christmas to you as well
More like Better Never than Ever.
Merry Christmas to all of you, maybe a bit too late but better now than never :)
@Gothic When approving submissions, don't forget to add their editor numbers to the document.
Ooops
fixed them now
Anyway thanks for the quick response fixing this, appreciate it.
'Large Fire Bowl' or 'Fire Cauldron' perhaps? I originally interpreted the ShadowCaster sprite as containing a mound of lava hence the weird name.
they'll stay unpublished until i fix them both
Or, do you wish to rename it to something else? I see the mention of coal, so it can't be lava, but it needs a different name from the existing fire bowl
I'll fix that, I'll rename the Lava Cauldron to Lava Bowl so they don't get mixed
zrrion's submission appears to have been replaced instead of the Lava Bowl.
I believe the two have been mixed up - perhaps my submission should be relabled to 'Fire Bowl Large'
my recent 'Fire Bowl' entry was to replace the existing 'Lava Cauldron' entry. However it seems there was already another Fire Bowl entry by zrrion the insect
I don't know where to even start with everything I have to do both here and outside of the site. After a month of being stuck on a fossilized Optiplex 760.
I'm back on my actual PC, after a month of trying to get my CPU replaced.
Was the first thread that was made here about ripping the Juggernaut from PB as a standlone resource removed ? Because I can't find it anywhere.
I'm pretty sure I've spent about as much time, if not more, dealing with getting a working CPU, than I did actually using my new PC ever since getting it.
As for my CPU, I was able to ship it back to Intel yesterday, now I have to wait 10 days to see if my refund is approved.
And I bought it instead of a GTX 16xx card because it has at least primitive hardware real time ray tracing and DLSS, so it's more future proof.
Tell me about it, I had to buy an RTX 2060 for 400€, by now and with how weak it is compared to the rest of the RTX 20xx series, it should've cost 150€ by now.
Prizes for GPUs are... terrible
I hope you get this sorted. Was offline for a while as well, my GPU broke and currently it's one of the worst things that can happen.
I think I'm at the final stage of wrangling Intel into sending me a replacement under warranty, or at least I sure hope so. I can't afford paying another 200€.
Forgot to mention, but it turns out that the CPU had just died, my data and other hardware is sfae.
In the meantime I'm stuck on the same god awful Optiplex 760 I've been on for the past 7 years. So I cannot even try out the submissions and updates to them.
I'll be going back to the shop that built it in the following hours, hopefully it can be fixed and I didn't lose any data.
I should probably mention that I haven't been active. Because long story short, my new PC stopped booting 2 days ago.
When I turned off view bob it seemed pretty seamless. Too busy (lazy) to test new version atm.
It's meant to be used with some kind of barrier such as walls or hills between the skybox and playable area, otherwise the effect becomes obvious.
Yeah I don't really have the skill to make it as seamless as the 3D skyboxes in Source.
If you are close to objects in backdrop it is more obvious, but even distant things had a slightly uncanny look if you were paying attention. Will test soon.
It's not that much better, AFAIK it does account for view bob now, but the difference from the bobbing is so minor that the camera doesn't even move from it.
@inkoalawetrust Stoked to try out the new sky camera.
@inkoalawetrust Stoked to try out the new sky camera.
Appreciate you taking the time to review and fix my submissions, thanks :-)
All updates crediting freesound(s).com instead of freesound.org have been fixed, I hope
Now I can also upload my APC after making a new update to it, since it no longer has to rely on the modified version of the Allied Marines pack it uses.
I've finished my next submission. But before submitting it, I have to make the showcase video.
Honestly those submissions seem a bit too minor, it would've been better to just merge them all in one pack of human corpses.
Great thanks Gothic
I'll take care of them
Just realised I have credited 'freesound.com' instead of 'freesound.org' in a few of my recent submissions. Do you want me to reupload these?
@flyinddeath I also made a change that should make the camera account for view bobbing, and replaced the user variable with a custom argument.
I updated the Parallaxing Sky Camera submission, I replaced the thumbnail with a GIF that should hopefully do a better job of showing what the camera does.
@inkoalawetrust you can move threads, simply use the "moderate" functions on the forum
@Gothic what width would you like to have on desktop resolutions? I can change that
Also I'll probably see about updating the thumbnail of my parallaxing sky camera submission to a small animated GIF. To actually show it in action.
Is there no way for us to move threads on the forum ?
Screens keep getting wider, yet websites keep getting stretched :/
Thanks for that. I forgot to fill that part in!
I added the summon list, when there are many variants I use [these if at least 1 is needed] (and these if they're optional)
And CaptainToenail's info file just has no mention of the actor names since there's too many of them, I guess I'll just set it as "Too many to list".
I'm uh, not too sure what to add on the "Summon" info for the Crystal Clusters submission, there's too many crystal actor variants on it.
Apparently I'm too controlling of how indentation and formatting on the submissions should be done, so I'll focus on that less.
Since that would actually be able to show what the resource does, unlike just using its' editor icon.
Also, could I replace the thumbnail for my parallaxing sky camera submission with a small animated GIF ?
Also whatever is going on here with how the previous posts on the reply page are shown looks pretty bad. https://i.imgur.com/7IENcub.png
There seems to be an issue, the changes I make to the SCAYT spellcheck aren't stored, be it adding words like ZDoom to the dictionary or even turning it on.
Glad that you are onboard!
It has taken me a long time to work on it let alone finish it for a lot of reasons.
I've finally made some progress on one of the submissions I'll make here in about a week or two.
welcome
Welcome LoganMTM and inkoalawetrust, our new additional repo maintainers :)
Sorry for missing this, I had a lot of work to do for my job after being in vacation. Just wrote a line to you over at ZDoom, mail is info AT realm667 DOT com
Even though currently he was last online about 4 days ago.
I've also noticed that for months now, some Salahmander dude keeps appearing as being online at the bottom of the main board page.
Yeah I've noticed that too.
Hi there, just a small bug report for the Board... The Bestiary subforum topic counter seems to be broken, 'cause it just says permanently 'No topics' on it...
And was only able to find that long text string to add to the Git wiki template, I didn't even know it was called a commit hash, until I saw your summary lol.
I have no idea how Git or GitHub work, so I just tried to find whatever counts as the commit that the addition of the BF_ONLYVISIBLETHINGS flag was made on.
Also @BlueShadow I noticed the edit you made on the A_Blast article on the wiki and the Summary you left on it.
Any Zandronum-compatible DECORATE code has to use A_CustomMissile, which shows deprecation warnings in GZDoom. Because Zandro doesn't have A_SpawnProjectile.
By the way you may want to add an exception to the tool tip saying that the code in a submission should run with no errors on the latest GZDoom build.
@Tormentor667 I have JavaScript enabled for the site, but your address is still getting replaced with a message that it is being protected from spam bots.
The "There was an error completing the request."-error should be fixed as well.
@inkoalwetrust please send me an email to This email address is being protected from spambots. You need JavaScript enabled to view it. so we can discuss this there
Hopefully my new PC can be completed this week, so I can begin modding again, I have a lot of stuff I want to make and submit here.
@Tormentor667 You could make me a maintainer, I can look at the site basically every day an respond to a new thread in less than a day.
Anyway. I may not be able to update the sky camera until I get a new computer that ISN'T a SFF Optiplex 760, the parts for the new PC are already here.
My messages here only appear after I reload the page.
Ok well it seems my reply was sent here after all, seems like the whole forum is borked lol.
@flyingdeath I'll see if I can do anything to fix it, keep in mind I may not be able to though, since I didn't write the original code for it, drPyspy did.
Also, an advice to other users, while this error occurs, do not send your message again, just refresh the page
"There was an error completing the request. Please try again. If you see this error multiple times, please contact the administrator of the site." Ok. Hi Torm
i need download doom luncger but i can not find direct download shiii.
looks more intuitive than the tiny computers
Greetings everyone, long time not logging in here! By the way, I have just made my first submission in the board, so please check it out! ;)
Should work again!
Thanks for the hint, I will fix that
Seems like the closed submissions lost their approved/rejected flags
Additionally moved all submission threads which are older than 1 month into the closed submission. If something was still active, please repost it.
Important: Check the new rules on the left (including the corresponding tooltips)
Big news time: Models are allowed from now on!
Updated, the repo forums should be accessable again for users
...of the updates myself then, and maybe with the help of team members and volunteers. Wasnt online here for a while so I need to catch up first.
Currently the submission forums are locked because there is no team maintaining the submissions actually. I will open them though and see if I can take care
I have the option to make new threads, but not sure if it is available to regular members. You should contact Tormentor about it.
Hey guys it's CaptainToenail here. I am planning on making updates to my old submissions, but I don't seem to be able to make a new thread. Is the forum closed?
Parallaxing Sky Viewpoint has a minor problem. it does not take view bob into account. Not sure it can be fixed, just thought inkoalawetrust would like to know.
Stupid technical difficulties
In the menu of the game you can choose between low normal standart high or very high quality for a better looping game. Sorry for my english :/
@Zug, your message lacks context. What are you referring to here?
Hi,When details are set to high or very high in the menu, there is no filter for the textures.Thereforethe high quality setup is worse than the default .
@gman829, see my post: https://www.realm667.com/index.php/en/kunena/closed-submissions/1616-submission-cyber-demon-lord#9017
Does anyone have any ice textures I can conveniently use in GZDOOM builder for my WAD?
The best game in the Wolfenstein series! Amazing, work, Thanks guys!
Why was my topic about the Cyber Demon Lord removed?
i can't set high priority of BOA from task manager!
I feel like I complain about loud sounds on submissions all the time, maybe I should stop
I had more questions, but if you think you can't help me, I'll try asking on the site you recommended. Thanks again.
Unfortunately cHeretic on DS console is a port of the old DOS ver. and does not support .deh files via "command line", but does support older vanilla megawads.
You may be better off asking for how to use DeHackEd on Heretic over at Doomworld instead.
However I have no idea how to use DeHackEd myself, I only really code Doom mods in (G)ZDoom, so I only know ZScript and DECORATE, and some basic ACS.
But I don't know if any games besides Doom 1/2, like Heretic have had DeHackEd developed for them, but I'm guessing they do.
The IWADs only contain the assets like music, audio, graphics and sprites. The only way to change the actual monster behaviour is by using DEHACKED.
There are no files in the Heretic IWAD (Or any of the Doom engine game IWADS.) that store actual actor code, such as how much HP each monster has.
I visit this site through Android Chrome. At least, could you tell me which files inside Heretic.wad should be modified to change the enemy HPs ?
Also by using XWE, that basically means that almost nobody will be able to help you since AFAIK XWE is very different from SLADE.
Even my archaic SFF Optiplex 760 can run SLADE.
What kind of computer are you even on, how can you even get on this site.
I would like to modify Heretic Iwad to decrease HP of some tough enemies (BigHead, Minotaur etc.). Where should I look and how to do it?
Hi. Unfortunately I couldn't get Slade to work as my pc lacks a necessary software, but I found XWE which works fine.
Oh alright lol.
Sorry. I wanted to thank you with an emoji, but it didn't go through.Thanks again.
You asked me for a WAD editor that can run on Windows XP, so I gave you a link to one.
?
SLADE 3.1.6 has working binaries for Windows XP: http://slade.mancubus.net/index.php?page=downloads
Thank you.I just have to try.Couldn't you recommend a wad editor that works with an old WindowsXP Pentium.
Sure you could probably use the sprite graphics themselves in a vanilla WAD by simply using them as a sprite replacement for the original weapon sprites.
Basically I'd like to use custom enemies/weapons/textures with cHeretic, a port for DS, and the only way is to use an .argv file containing the aforementioned "
Thank you for your answer.If I open a weapon wad (eg Emerald Wand) with a wad editor and replace the name of the graphic files in it to match those of the original Heretic wand, this should be replaced by the first one, using the dos command line argument "Heretic.exe -file EmeraldWand.wad". Is that right or am I wrong?
Thank you for your answer.If I open a weapon wad (eg Emerald Wand) with a wad editor and replace the name of the graphic files in it to match those of the original Heretic wand, this should be replaced by the first one, using the dos command line argument "Heretic.exe -file EmeraldWand.wad". Is that right or am I wrong?
They are not, the submissions on this repository are meant for ZDoom and its' forks such as Zandronum and GZDoom. Not for the original Doom engine games.
Hi. Do any of you know if the custom weapons for Heretic (contained in the repository) are compatible with the original version (DOS) of Heretic, because I would like to use them on the port for nintendo DS through "command line parameters".Thanks.
Hi. Do any of you know if the custom weapons for Heretic (contained in the repository) are compatible with the original version (DOS) of Heretic, because I would like to use them on the port for nintendo DS through "command line parameters".Thanks.
Is Hitler bossfight doable on MeIn Leben difficulty? As without dmg boosts or/and that healing suitcase it seems imposible. Will have to replay level or all ch2
ah nevemind I figured it out, you have to shoot high over their heads when they are really far like with the bow xD
I am stacked in CH2 mission Stahlhimmel cant kill those snipers, seems like those 2 on right was too far, sniper rifle seems to have bugged reach or something.
vehicles and flak guns all appear to be flattened in my install. Anybody seen this or know how t o fix?
BUG-The projector screen in the briefing room has white bars coming off of it. (lens flares were causing it)
Looks like I'll be waiting for my next submission to be reviewed.
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