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Weapons Resource Wad

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Replied by CaptainToenail on topic Weapons Resource Wad

Gothic those are great, I'd say they are definitely ready for the Armory. :cool:

Also the slowdown with the lazer gun was completely my fault you can ignore that - I had the rendermode on Vulkan - It seems to slow down the game every time a projectile weapon fires. :ohno:

DeVloek I love the Nuker, it feels really powerful! A neat touch would be it if the beep changed tone as the fire mode increased :D


I have attached what I've done so far with the Insanity Rifle. It is a bit of a weird one. There's new graphics for it and a new overheating mechanism. Not sure about this one - it's essentially just 4 plasma guns welded together which is a bit boring. The original was 6!
4 months 2 weeks ago #31

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Replied by Gothic on topic Weapons Resource Wad

Wow, nice job converting a joke weapon into something decent. Is there a way to make the cooldown "ammo" unobtainable with cheats like idfa or give all? That's something that always bothered me with weapons with cooldowns.

I was thinking, since we give feedback to each other in this thread, making submission threads would be redundant, so would you guys be ok if I directly upload your finished works from here to the Armory?

In the meantime, here's a preview sprite for the Molotov Cocktail:
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4 months 2 weeks ago #32

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Replied by CaptainToenail on topic Weapons Resource Wad

The Molotov looks like a good improvement over the original, nice work :)

"I was thinking, since we give feedback to each other in this thread, making submission threads would be redundant, so would you guys be ok if I directly upload your finished works from here to the Armory?"


If that's the case, I will post the Insane Plasma Array here. It's a simple weapon so I retained Zandro compatibiltiy for this one.

Details:
Warning: Spoiler!
Last edit: 4 months 2 weeks ago by CaptainToenail.
4 months 2 weeks ago #33

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Replied by DeVloek on topic Weapons Resource Wad

"A neat touch would be it if the beep changed tone as the fire mode increased :D"
Did that, plus some other things:
  • improved decals
  • improved brightmaps
  • improved overlays and flash
  • added smoke emission (particles for now, was thinking about making it an overlay)
  • added kickback and recoil (well, at least the Zdoom interpretations of these terms)
  • more tweaks and fixes
Todo:
I noticed the big projectile acting weird when aiming at the floor. Before it explodes, the projectile kinda floats along the floor for a short time. This is noticable with powerlevel 1 and 2, but with powerlevel 3 the opposite happens and the projectile is pulled in and explodes when it reaches a certain distance to the floor. Doesn't bother me that much but I'd really like to know why this even happens so I'm gonna invest some more time in fixing this before the official release.

"would you guys be ok if I directly upload your finished works from here to the Armory?"
Sure. Once I'm done I'll put it in a zip file and post the link here.

I hope to find some time tomorrow or during the weekend to look at the latest edits from you guys. Judging from the preview sprite, the molotov cocktail looks much better than the original. The insanity rifle kinda gives me 80s 3D glasses vibes, including the headache :XD: But I guess the color scheme is quite fitting given the name of the gun.



edit: I wasn't able to pinpoint the projectile's odd behavior near floors, let alone fix it. Also some things I tried with the overlay lights didn't work out as planned (pixel shifts again), but I'm still happy with how the weapon turned out.

One more thing, since you can switch powerlevels I changed the class in the info file from 7 to 5-7, that should be appropriate. So if nothing else comes up, this is gonna be it. Here's the zip file you can use for the upload.
https://drive.google.com/file/d/10OzJ0v-5dixHXtZo6ayK3rOqbiXYPsrr/view?usp=sharing
Last edit: 4 months 2 weeks ago by DeVloek.
4 months 2 weeks ago #34

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Replied by DeVloek on topic Weapons Resource Wad

OK here's some feedback on some recent weapons from this thread:

IPA:
  • Info text says the summon name is InsanePlasmaArray but it's actually InsanityRifle
  • The clanking engine cooldown noise is a neat idea, but it plays after every single shot in full length. I think it would be nice if the sound was shortened depending on how long you kept firing. You could achieve this with A_Startsound's startTime parameter.
  • This is more of a personal preference I guess, but the overheat selfdamage after only 8 shots is too much of a downside for me. So maybe either amp up the weapon damage, allow more shots before overheating or get rid of the selfdamage altogether (I'd prefer the latter).
  • Is there another way to display the cooldown counter? Not a fan of the % "ammo" display, especially when there's already tons of different ammotypes from other weapons in a mod.
  • One more minor nitpick, imo the projectile's dynamic light better fits the sprite color with a slightly increased blue value (from 0.2 to 0.3)
btw the headache I got wasn't induced by the weapon sprites, turns out I caught the flu :ouch: ;)

Pipebomb
  • My only concern is how it bounces off walls and monsters, the bounce is too strong and makes the weapon kinda unreliable. Maybe I'd even go as far as further reducing the WallbounceFactor when it hits a monster. Not sure if it's possible in Decorate to reduce it on the fly when it has hit a monster as opposed to a wall though.
  • One more suggestion, have you thought about limiting the bounces via the BounceCount property? IIRC, in DN3D the pipebomb only bounced 4 or 5 times before coming to a standstill.

Gasblower:
  • The one issue with this weapon is how the gas clouds become totally invisible inside dark sectors, even if there's a bright sector behind as a backdrop. I can only think of 2 solutions to this issue. 1. set Renderstyle to Translucent and Alpha to 0.5 or something like that, but the downside is the clouds won't look as good anymore, and 2. make all gas sprites fullbright but that doesn't look right in dark sectors either. Either way, it won't look good under certain conditions :(

Dustblower:
  • The new "air" sprite looks great, my only nitpick here is how the projectile causes constant pain on the target. Technically it's just wind and should be relatively painless?

LazerRifle
  • Nothing to complain about there, it's good to go imo.
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4 months 2 weeks ago #35

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Replied by CaptainToenail on topic Weapons Resource Wad

" Is there a way to make the cooldown "ammo" unobtainable with cheats like idfa or give all?"

According to some old threads on ZDoom forums, including a spawn state with nonexistant frames should do it. I have no idea if that is still the case. You still get the ammo with Give All, I think it's one of those things Graf doesn't want to change.


"IPA:

Info text says the summon name is InsanePlasmaArray but it's actually InsanityRifle
The clanking engine cooldown noise is a neat idea, but it plays after every single shot in full length. I think it would be nice if the sound was shortened depending on how long you kept firing. You could achieve this with A_Startsound's startTime parameter.
This is more of a personal preference I guess, but the overheat selfdamage after only 8 shots is too much of a downside for me. So maybe either amp up the weapon damage, allow more shots before overheating or get rid of the selfdamage altogether (I'd prefer the latter).
Is there another way to display the cooldown counter? Not a fan of the % "ammo" display, especially when there's already tons of different ammotypes from other weapons in a mod.
One more minor nitpick, imo the projectile's dynamic light better fits the sprite color with a slightly increased blue value (from 0.2 to 0.3)

btw the headache I got wasn't induced by the weapon sprites, turns out I caught the flu :ouch: ;)"



That's some great feedback DeVloek, I will see what can be done. I was trying to go for a colorshift green/purple paint effect on the weapon like a sports car. It does look a little odd from a distance :)
4 months 2 weeks ago #36

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Replied by Gothic on topic Weapons Resource Wad

About the ThermoNuker:

When you say "floating along the floor", do you mean the projectile moving a little to the front when impacting the floor?

This seems to be a thing with vanilla projectiles as well.
I find the sound of the ThermoNukeSpray impact pretty loud, you should reduce the volume to 0.45 or 0.5.
In software renderer, there's a little gap in the lower part of the HUD sprite. This also happens with some of the vanilla weapons:

You should lower the sprite offsets a little to avoid it.
EDIT: Also a software renderer problem: the particles show as regular particles instead of sprites.
Since the weapon takes away your ammunition with A_TakeInventory, you should add a check for infinite ammo powerups/cheats:

if(!CountInv("PowerInfiniteAmmo"))
{
if(!GetCVar("sv_infiniteammo"))
{
A_TakeInventory("Hydrogen", ammousage);
}
}

And don't forget to clear the overlays in the Deselect state.
The following user(s) said Thank You: DeVloek
Last edit: 4 months 2 weeks ago by Gothic.
4 months 2 weeks ago #37

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Replied by DeVloek on topic Weapons Resource Wad

Thanks for the feedback Gothic.

"do you mean the projectile moving a little to the front when impacting the floor?
This seems to be a thing with vanilla projectiles as well."

Yeah that's what I mean. I've never noticed this behavior until now, neither with custom nor with vanilla projectiles.
This only seems to happen in Hardware renderer mode.

"I find the sound of the ThermoNukeSpray impact pretty loud, you should reduce the volume to 0.45 or 0.5."
For me personally the loud impact is quite fitting and one reason why the weapon feels so powerful, but I reduced the volume anyway as it can get a bit too loud when several impacts happen at the same time.

"In software renderer, there's a little gap in the lower part of the HUD sprite. This also happens with some of the vanilla weapons:
You should lower the sprite offsets a little to avoid it."

I cannot reproduce this, and tbh I never heard of this bug(?) before, are you sure it's not only on your end? A quick google search gave no results.
In any case, I lowered the offset by 1 pixel, hopefully that'll fix it.

"Also a software renderer problem: the particles show as regular particles instead of sprites."
I didn't think about that and I noticed the particle color is off, so I changed it to better match the smoke sprite's color, looks okay to me now. Ofc I could fix this by turning the smoke into an overlay but I'm not very eager to do that at this point tbh :P

"And don't forget to clear the overlays in the Deselect state."
The way I set up the overlays it shouldn't be necessary, unless you found a situation where the overlays stay on screen?

https://drive.google.com/file/d/10OzJ0v-5dixHXtZo6ayK3rOqbiXYPsrr/view?usp=sharing
4 months 2 weeks ago #38

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Replied by Gothic on topic Weapons Resource Wad

"are you sure it's not only on your end?"
It happens if you switch to software renderer. Try the Super Shotgun for example.
Seems to be a problem in GZDoom only, other ports don't have this problem.

"unless you found a situation where the overlays stay on screen?"
Yep, still there:

Custom overlays don't clear themselves when you die.

I made some changes to my weapons addressing the feedback given.

Pipebomb:
  • I reduced the WallBounceFactor all the way down to 0.1. I didn't notice how little the original Duke Pipebombs bounced on walls.
  • I didn't reduce the BounceCount, but I made it so its speed scales down a little more on its Spawn state, which does reduce the bouncing a bit.
  • I forgot to reduce the pipebomb's Radius and Height which I raised while testing its Death state.

File Attachment:

File Name: PipebombsRC1.zip
File Size:364 KB

Gas Blower:
  • I changed the sprites for the gas cloud so the color fits with the rest of the green tones. I also changed the Renderstyle to Translucent, reduced the Alpha to 0.25 and made it fullbright. Hopefully it can be seen in dark and full bright sectors.

File Attachment:

File Name: GasBlowerRC1.zip
File Size:51 KB

I've also been working on the Molotov Cocktails:

File Attachment:

File Name: Molotov_WIP.zip
File Size:252 KB

The foundation is done, but there is still much work to do. I need to make brightmaps, GLDEFS, and a version with Doom hands. I also want to make a charging attack like with the Pipebomb, and a self damaging mechanic if you hold it for too long, similar to what happens with the TNT and Spray Can in Blood.
I'm working on a water check mechanic but I'm having trouble with it. Basically I want the weapon to immediately switch out to another weapon if you're in the middle of the Fire/Hold states. I tried using jumping to the Deselect state if the water level was above 2 but that didn't work, then I tried using A_SelectWeapon("Fist",SWF_SELECTPRIORITY) to switch to the Fist, but doing so would not force the attack sequence to abort. Then I tried switching to a random actor that can't be selected (like "DoomWeapon"), and does exactly what I want to do, but doesn't switch to another weapon, instead it goes back to its Ready state. If anybody knows a solution for this, I'd be very thankful, doesn't matter if I have to switch to Zscript.
4 months 2 weeks ago #39
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Replied by DeVloek on topic Weapons Resource Wad

"It happens if you switch to software renderer. Try the Super Shotgun for example.
Seems to be a problem in GZDoom only, other ports don't have this problem."


The SSG looks fine on my end, both in 1920x1080 fullscreen and windowed. I've played with software renderer before and never seen this gap on any weapon. *shrug*


"Custom overlays don't clear themselves when you die."
my bad, it didn't occur to me to test the weapon without death cam on... Fixed.


As for your underwater problem, try this:
if (invoker.owner.waterlevel == 3)
{	
	Player.SetPSprite(PSP_WEAPON,invoker.FindState("Deselect"));
	A_SelectWeapon("Fist",SWF_SELECTPRIORITY);
}

I tested this with the Tazer I just started working on. I'm calling this at the start of the Fire state which in my case is a very short loop, so the fist is selected almost immediately after jumping into the water. For the molotov cocktail you might need to call it more often during the Fire/Hold state.

btw I noticed that monsters walking visibly outside the fire will be damaged too. I guess the explosion radius in the fireburn state is larger than the sprite.
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4 months 2 weeks ago #40

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DeVloek : another tip for Slade, if you are writing code in Zscript you can set the text language to Decorate regardless. This will give you much better syntax highlighting
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doomedarchviledemon : Oh sweet! Thank you very much. That will make things much easier. ^_^
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passerby : There's indeed a setting to change the color of the background. It's in Edit->Preferences->Graphics.
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doomedarchviledemon : Okay, I do have another question. In Slade, when in the graphics viewer, is there a way to make the background or the reference lines a different color? It's hard for me to see the reference lines against the checkerboard blue and darker blue background.
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Ganbare-Lucifer : By the way, now I'm no longer shoutbox-locked! Yay! I want to mention that I submitted a new monster that I would like to be helped with if possible.
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Someone from Somewhere : In the Repository main page can you post not only new submissions but also updated ones?
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Gothic : 2 new sneaky updates: the Pulse Rifle and Smart Gun from Aliens TC got updated. Check their update logs to see what's new
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Margaret Thatcher : what's the preview sprite
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Gothic : I didn't change the thumbnail
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Margaret Thatcher : Once again, I can't see the new thumbnail for the Nightmare Spectre. How do get it to show up again? (I forgot)
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Gothic : The Nightmare Spectre got an update, I just added rotations to the preview sprite
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DeVloek : @Illusive_Design if you're still looking ror unarmed people sprites, check out DeeDeeOz sprites, I'm sure you can edit some to look like UAC personnel https://forum.zdoom.org/viewtopic.php?t=72748
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Illusive_Design : Nevermind, found the COLOURS text file in the wad through Slade...
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Illusive_Design : Anyone know how to use the color templates in the Allied Marines wad? Cannot find documentation about the implementation of that feature.
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DeVloek : it also has a ton of custom textures based on vanilla doom textures. Most of them are made by myself but there are also many from Cage's texture packs and some others, when I find the time I'll sort through them and make a pk3 with all my own textures and submit it to the texture stock.
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DeVloek : submitted the SRSG from my WIP project. That same project got a few enemies that I might submit at one point (or at least make a workshop post since they are mostly WIP as well)
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DeVloek : because you can never have enough shotguns xD
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DeVloek : I just saw the Riot Shotgun submission, reminded me of a double barrel drum fed riot shotgun I once made for an abandoned project - gimme a day or two and I'll submit it too.
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Gothic : The new shoutbox was breaking like crazy, but after cleaning this site's cookies, it got fixed.
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Tormentor667 : Finally, fixed the issue and the shoutbox is working again.
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Tormentor667 : Alright, Shoutbox is updated but issue still exists.
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DeVloek : I only see this error message when I'm logged in though, it doesn't appear at all when logged out
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DeVloek : That message went through. btw I still see the "error completing the request" message below the shoutbox, it pops up and goes away every few seconds
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doomedarchviledemon : Thank you very much for the fix, btw. ^_^
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doomedarchviledemon : Speaking of new thread, feel free to delete it if you'd like. It is in the Let Us Know section.
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doomedarchviledemon : I had my VPN on and did not experience any 403 errors during navigations, updating, or posting a new thread.
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doomedarchviledemon : It worked! Just updated my Zombie Head and Ceiling Drills post, and did another test on a new topic thread.
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Tormentor667 : I mean, embedding links - I changed something about the firewall settings that might be responsible for that
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Tormentor667 : @doomedarchviledemon can you check if it works now?
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Gothic : Wow, I was more active here when I said I was gonna take a break. I'll see if I can check some submissions this week.
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Margaret Thatcher : *grabs you by the shoulders* PLAY STRIFE *begins shaking you* PLAY STRIFE
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DoomHans : Just finished Blade of Agony after discovering it about a month ago. Loved it. Just curious are there any similar games/mods that aren't 100% FPS all the time
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Gothic : The Deadabus and the Vore are back again! Big thanks to Aerial and NeuralStunner for their help
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doomedarchviledemon : Ah, that worked. Thank you! Strange that the link function is having issues for me.
4 months ago
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Gothic : Weird, it works for me. In the meantime, just paste the link instead of embedding it, or use attachments
4 months ago
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doomedarchviledemon : I also tried with and without my VPN connected. Still got the same thing both times.
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doomedarchviledemon : Unfortunately I am still getting the same error message. I just cleared my browser cache and everything as well. :/
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Ak47fu2 : I also made the Blood Maykr alot more interesting if anyone wants to see it.
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flyingbrick : Hey Gothic, I fixed the behemoth that I submitted.
4 months ago
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Gothic : Try it now, Tormentor seems to have fixed it
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doomedarchviledemon : I have tried with and without my VPN on as well. Same issue. Not sure what is happening.
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doomedarchviledemon : Heya, I am trying to post an update for my Chaos Cube but keep getting a 403 error message saying Remote file inclusion attempted. Any help to get passed this?
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Ganbare-Lucifer : Happy new year folks
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Gothic : Happy new year to people already living in the future. 1 hour 30 minutes left here in Chile
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Ak47fu2 : which he said not that long ago
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Ak47fu2 : and Gothic (who runs stuff) is going to be without internet so do not expect instant results.
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Ak47fu2 : Unknown you do realize that there are very simple instructions to follow and they are needed or else the site would be flooded with garbage submissions.
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Gothic : Why are you so angry? This site isn't going to dissapear by the end of the year, you have all the time in the world to learn Internet AND Social skills
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Unknown667 : ...d-ckheads who run the site! have to do it the impossible way and not let anyone but themselves upload things! the selfish parasites!
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Unknown667 : It bloody is complicated! Can't upload f**k all on this site! No easy explanation or help. a 'Make a Submission' button would be easy to do but no, not these...
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DeVloek : this error message keeps popping up under the shoutbox every few seconds
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DeVloek : "There was an error completing the request. Please try again. If you see this error multiple times, please contact the administrator of the site."
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DeVloek's Avatar
DeVloek : sorry for double post... the site is a little bit bugged... but not really complicated xD
4 months ago
DeVloek's Avatar
DeVloek : LOL
4 months ago
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Unknown667 : I'll go to Doomworld Forums. All one has to do is select 'attach file' and it's on the site. this one site is too complicated!
4 months ago
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Unknown667 : I don't get what you mean. I can't find these subforums or whatever they are! everything here is confusing af!
4 months ago
Gothic's Avatar
Gothic : Read my instructions again, and learn how we do things here, because it's not hard at all.
4 months ago
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Unknown667 : There is still nothing! Why can't they make a 'Make a Submission' button somewhere on the site? Is it too easy for them? Or are they too retarded to do it?
4 months ago
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Unknown667 : RIPS?
4 months ago
Gothic's Avatar
Gothic : and please NO MORE RIPS FROM BRUTAL DOOM OR BRUTAL DOOM MODS
4 months ago
Gothic's Avatar
Gothic : You need to make an account, and make a post in the corresponding subforum. Make sure to read the big red [READ THIS] threads before posting
4 months ago
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Unknown667 : This is a great place for resources for mods, but where is the goddamn option to upload something¬!? ****ing sort your site out please!!!
4 months ago
Ak47fu2's Avatar
Ak47fu2 : Okay. For whenever you come back or another mod gets to it I have made alot of Doom Eternal monster submissions
4 months ago
Gothic's Avatar
Gothic : I'm gonna be with little to no internet conection for a couple of weeks, so uploads may slow down a bit unless the other mods show up. See you guys later
5 months ago
Gothic's Avatar
Gothic : Yeah, my bad
5 months ago
DeVloek's Avatar
DeVloek : since the Light Gun doesn't have Doomguy hands, shouldn't it be in the "other" category?
5 months ago
Gothic's Avatar
Gothic : Also the SPAS got nerfed, and the altfire actually uses ammo
5 months ago
Gothic's Avatar
Gothic : 3 more sneaky updates: the SPAS-12, Pump Action Shotgun and Nerve Gas Launcher all have widescreen friendly sprites, courtesy of Dzierzan.
5 months ago
DeVloek's Avatar
DeVloek : Yes, everything from WRW is free to be used as long as proper credit is given. No permission required.
5 months ago
Gothic's Avatar
Gothic : Isn't the WRW free for everyone to use? Much like the Armory here.
5 months ago
CaptainToenail's Avatar
CaptainToenail : What's the thought on some of these being submitted/updated for the Armory? I think a lot of the original authors are still around the ZDoom scene.
5 months ago
CaptainToenail's Avatar
CaptainToenail : I was looking through the old ZDoom Weapons Resource Wad from 2005 again for nostalgia reasons. There's some near stuff in there that may have been forgotten.
5 months ago
CaptainToenail's Avatar
CaptainToenail : Nice. Imagine if the Imp's head popped off when you killed it and started running around
5 months ago
Kan3's Avatar
Kan3 : Very fitting and pretty scary too
5 months ago
Gothic's Avatar
Gothic : Updated the Imp Trite, with new sounds
5 months ago
Gothic's Avatar
Gothic : Are you sure you extracted them? GZDoom doesn't load pk3 files inside zips. Did you drag the pk3 file, or the zips?
5 months ago
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D.J. : Thank you for your answer, Gothic. So what if I restored my computer to an earlier version of Windows, like Windows 7 for example? Would that work?
5 months ago
Gothic's Avatar
Gothic : ZDoom 2.8.1 is horribly outdated, lots of submissions here use more advanced features that will only work with the latest dev builds of GZDoom
6 months ago
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D.J. : I mean, I downloaded them, extracted them and everything and then I click and drag them onto the ZDoom icon. The game still won't let me summon them....
6 months ago
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D.J. : I just downloaded ZDoom 2.8.1 because it's compatible for my new Windows 10 desktop I recently purchased. How can I add custom monsters from here, it won't work
6 months ago
DeVloek's Avatar
DeVloek : it is, thanks.
6 months ago
Gothic's Avatar
Gothic : Should be visible now
6 months ago
DeVloek's Avatar
DeVloek : btw I just noticed the item store submission rules don't have a template.
6 months ago
DeVloek's Avatar
DeVloek : alright, i was afraid my browser was acting up again.
6 months ago
Gothic's Avatar
Gothic : Yeah, It's been a problem for a while now
6 months ago
DeVloek's Avatar
DeVloek : anyone else having problems with quoting posts? anything I put in a quote block doesn't show up at all
6 months ago
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Ozymandias81 : TCOTD2 remaster is out! Go check it out and have a spooky Halloween everyone :)
6 months ago
Gothic's Avatar
Gothic : Does anybody else have that problem?
6 months ago
Kan3's Avatar
Kan3 : Whenever I try to put a link in a post I get 403: access forbidden. Remote file inclusion attempted. :/ what's happening?
6 months ago
Gothic's Avatar
Gothic : This forum doesn't have a PM function anyways
6 months ago
DoctorBleed's Avatar
DoctorBleed : That question was meant for BFG Major Mike. Terrible sorry, I can't find the PM function lmao
6 months ago
DoctorBleed's Avatar
DoctorBleed : oh sorry, I misunderstood what this was lol
6 months ago
DoctorBleed's Avatar
DoctorBleed : Did you ever get the Revenant Launchers working? If so, can you share the finished version?
6 months ago
CaptainToenail's Avatar
CaptainToenail : Whoever did those needs to be credited also. Cool monster btw
7 months ago
CaptainToenail's Avatar
CaptainToenail : I created the edit for the Forgotten One that the Chiller Soul sprites are based upon, however I did not create the frosty Chiller Soul sprites themselves.
7 months ago
CaptainToenail's Avatar
CaptainToenail : Hey - just a heads up - Chiller Soul thread is closed so I'll leave this here - the credits for the sprite edit aren't quite correct still - cont'd.
7 months ago
Gothic's Avatar
Gothic : NOTICE: If I closed your thread due to innactivity and you don't feel like making a new one, give me a shout here so I'll reopen it (you must be logged to ask)
8 months ago
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Gothic : I didn't, clean up your cookies if you can't see it
9 months ago
Margaret Thatcher's Avatar
Margaret Thatcher : You forgot to update the thumbnail for the ST Railgun, Gothic.
9 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : I submitted the Gross Elemental, Craneo allowed and requested me to do it
9 months ago
Gothic's Avatar
Gothic : I'm also gonna submit the Devastator from Demon Eclipse, also with SOF sprites. I remember it was submitted once in the old formus, I believe it was Ghastly
9 months ago
Gothic's Avatar
Gothic : I plan to update the Pyro Cannon with SoniKOFan sprites, but they seem to be even bigger than the original sprites.
9 months ago
Gothic's Avatar
Gothic : I never noticed that, I guess I never used that monster. It should be updated one of these days
9 months ago
CaptainToenail's Avatar
CaptainToenail : Is it a holdover from a DeHacked implementation? I know I first saw them in ActionDoom.
9 months ago
CaptainToenail's Avatar
CaptainToenail : Did you know that since it was submitted 15(!) years ago, the Imp Trite makes the Mancubus attack sound? That's pretty funny.
9 months ago
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anon : But visuals, like the clouds, somehow run smoothly and at a normal fps, in the background when the menu overlay is pulled up
9 months ago
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anon : Clean installs and purging configs changes nothing. The game's resource use is negligible. Lower than potato and higher than maximum settings run equally poorly
9 months ago
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anon : (ie. Ryzen 7 5800H, Radeon RX 6600XT, 16 GB of RAM)
9 months ago
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anon : The flatpak version of Wolfenstein Blade of Agony is running at less than 1 fps at lower than potato settings on a pretty high-end gaming rig. Ideas?
9 months ago
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anon : The flatpak version of Wolfenstein Blade of Agony is running at less than 1 fps at lower than potato settings on a pretty high-end gaming rig. Ideas?
9 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Ah, wonderful! Thank you. I'll try using that and see about updating one of my monsters later.
9 months ago
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nobody : Use A_Stop.
9 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Didn't mean to post that twice. But yeah, like a Cacodemon being shot and is now moving backwards. Is there something to force them to stop their movement?
9 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Quick question, is there a function that would force an actor to stop all movement? Including floating actors and being pushed by attacks?
9 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Quick question, is there a function that would force an actor to stop all movement? Including floating actors and being pushed by attacks?
9 months ago
Gothic's Avatar
Gothic : hey salahmander
10 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Help I can't post replies
10 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Please check the WIP thread if you want to check all of them, I also uploaded the Hell Smith
10 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Okay, decided to port the rest of the Hell-Forged enemies by myself, not 100% accurate, some of them even are missing GLDefs but Amuscaria didn't done much.
10 months ago
Gothic's Avatar
Gothic : as for the regular Blood Fiend and Devil, I decided to only use the new sprite sets, and tossed the old ones
10 months ago
Gothic's Avatar
Gothic : BIG updates to the Super Devil and Cyber Fiend, now they look like the modern Blood Fiend and Devil, and gave them brightmaps
10 months ago
Amiga Angel's Avatar
Amiga Angel : new update to elven sorceress
10 months ago
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I6g9o5r1 : Bruh
11 months ago
Icws666oadw's Avatar
Icws666oadw : I live... AGAIN.
11 months ago
BadMojo's Avatar
BadMojo : Never Fear.. I Was Here :P
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : The site is improving further and further, keep going good!
1 year ago
Tormentor667's Avatar
Tormentor667 : Thanks for your feedback!
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : It's working better now. The "Latest" area is now my bookmark home. ? Sign in, and it automatically shows all the new stuff. Convenient
1 year ago
Tormentor667's Avatar
Tormentor667 : Did some more work today, that helps to indicate new posts in the overview and the categories. Also topic icons are working again
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : *Me trying to not click a new feature implemented so the bot doesn't ban my IP again. Seriously, I was trying to look a preview and the IP bot banned me again*
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : Nah, imo I don't like it. Can't see 'New' posts and it looks too complicated. But hey, it's your site.
1 year ago
Kan3's Avatar
Kan3 : Imo it looks really coolo
1 year ago
Tormentor667's Avatar
Tormentor667 : Got a big bunch done, I hope it is already bettrr
1 year ago
Tormentor667's Avatar
Tormentor667 : Working on it right now
1 year ago
Gothic's Avatar
Gothic : People, please stop using Mediafire for hosting files, I'll reinforce this rule harder from now on
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : I saw, it's garbled AF on the page. Weird glitch?
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Enjoy another neat monster concept: The Rat King
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : The pages are way too crushed down horizontally now. The repository looks scuffed too https://prnt.sc/eNn7vSCXnJn2
1 year ago
Tormentor667's Avatar
Tormentor667 : Okay them - finished most of my overhaul of the page. How do you like it?
1 year ago
Kan3's Avatar
Kan3 : My fault that I left the replace thing after I tested it D: thanks for the update
1 year ago
Gothic's Avatar
Gothic : The Automatic Crossbow has been updated, I didn't notice it was replacing the Chaingun for some reason.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic Seems like you forgot to update the editor numbers document when you added Toenails' techno columns.
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : Sorry, didn't realise Enter posts. A lot of the weapon submissions need some tweaking and they'd be fantastic additions.
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : There are some good submissions, my sprite work isn't great or even good by comparison, however I can script decorate.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Man I haven't been active here in a long time. Maybe I should actually get off my ass and review some submissions again. And update the MVP submission again.
1 year ago
Kan3's Avatar
Kan3 : I'm loving what I'm seeing so far :D
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Neat work! A page rework is always not bad when it comes to good updated features ;)
1 year ago
Tormentor667's Avatar
Tormentor667 : Currently working on an overhaul of the page, don't worry if things are behaving strangely ;)
1 year ago
Gothic's Avatar
Gothic : The D'sparil staff has been updated, check the update log inside to see what's new.
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Oh, nevermind, I could access now, thank you! :D
1 year ago
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Ganbare : Hello? It's me, Ganbare-Lucifer, can you delist me from the 'black list', everytime I try to log in it blocks my access and became annoying.
1 year ago
Infirnex's Avatar
Infirnex : Happy new year everyone!
1 year ago
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Eisenfaust : 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...
1 year ago
Gothic's Avatar
Gothic : The Spray Cannon and BFG2704 have been updated. Besides the change of file, projectiles no longer bounce infinitely. Merry Christmas.
1 year ago
Gothic's Avatar
Gothic : Yeah, if you're using other people's stuff, make sure they gave permission for their use, or ask them for permission
1 year ago
Vandorian117's Avatar
Vandorian117 : What is the rules concerning it do I need to find the Authors and Include them in a Text Document in the Pk3?
1 year ago
Vandorian117's Avatar
Vandorian117 : 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
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Yeah, I noticed that too, I sent Tormentor a message.
1 year ago
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Gothic : Something is wrong with the site, the links are directing incorrectly, they should have /index.php/
1 year ago
ozymandias81's Avatar
ozymandias81 : 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
1 year ago
SkeletronMK666's Avatar
SkeletronMK666 : I've submited a file to the besteary, someone let me know if there are problems with the monster, i'll fix em
1 year ago
Gothic's Avatar
Gothic : You can actually
1 year ago
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DoubleU : You should be able to preview the audio files
1 year ago
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