#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] HoloDoomguy

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   1 year 11 months ago [\#12408](#12408) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12408 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 Yeah personally I like visual consistency, but if you like the high res ones then keep those.
As for the credits, I took the TryPickup code from Player701 while I figured out the rest, so credit goes for both.

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   1 year 11 months ago [\#12415](#12415) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12415 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 updated

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   1 year 11 months ago - 1 year 11 months ago [\#12420](#12420) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12420 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 I decided to make a Strife version. Didn't take too long, just had to recolor a few sprites, make new inventory icons (they old format didn't fit Strife's inventory UI) and remove everything Doom-style. In this version the hologram doesn't shout profanities, but fires a few fake shots to provoke enemies. Otherwise works exactly the same.
<a data-bs-toggle="tooltip" href="/" title="CaptainToenail">@CaptainToenail</a> you may be interested in this ![;-)](https://www.realm667.com/media/kunena/emoticons/cacwnk.gif ";-)")

[ https://drive.google.com/file/d/1dElL1z4JIwObnPrkdqyQeqG8Tw9d5Wsj/view?usp=sharing](https://drive.google.com/file/d/1dElL1z4JIwObnPrkdqyQeqG8Tw9d5Wsj/view?usp=sharing)

 Last edit: 1 year 11 months ago by DeVloek.

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   1 year 11 months ago [\#12424](#12424) by CaptainToenail  Replied by *CaptainToenail* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12424 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 Very nice work on this one DeVloek

If they were combined, would it be possible to choose which one spawns, depending on what iwad is selected?

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   1 year 11 months ago [\#12425](#12425) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12425 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 I guess so, although I wouldn't know exactly how to do it. Not sure if there's a direct method to determine the IWAD (I heard it can be done via checksum but I couldn't find any further info on this) so I'd probably use **wads.FindLump** to check if a unique lump is present, eg. ENDOOM or ENDSTRF, and if it's ENDSTRF replace HoloDoomguy with HoloStrifeguy (somehow).
But the question is, why? Do you have anything in mind that may benefit from such an approach, as opposed to just using the correct version for either game?

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   1 year 11 months ago [\#12426](#12426) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12426 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 The [ Teleport fog](https://zdoom.org/wiki/Classes:TeleportFog) can change appearance depending on the IWAD.

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   1 year 11 months ago [\#12428](#12428) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12428 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 I don't think that would work since both Doom and Strife use TFOG as the sprite name.
wads.FindLump seems to be the most robust method I can think of, other than Checksum which I know nothing about so I wouldn't even try.

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   1 year 11 months ago [\#12429](#12429) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12429 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 What about [ lump filtering](https://zdoom.org/wiki/Lump_filtering)?

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   1 year 11 months ago - 1 year 11 months ago [\#12430](#12430) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12430 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

Download

One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

> What about [ lump filtering](https://zdoom.org/wiki/Lump_filtering) ?

Oh I didn't know about that method, but it's super easy to use and works fine. [ https://drive.google.com/file/d/16cnInYSruLXJ0-UBGfPS9d7Q93v2yEor/view?usp=sharing](https://drive.google.com/file/d/16cnInYSruLXJ0-UBGfPS9d7Q93v2yEor/view?usp=sharing)
Still can't think of a scenario where this would be useful but if you wanna add that combo to the repo instead of the two standalone versions, go ahead.

Oh and <a data-bs-toggle="tooltip" href="/" title="Gothic">@Gothic</a>, yesterday I failed to see what you were trying to say when you mentioned the teleport fog. I somehow overlooked the whole **switch (gameinfo.gametype)** function in the code, guess I wasn't paying too much attention... that method would have involved rewriting parts of the code though, something I wanted to avoid so if a combo version is really needed, please use the one above.

 Last edit: 1 year 11 months ago by DeVloek.

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   1 year 11 months ago - 1 year 11 months ago [\#12458](#12458) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] HoloDoomguy](https://www.realm667.com/forum/closed-submissions/2131-submission-holodoomguy?start=10#12458 "Info

Name: HoloDoomguy
Type: Decoy
Palette: Doom
Summon: HoloDoomguy
Use type: Inventory
Duration: Toggle / 60 seconds
Brightmaps: No
Actor modification: No
ACS: No

Description:
A portable gadget that deploys a hologram of Doomguy when used.
- All nearby monsters forget their current target and attack the hologram instead
- Hologram cannot be destroyed, all attacks go right through it
- Can be turned on and off anytime, turning it off stops the timer
- Monsters may still switch targets if they are attacked (allows infighting and retaliation against the player)
- Can perform rude one-liners and obscene hand gestures to provoke monsters repeatedly
- See holodoomguy.txt to configure range, duration and provoking intervals

Credits
Code: DeVloek, Gothic, Player701
GLDefs: DeVloek
Sounds: 3D Realms, ZeroXDiamond
Sprites: id Software, 3D Realms, Mark Quinn, Kinsie
Sprite Edit: DeVloek
Idea base: HoloDuke​​​​​​​

Sprite Preview
  

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One thing regarding the doomguy sprites. They are based on an unarmed doomguy from a mod called "Third Person". The author credited Skulltag, but it's not from there afaik. So if anyone knows who actually created the melee marine sprite set, please let me know so I can add them to the credits.
The "obscene hand gesture" poses were inspired by a spritesheet of a doomguy doing an uppercut that I got off Deviantart, which actually gave me the idea for the gesture ;-) The author probably used the same sprites as a base, but they didn't give credit either... 
added Mark Quinn to the credits

btw I had much fun making this, if you try this out you'll probably understand why :lol: ")*

 For the sake of simplicity, let's keep them in separated files. If the modder wants to implement multi IWAD compatibility, then I assume they are skilled with coding and lump management to do it themselves.
Before adding this, I'd like to make 2 changes to the Strife version if you would allow me: - Change the color of the flame/light to a different tone of blue, so it glows in dark places in software mode:

 [ ![[img](https://i.imgur.com/jzwyZ8w.png) ](https://i.imgur.com/jzwyZ8w.png "[img")

- Give the inventory icon a black outline to fit with the rest of the icons:

 [ ![[img](https://i.imgur.com/59EJCar.png) ](https://i.imgur.com/59EJCar.png "[img")

 Last edit: 1 year 11 months ago by Gothic.

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