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Main Battle Tank

1 year 10 months ago - 1 year 9 months ago #1 by inkoalawetrust
Information:

Name: Main Battle Tank
Difficulty: Hard-Very Hard
Connections: None
Summon: MainBattleTank, MainBattleTankDead, MainBattleTankEmpty
Melee: Yes, crushes things in front of it, can be turned off through enabling User_NoCrushing.
Distance: Projectile, smart aiming can be turned off through enabling User_NoSmartAim.
Type: Human, Machine, Vehicle
Brightmaps: No
Actor Modification: No
ACS: No, only ZScript

Credits:
Code: inkoalawetrust
GLDEFS: inkoalawetrust
Sounds: Multiple sources (Read CREDITS lump), edited by inkoalawetrust and Gorman Freebmane
Sprites: Gorman Freebmane, some editing by me.
Idea Base: Original, several modern Western tank designs

Description:
A modern main battle tank based on multiple Western tank designs, has 1000 more HP than the Cyberdemon and each shell does 1200 damage. Very hard to destroy. Read the included DOCUMENT lump/file on info on how to properly and fully use it.

Sprite:

Standing still/Idle



Firing with the chassis and turret at different angles.



Download link:

drive.google.com/file/d/15owP9c8LSSHKiLw...s4K/view?usp=sharing

Also includes this 184 KB render of the tank firing. The image below is in 1/4th the resolution due to the full image being too large to fit in this thread box.



Video demonstration/Showcase:

.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}.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}.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}
The following user(s) said Thank You: CrazyMoth00

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1 year 10 months ago #2 by Blue Shadow
Replied by Blue Shadow on topic Main Battle Tank
I found some weird behavior problem. Here's how I managed to produce it: Go to MAP32 of Doom 2. Enter the first room where the Wolfenstein enemies are. Summon a friendly tank. Attract the enemies' attention. Let the tank kill them all. After that, release the cyberdemon.

The tank should start acting weirdly. Its movement becomes erratic while appearing to move away from the cyberdemon, and it doesn't fight.

Another issue I found is with the "dead" tank: when viewed from some angles, its turret alternates between two sprites.

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. 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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1 year 10 months ago #3 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank
Alright, I'm currently not on a PC that I can use to further work on the tank, but in about 8-9 hours I should be, in the meantime I'll at least try guessing and explaining what the issues you experienced are.

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}

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:
                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);
                    }
                }

Another issue I found is with the "dead" tank: when viewed from some angles, its turret alternates between two sprites.

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.

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. 

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.)

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.

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.

*Which is about as fast as real tanks can fire their cannons.

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1 year 10 months ago #4 by XLightningStormL
Replied by XLightningStormL on topic Main Battle Tank
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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1 year 10 months ago - 1 year 10 months ago #5 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank

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.

I'm not sure what you mean when saying that GZDoom can't handle seperate length and width, but me and Freebmane did consider a few times to just use the tank model itself, but there's several issues with that:
  1. It would look very out of place to have the tank be a moving 3D model while everything else consists of 2D sprites.
  2. I've already written all of the code for the tank with it being sprite-based in mind, so I'd have to probably re-write most of it if I used the model itself.
  3. It would basically be impossible to replicate the tanks' firing animation if it were an in-game 3D model. Or the flames that come out of it once destroyed.
  4. GZDoom only supports non-rotating boxes for hitboxes, which would make it basically impossible to give proper collision to the tank, and would make it very easy for actors and the player to phase inside of it.
  5. I have no real experience with adding any models in GZDoom besides static model props, and MODELDEF just seems like too much of a mess to work with in general.
  6. The model itself was made with being used for sprite renders in mind, so it most likely consists of tens of thousands, if not hundrends of thousands of polygons, as you can see in the images of it in Blender below. Which means that it's probably too high poly for the MD3 format to even handle since the maximum amount of polygons it can handle are 262144, when both the turret and chassis probably have more polygons individually than that amount.





But these above points are moot because for some reason Realm667 doesn't accept submissions with 3D models in them in the first place..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}

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1 year 10 months ago #6 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank
Alright I finished the new version of the MBT, here are the changes I made to it (And to the original PK3 version of it.):

-Added the particles and light spawned by the tank when it is destroyed to its' pre-destroyed props. This was an oversight by me.
-Renamed the editor sprites for the destroyed tank prop from MBTD to MBTR, the reason Blue Shadow was experiencing weird issues with the destroyed tank sprites, was because the editor sprites for the destroyed tank prop and the sprites for the destroyed turret had the same name. I hadn't noticed this sprite conflict because it seems to be avoided in the original PK3 version of the tank, where the sprites for the destroyed turret are in a subfolder, while the editor sprites for the whole destroyed tank are in the main /Sprites directory.
-Fixed the tanks' retreating mechanic, now instead of just recoiling back when a big enough enemy is nearby, it will more properly move away.
-Fixed an odd bug that sometimes caused the tanks' turret to fixate on a specific enemy, even after said enemy was dead.
-This one I noticed on my own, but there was some pretty weird and broken behaviour if a friendly and non-friendly tank fought each other, so I now fixed it so the tanks can properly fight each other, before the tank shells would fly straight through any tanks, including ones hostile to the tank that fired the shell, but now I made it so the shell flies through allied tanks, but impacts ones hostile to its' shooter normally.

Download link*: drive.google.com/file/d/15owP9c8LSSHKiLw...s4K/view?usp=sharing

*It's the same link as in the original post, but it's a different version of the WAD.

I'm still working on the demonstration map that Blue Shadow asked for, whenever I'm done with it, I'll probably update this post to include a download link to it, because progress on it is slow due to me not having much motivation to work on it and kind of procrastinating..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}

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1 year 9 months ago #7 by Gothic
Replied by Gothic on topic Main Battle Tank
I don't know too much of Zscript, so I can't report code bugs for this. I can however suggest some things:

-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.

And here are some opinions, feel free to ignore them if you feel like it would be too much work, or if you're just not interested:

-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.
-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.
-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:

The translucent sprites should not be converted for obvious reasons, but if you convert the rest, just copy and paste them over the old unpalleted sprites.
-Maybe recolor the gray parts of the tank to darker green, so it ressembles the camo textures from Plutonia:

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1 year 9 months ago - 1 year 9 months ago #8 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank

-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.

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.

-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.

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.

-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.

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.

-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:

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.

On the subject of the PK3 version of this tank, having to maintain and merge the changes between both the PK3 and WAD version of this tank is pretty hard and especially annoying for the reason I'll describe in the end.

-Maybe recolor the gray parts of the tank to darker green, so it ressembles the camo textures from Plutonia:

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:
  • The file size comes mostly from the fact that the empty space in PNG images still takes disk space. For example making every single sprite, including the firing ones paletted, doesn't cut down as much on the size as cropping them all to content.
  • I can crop all the sprites to fit to the boundaries of their content, which cuts the size by 4 MB.
  • The caviat is that doing so removes all of the offsets, which I then would basically have to set manually, sprite by sprite, due to all the weird resolutions from every one of the sprites being cropped to content. Which is why I can't do it.

Ok so here is my current progress with the tank:
  1. I've fixed a bunch of bugs with the tank such as, the dormant, ambush and invisible flags in the editor not transferring to the turret. Fixing the ambush flag was a pain because for some ungodly reason I had to write a custom way for the turret to handle searching for enemies to basically recreate the behaviour that the Ambush flag SHOULD APPLY TO THE A_LOOKEX FUNCTION WHEN IT'S ON TO BEGIN WITH.
  2. I've fixed the behaviour of the tank and the shells it fires to make it possible for tanks to fight each other properly. Previously they would act all weird such as the shells totally phasing through the tanks.
  3. 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, it's also pretty far from being like any of my proper maps .). The reason I haven't yet updated the tank is because I'm currently trying to fix a really annoying bug that causes the tank to be able to shoot through walls when getting right up to them, I know that the bug is caused by the tank shell warping directly to the tip of the cannon when fired, so that it doesn't come out of the center of the tank, which would make no sense. But for some reason every single one of my 4-5 different attempts so far at fixing this bug have failed.
  4. I've also made a new user variable for the tank called User_Stationary, which causes the tank to just stand still and fire at enemies, similar to the tanks in the original Half-Life, which is fitting seeing as that's where half of the sounds for the tank come from.
Also working on this submission is pretty annoying, because I'm playtesting the tank currently on the demo map, and most of the recent changes to it that I've made are done on the WAD version of it, which means that to save any change I make to it, I have to unload the WAD from the resources, save the changes I made to it, then load it as a resource again, I haven't even tried to merge the changes to the PK3 that I've made to it pertraining to fixing the wallhacking bug, since I'm obviously still (struggling to) fixing it.

.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}.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}

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1 year 9 months ago #9 by Blue Shadow
Replied by Blue Shadow on topic Main Battle Tank

inkoalawetrust wrote: I cannot convert them to paletted PNGs since they would lose all their offsets

If we're talking about only conversion, SLADE can do that while retaining the offsets.

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

You didn't make an actual, playable map, did you?

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1 year 9 months ago - 1 year 9 months ago #10 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank

If we're talking about only conversion, SLADE can do that while retaining the offsets.

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.

You didn't make an actual, playable map, did you?

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 solid
Attachments:

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Shoutbox

Infirnex's Avatar Infirnex - 3 weeks ago

Happy new year everyone!

's Avatar Eisenfaust - 1 month ago

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...

Gothic's Avatar Gothic - 1 month ago

The Spray Cannon and BFG2704 have been updated. Besides the change of file, projectiles no longer bounce infinitely. Merry Christmas.

Gothic's Avatar Gothic - 1 month ago

Yeah, if you're using other people's stuff, make sure they gave permission for their use, or ask them for permission

Vandorian117's Avatar Vandorian117 - 1 month ago

What is the rules concerning it do I need to find the Authors and Include them in a Text Document in the Pk3?

Vandorian117's Avatar Vandorian117 - 1 month ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

Yeah, I noticed that too, I sent Tormentor a message.

's Avatar Gothic - 1 month ago

Something is wrong with the site, the links are directing incorrectly, they should have /index.php/

ozymandias81's Avatar ozymandias81 - 2 months ago

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

SkeletronMK666's Avatar SkeletronMK666 - 2 months ago

I've submited a file to the besteary, someone let me know if there are problems with the monster, i'll fix em

Gothic's Avatar Gothic - 2 months ago

You can actually

's Avatar DoubleU - 2 months ago

You should be able to preview the audio files

's Avatar Ramal - 2 months ago

Safarov

Gothic's Avatar Gothic - 2 months ago

Patched Up textures ha been updated with a couple of new textures.

Gothic's Avatar Gothic - 2 months ago

Holy ****balls, old posts with Mediafire links completely break those pages.

inkoalawetrust's Avatar inkoalawetrust - 4 months ago

For reporting issues with BOA, you should instead put them up on its' GitHub issue tracker. https://github.com/Realm667/WolfenDoom/issues

's Avatar jens - 4 months ago

sorry for spam :(

's Avatar Jens - 4 months ago

Hi guys, i experience the problem, that the game will be displayed on the wrong monitor with fullscreen. What can i do?

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

Hmm, seems like image embed on the forum are broken.

's Avatar Vandorian - 5 months ago

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

mattbratt11's Avatar mattbratt11 - 5 months ago

Nevermind.

inkoalawetrust's Avatar inkoalawetrust - 6 months ago

What's the spam post, you mean the two messages below you ?

mattbratt11's Avatar mattbratt11 - 6 months ago

Don't worry folks, I've already reported the spam post in the Let us Know Thread while Torm is not around.

inkoalawetrust's Avatar inkoalawetrust - 7 months ago

Maybe ask Tormentor ?

Gothic's Avatar Gothic - 7 months ago

i don't know why the Wild Demonic Leeches aren't showing up on the latest submissions

's Avatar InnerConflict - 7 months ago

https://youtu.be/3kl7trBcOVg?t=1179 - some issues like hitboxes and camera skips

inkoalawetrust's Avatar inkoalawetrust - 8 months ago

@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

inkoalawetrust's Avatar inkoalawetrust - 8 months ago

@DBJ87 I'm definitely looking forward to that.

DBJ87's Avatar DBJ87 - 8 months ago

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

's Avatar Dingor - 8 months ago

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.

's Avatar Sanxion - 8 months ago

Thank you for making BOA, it makes really fun. I like that game. Great work!

inkoalawetrust's Avatar inkoalawetrust - 9 months ago

Hmm, are you talking to me ?

Gothic's Avatar Gothic - 9 months ago

i still need to finish my Hpack map https://imgur.com/t4epZVC

Gothic's Avatar Gothic - 9 months ago

wish I could check them again, i remember some of those being pretty good https://imgur.com/a/HVRp1br

Gothic's Avatar Gothic - 9 months ago

since nothing from the old site was saved, i'm saving even the rejected entries https://imgur.com/hLADHAS

inkoalawetrust's Avatar inkoalawetrust - 9 months ago

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.

inkoalawetrust's Avatar inkoalawetrust - 9 months ago

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 ?

inkoalawetrust's Avatar inkoalawetrust - 9 months ago

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.

Gothic's Avatar Gothic - 9 months ago

Check the Staff forum, on my latest post, hopefully that answers your question

inkoalawetrust's Avatar inkoalawetrust - 9 months ago

@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 ?

's Avatar doom - 10 months ago

Das

inkoalawetrust's Avatar inkoalawetrust - 10 months ago

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.

's Avatar Vostyok - 10 months ago

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

's Avatar I am a fella - 10 months ago

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 ^^

's Avatar Boofus - 10 months ago

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?

Robot J's Avatar Robot J - 1 year ago

while i'm here, How are yall doin?

Robot J's Avatar Robot J - 1 year ago

damn it's been awhile since ive been here

Gothic's Avatar Gothic - 1 year ago

took care of the issue with the filesize showing twice

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

????

's Avatar Anna - 1 year ago

WHO ERA YOU??????????????????2022

's Avatar Annna - 1 year ago

how are you?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

And I removed them because most of them were spam and/or nonsense.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

We did.

's Avatar Jonathan - 1 year ago

Hello I don't know if anyone received my posts or not how will I know if they did?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Hmm, seems like the file size of the new Candlesticks resource appears in its' name for some reason. And I can't remove it.

CaptainToenail's Avatar CaptainToenail - 1 year ago

Hopefully 2022 will be better than 2021! Have a happy New Year!

Gunslahyer_Pi's Avatar Gunslahyer_Pi - 1 year ago

Happy New year Slayers! I don't think I'll be here for that! But take care and be safe fam!

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Merry saturnalia.

Gothic's Avatar Gothic - 1 year ago

Merry late christmas to you as well

mattbratt11's Avatar mattbratt11 - 1 year ago

More like Better Never than Ever.

Tormentor667's Avatar Tormentor667 - 1 year ago

Merry Christmas to all of you, maybe a bit too late but better now than never :)

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

@Gothic When approving submissions, don't forget to add their editor numbers to the document.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Ooops

Gothic's Avatar Gothic - 1 year ago

fixed them now

CaptainToenail's Avatar CaptainToenail - 1 year ago

Anyway thanks for the quick response fixing this, appreciate it.

CaptainToenail's Avatar CaptainToenail - 1 year ago

'Large Fire Bowl' or 'Fire Cauldron' perhaps? I originally interpreted the ShadowCaster sprite as containing a mound of lava hence the weird name.

Gothic's Avatar Gothic - 1 year ago

they'll stay unpublished until i fix them both

Gothic's Avatar Gothic - 1 year ago

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

Gothic's Avatar Gothic - 1 year ago

I'll fix that, I'll rename the Lava Cauldron to Lava Bowl so they don't get mixed

CaptainToenail's Avatar CaptainToenail - 1 year ago

zrrion's submission appears to have been replaced instead of the Lava Bowl.

CaptainToenail's Avatar CaptainToenail - 1 year ago

I believe the two have been mixed up - perhaps my submission should be relabled to 'Fire Bowl Large'

CaptainToenail's Avatar CaptainToenail - 1 year ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

I'm back on my actual PC, after a month of trying to get my CPU replaced.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

Tormentor667's Avatar Tormentor667 - 1 year ago

Prizes for GPUs are... terrible

Tormentor667's Avatar Tormentor667 - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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€.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Forgot to mention, but it turns out that the CPU had just died, my data and other hardware is sfae.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

I should probably mention that I haven't been active. Because long story short, my new PC stopped booting 2 days ago.

's Avatar FlyingDeath - 1 year ago

When I turned off view bob it seemed pretty seamless. Too busy (lazy) to test new version atm.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Yeah I don't really have the skill to make it as seamless as the 3D skyboxes in Source.

's Avatar FlyingDeath - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

's Avatar FlyingDeath - 1 year ago

@inkoalawetrust Stoked to try out the new sky camera.

's Avatar FlyingDeath - 1 year ago

@inkoalawetrust Stoked to try out the new sky camera.

CaptainToenail's Avatar CaptainToenail - 1 year ago

Appreciate you taking the time to review and fix my submissions, thanks :-)

Gothic's Avatar Gothic - 1 year ago

All updates crediting freesound(s).com instead of freesound.org have been fixed, I hope

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

I've finished my next submission. But before submitting it, I have to make the showcase video.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Honestly those submissions seem a bit too minor, it would've been better to just merge them all in one pack of human corpses.

CaptainToenail's Avatar CaptainToenail - 1 year ago

Great thanks Gothic

Gothic's Avatar Gothic - 1 year ago

I'll take care of them

CaptainToenail's Avatar CaptainToenail - 1 year ago

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?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

@flyinddeath I also made a change that should make the camera account for view bobbing, and replaced the user variable with a custom argument.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

Tormentor667's Avatar Tormentor667 - 1 year ago

@inkoalawetrust you can move threads, simply use the "moderate" functions on the forum

Tormentor667's Avatar Tormentor667 - 1 year ago

@Gothic what width would you like to have on desktop resolutions? I can change that

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Is there no way for us to move threads on the forum ?

Gothic's Avatar Gothic - 1 year ago

Screens keep getting wider, yet websites keep getting stretched :/

CaptainToenail's Avatar CaptainToenail - 1 year ago

Thanks for that. I forgot to fill that part in!

Gothic's Avatar Gothic - 1 year ago

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)

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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".

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Apparently I'm too controlling of how indentation and formatting on the submissions should be done, so I'll focus on that less.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Since that would actually be able to show what the resource does, unlike just using its' editor icon.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Also, could I replace the thumbnail for my parallaxing sky camera submission with a small animated GIF ?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

Tormentor667's Avatar Tormentor667 - 1 year ago

Glad that you are onboard!

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

It has taken me a long time to work on it let alone finish it for a lot of reasons.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

I've finally made some progress on one of the submissions I'll make here in about a week or two.

Robot J's Avatar Robot J - 1 year ago

welcome

Tormentor667's Avatar Tormentor667 - 1 year ago

Welcome LoganMTM and inkoalawetrust, our new additional repo maintainers :)

Tormentor667's Avatar Tormentor667 - 1 year ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Even though currently he was last online about 4 days ago.

inkoalawetrust's Avatar inkoalawetrust - 1 year 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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Yeah I've noticed that too.

Hexereticdoom's Avatar Hexereticdoom - 1 year ago

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...

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Also @BlueShadow I noticed the edit you made on the A_Blast article on the wiki and the Summary you left on it.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Any Zandronum-compatible DECORATE code has to use A_CustomMissile, which shows deprecation warnings in GZDoom. Because Zandro doesn't have A_SpawnProjectile.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

@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.

Tormentor667's Avatar Tormentor667 - 1 year ago

The "There was an error completing the request."-error should be fixed as well.

Tormentor667's Avatar Tormentor667 - 1 year ago

@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

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

@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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

My messages here only appear after I reload the page.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Ok well it seems my reply was sent here after all, seems like the whole forum is borked lol.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

@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.

Gothic's Avatar Gothic - 1 year ago

Also, an advice to other users, while this error occurs, do not send your message again, just refresh the page

Gothic's Avatar Gothic - 1 year ago

"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

's Avatar sad zmrd - 1 year ago

i need download doom luncger but i can not find direct download shiii.

Gothic's Avatar Gothic - 1 year ago

looks more intuitive than the tiny computers

Hexereticdoom's Avatar Hexereticdoom - 1 year ago

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! ;)

Tormentor667's Avatar Tormentor667 - 1 year ago

Should work again!

Tormentor667's Avatar Tormentor667 - 1 year ago

Thanks for the hint, I will fix that

Gothic's Avatar Gothic - 1 year ago

Seems like the closed submissions lost their approved/rejected flags

Tormentor667's Avatar Tormentor667 - 1 year ago

Additionally moved all submission threads which are older than 1 month into the closed submission. If something was still active, please repost it.

Tormentor667's Avatar Tormentor667 - 1 year ago

Important: Check the new rules on the left (including the corresponding tooltips)

Tormentor667's Avatar Tormentor667 - 1 year ago

Big news time: Models are allowed from now on!

Tormentor667's Avatar Tormentor667 - 1 year ago

Updated, the repo forums should be accessable again for users

Tormentor667's Avatar Tormentor667 - 1 year ago

...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.

Tormentor667's Avatar Tormentor667 - 1 year ago

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

Gothic's Avatar Gothic - 1 year ago

I have the option to make new threads, but not sure if it is available to regular members. You should contact Tormentor about it.

CaptainToenail's Avatar CaptainToenail - 1 year ago

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?

flyingdeath's Avatar flyingdeath - 1 year ago

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.

's Avatar Kalensar - 1 year ago

Stupid technical difficulties

's Avatar Zug - 1 year ago

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 :/

Blue Shadow's Avatar Blue Shadow - 1 year ago

@Zug, your message lacks context. What are you referring to here?

's Avatar Zug - 1 year ago

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 .

Blue Shadow's Avatar Blue Shadow - 1 year ago

@gman829, see my post: https://www.realm667.com/index.php/en/kunena/closed-submissions/1616-submission-cyber-demon-lord#9017

's Avatar ScarewcrowofDOOM - 1 year ago

Does anyone have any ice textures I can conveniently use in GZDOOM builder for my WAD?

's Avatar Sergi - 1 year ago

The best game in the Wolfenstein series! Amazing, work, Thanks guys!

gman829's Avatar gman829 - 1 year ago

Why was my topic about the Cyber Demon Lord removed?

's Avatar mac - 1 year ago

i can't set high priority of BOA from task manager!

Gothic's Avatar Gothic - 1 year ago

I feel like I complain about loud sounds on submissions all the time, maybe I should stop

's Avatar Niko - 1 year ago

I had more questions, but if you think you can't help me, I'll try asking on the site you recommended. Thanks again.

's Avatar Niko - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

You may be better off asking for how to use DeHackEd on Heretic over at Doomworld instead.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

's Avatar Niko - 1 year ago

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 ?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Also by using XWE, that basically means that almost nobody will be able to help you since AFAIK XWE is very different from SLADE.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Even my archaic SFF Optiplex 760 can run SLADE.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

What kind of computer are you even on, how can you even get on this site.

's Avatar Niko - 1 year ago

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?

's Avatar Niko - 1 year ago

Hi. Unfortunately I couldn't get Slade to work as my pc lacks a necessary software, but I found XWE which works fine.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Oh alright lol.

's Avatar Niko - 1 year ago

Sorry. I wanted to thank you with an emoji, but it didn't go through.Thanks again.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

You asked me for a WAD editor that can run on Windows XP, so I gave you a link to one.

's Avatar Niko - 1 year ago

?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

SLADE 3.1.6 has working binaries for Windows XP: http://slade.mancubus.net/index.php?page=downloads

's Avatar Niko - 1 year ago

Thank you.I just have to try.Couldn't you recommend a wad editor that works with an old WindowsXP Pentium.

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

's Avatar Niko - 1 year ago

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 "

's Avatar Niko - 1 year ago

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?

's Avatar Niko - 1 year ago

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?

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

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.

's Avatar Niko - 1 year ago

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.

's Avatar Niko - 1 year ago

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.

's Avatar Nerevar - 1 year ago

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

's Avatar Nerevar - 1 year ago

ah nevemind I figured it out, you have to shoot high over their heads when they are really far like with the bow xD

's Avatar Nerevar - 1 year ago

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.

's Avatar TQ - 1 year ago

vehicles and flak guns all appear to be flattened in my install. Anybody seen this or know how t o fix?

's Avatar ZEB - 1 year ago

BUG-The projector screen in the briefing room has white bars coming off of it. (lens flares were causing it)

inkoalawetrust's Avatar inkoalawetrust - 1 year ago

Looks like I'll be waiting for my next submission to be reviewed.

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