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#  [The Workshop](https://www.realm667.com/forum/the-workshop "View Category 'The Workshop'")  208 topics

 | A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin! |
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 | <a id="forumtop"> </a> [ ](#forumbottom) | Subject | Replies / Views | Last Post |

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| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1844-the-ideas-and-brainstorming-thread) | [The Ideas and Brainstorming Thread](https://www.realm667.com/forum/the-workshop/1844-the-ideas-and-brainstorming-thread "I noticed this board lacked some sort of thread for people to share their ideas and stuff that can help inspire others to do their own versions or even help work on said project.  I'm just a mere mortal, I don't have faith a mod would pin this.  Anyways. My first contribution to this thread is about an idea of a were-creature cursed/infected zombie, which shapeshifts into various were-creatures depending on the type under certain conditions. So that way it feels less bland and generic by just publishing the were-creature alone in a submission.  Below you can see the Werewolf sprites I did editing the Satyr.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 3 years 4 months ago, by Ganbare-Lucifer       [Last Post](https://www.realm667.com/forum/the-workshop/1844-the-ideas-and-brainstorming-thread?start=10#12964 "This topic has been dead for two years, lemme undust it a bit.  Would you like to have enhancements to the Psychic Soul and the Terror?  One removing the horns and the second using Rei's Goth Lost Soul   ") 4 months 4 weeks ago     by Ganbare-Lucifer   - [1](https://www.realm667.com/forum/the-workshop/1844-the-ideas-and-brainstorming-thread?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/1844-the-ideas-and-brainstorming-thread?start=10 "Page:2") | Replies:16  Views:3365 | [Last Post](https://www.realm667.com/forum/the-workshop/1844-the-ideas-and-brainstorming-thread?start=10#12964 "This topic has been dead for two years, lemme undust it a bit.  Would you like to have enhancements to the Psychic Soul and the Terror?  One removing the horns and the second using Rei's Goth Lost Soul   ") by Ganbare-Lucifer      4 months 4 weeks ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/610-introduce-yourself) | [Introduce Yourself](https://www.realm667.com/forum/the-workshop/610-introduce-yourself "Simply, this is a thread where people can post self-introductions or merely say "hi". Newly registered users are encouraged to post here. I'll go first:  Hello, I'm Blue Shadow, and I'm awesome.  Your turn!")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 years 5 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/610-introduce-yourself?start=20#12709 "Hey.  Long time listener, first time caller.  Played Doom for the first time sometime in 2009, and despite growing up in the age of fancy graphics and bombastic effects, I just gravitated towards...") 1 year 5 months ago     by DoomieTheDestroyer   - [1](https://www.realm667.com/forum/the-workshop/610-introduce-yourself?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/610-introduce-yourself?start=10 "Page:2") - [3](https://www.realm667.com/forum/the-workshop/610-introduce-yourself?start=20 "Page:3") | Replies:27  Views:23.1k | [Last Post](https://www.realm667.com/forum/the-workshop/610-introduce-yourself?start=20#12709 "Hey.  Long time listener, first time caller.  Played Doom for the first time sometime in 2009, and despite growing up in the age of fancy graphics and bombastic effects, I just gravitated towards...") by DoomieTheDestroyer      1 year 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/59-the-wip-thread) | [The WIP Thread](https://www.realm667.com/forum/the-workshop/59-the-wip-thread "Decided to recreate this thread. What are you guys working on? :)")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 9 months ago, by Dreadopp       [Last Post](https://www.realm667.com/forum/the-workshop/59-the-wip-thread?start=110#12617 "Just wanted to let you guys know,  (working title: Soul Rush) that I mentioned many times in the  thread.  Actually I'm also working on a 2nd version/fork of this mod that works a bit differently. The one I just released is based on an idea I had quite some time ago but never got around to working on it until a few weeks ago. I wanted to make a mod that works similarly to the Shattered Realm game mode of Grim Dawn (one of my all-time favorite games besides Doom), one which focuses on killing a certain amount of monsters to finish a map instead of the usual gameplay loop of looking for keys to progress and finding the exit.  Since in the Shattered Realm all monsters are randomized every run, I wanted to have that in my mod too. I looked at how other randomizer mods solved this, but it turned out they all required the monster assets and code to be present in the mod itself. I had the idea to make this truly universal and compatible with any monster/weapon mod, and after some research I found out how to do it, but in a quite unconventional way so my code is very different from all those other randomizers out there. So I started testing my approach with all the R667 monsters and weapons, that's when I realized that many of them are conflicting with each other, thus the aforementioned thread was created and I started working on removing those conflicts. Btw I am very grateful to everyone who helped me, thanks a lot! I believe this not only helps me but benefits everyone who wants to combine the many R667 assets into their own project, be it pro modder or casual mapper.  The 2nd version is still in its very early stages, not ready for release yet. I removed all the gameplay aspects of my SR mod, but kept the randomization of every monster that is loaded alongside the mod. Weapons and ammo will be randomized too, maybe powerups and other items as well but I haven't really thought about those yet. This will still take a while since I first wanna focus on some other things, mainly my SR mod which is still missing some features I had planned.  So yeah if you have the time, check out the release thread, play my mod for a while and give me some feedback! :-) If you wanna try the randomizer aspect for real, add some mods that contain weapons and/or monsters to your load order, or you could download the R667  and  that we already fixed and just load those you wanna play with into your mod launcher of choice. I had tons of fun playing around with this, I hope you will have too! >:-D") 1 year 9 months ago     by DeVloek   - [1](https://www.realm667.com/forum/the-workshop/59-the-wip-thread?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/59-the-wip-thread?start=10 "Page:2") - [3](https://www.realm667.com/forum/the-workshop/59-the-wip-thread?start=20 "Page:3") - <a class="disabled">...</a> - [12](https://www.realm667.com/forum/the-workshop/59-the-wip-thread?start=110 "Page:12") | Replies:112  Views:75.6k | [Last Post](https://www.realm667.com/forum/the-workshop/59-the-wip-thread?start=110#12617 "Just wanted to let you guys know,  (working title: Soul Rush) that I mentioned many times in the  thread.  Actually I'm also working on a 2nd version/fork of this mod that works a bit differently. The one I just released is based on an idea I had quite some time ago but never got around to working on it until a few weeks ago. I wanted to make a mod that works similarly to the Shattered Realm game mode of Grim Dawn (one of my all-time favorite games besides Doom), one which focuses on killing a certain amount of monsters to finish a map instead of the usual gameplay loop of looking for keys to progress and finding the exit.  Since in the Shattered Realm all monsters are randomized every run, I wanted to have that in my mod too. I looked at how other randomizer mods solved this, but it turned out they all required the monster assets and code to be present in the mod itself. I had the idea to make this truly universal and compatible with any monster/weapon mod, and after some research I found out how to do it, but in a quite unconventional way so my code is very different from all those other randomizers out there. So I started testing my approach with all the R667 monsters and weapons, that's when I realized that many of them are conflicting with each other, thus the aforementioned thread was created and I started working on removing those conflicts. Btw I am very grateful to everyone who helped me, thanks a lot! I believe this not only helps me but benefits everyone who wants to combine the many R667 assets into their own project, be it pro modder or casual mapper.  The 2nd version is still in its very early stages, not ready for release yet. I removed all the gameplay aspects of my SR mod, but kept the randomization of every monster that is loaded alongside the mod. Weapons and ammo will be randomized too, maybe powerups and other items as well but I haven't really thought about those yet. This will still take a while since I first wanna focus on some other things, mainly my SR mod which is still missing some features I had planned.  So yeah if you have the time, check out the release thread, play my mod for a while and give me some feedback! :-) If you wanna try the randomizer aspect for real, add some mods that contain weapons and/or monsters to your load order, or you could download the R667  and  that we already fixed and just load those you wanna play with into your mod launcher of choice. I had tons of fun playing around with this, I hope you will have too! >:-D") by DeVloek      1 year 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1086-atten-mediafire-links-are-unacceptable) | [\[ATTEN\] Mediafire links are unacceptable](https://www.realm667.com/forum/the-workshop/1086-atten-mediafire-links-are-unacceptable "This is to let you guys know that we no longer accept submission downloads hosted on Mediafire. The reason being the ads and pop-ups (it is mostly the pop-ups). Existing submissions which use...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 8 years 5 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/1086-atten-mediafire-links-are-unacceptable#6817 "This is to let you guys know that we no longer accept submission downloads hosted on Mediafire. The reason being the ads and pop-ups (it is mostly the pop-ups). Existing submissions which use...") 8 years 5 months ago     by Blue Shadow | Replies:0  Views:7263 | [Last Post](https://www.realm667.com/forum/the-workshop/1086-atten-mediafire-links-are-unacceptable#6817 "This is to let you guys know that we no longer accept submission downloads hosted on Mediafire. The reason being the ads and pop-ups (it is mostly the pop-ups). Existing submissions which use...") by Blue Shadow      8 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/785-mods-dont-go-here) | [Mods Don't Go Here!](https://www.realm667.com/forum/the-workshop/785-mods-dont-go-here "The Realm667 site is not the place to share one's mods, so please, do not post your mods here. There are other forums in the community where you can freely do so, like , and . These forums see more...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 9 years 10 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/785-mods-dont-go-here#4735 "To add onto that:  What we are here is primarily a content repository. We are looking for assets and custom actors that other people can use in their mods. That's our niche. Weapons, monsters, items, texture packs, SFX, etc., that are ready-to-use with no need for additional work, and that have been approved by a group of seasoned moderators (in other words, not a dumping grounds for crap). We aren't looking for mods themselves. As Blue Shadow said (and linked to), there are better audiences for that. But beyond audiences, it's just not what our specialization is. We specialize in ready-to-use content. If you really want to show off your mod here, you can make a post in the , but please don't create a new thread just to show off a mod.") 9 years 10 months ago     by MagicWazard | Replies:1  Views:9874 | [Last Post](https://www.realm667.com/forum/the-workshop/785-mods-dont-go-here#4735 "To add onto that:  What we are here is primarily a content repository. We are looking for assets and custom actors that other people can use in their mods. That's our niche. Weapons, monsters, items, texture packs, SFX, etc., that are ready-to-use with no need for additional work, and that have been approved by a group of seasoned moderators (in other words, not a dumping grounds for crap). We aren't looking for mods themselves. As Blue Shadow said (and linked to), there are better audiences for that. But beyond audiences, it's just not what our specialization is. We specialize in ready-to-use content. If you really want to show off your mod here, you can make a post in the , but please don't create a new thread just to show off a mod.") by MagicWazard      9 years 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/64-regarding-unknown-property-flag-errors) | [Regarding "Unknown property/flag" errors](https://www.realm667.com/forum/the-workshop/64-regarding-unknown-property-flag-errors "Firstly, Zandronum is several versions behind ZDoom and GZDoom. A lot of new Decorate additions in (G)ZDoom aren't even in Zandronum yet, so Zandronum will spew an error and won't start. Try it in (G)ZDoom instead. Also, to people who submit things here, it would be best to say if it works or doesn't work in Zandronum, for those forum users who can't read global announcements.  Secondly, if you get these errors in ZDoom or GZDoom, try updating your version of these engines to the latest available official release. If that still doesn't work, try a recent development build, BEFORE you post to complain that it doesn't work.  Here are the links:  * ZDoom ( \| )  * GZDoom ( \| )  [/quote]  (Note: I did some changes to the post, changing Skulltag to Zandronum and adding the source ports links.)")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 9 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/64-regarding-unknown-property-flag-errors#154 "Firstly, Zandronum is several versions behind ZDoom and GZDoom. A lot of new Decorate additions in (G)ZDoom aren't even in Zandronum yet, so Zandronum will spew an error and won't start. Try it in (G)ZDoom instead. Also, to people who submit things here, it would be best to say if it works or doesn't work in Zandronum, for those forum users who can't read global announcements.  Secondly, if you get these errors in ZDoom or GZDoom, try updating your version of these engines to the latest available official release. If that still doesn't work, try a recent development build, BEFORE you post to complain that it doesn't work.  Here are the links:  * ZDoom ( \| )  * GZDoom ( \| )  [/quote]  (Note: I did some changes to the post, changing Skulltag to Zandronum and adding the source ports links.)") 11 years 9 months ago     by Blue Shadow | Replies:0  Views:9991 | [Last Post](https://www.realm667.com/forum/the-workshop/64-regarding-unknown-property-flag-errors#154 "Firstly, Zandronum is several versions behind ZDoom and GZDoom. A lot of new Decorate additions in (G)ZDoom aren't even in Zandronum yet, so Zandronum will spew an error and won't start. Try it in (G)ZDoom instead. Also, to people who submit things here, it would be best to say if it works or doesn't work in Zandronum, for those forum users who can't read global announcements.  Secondly, if you get these errors in ZDoom or GZDoom, try updating your version of these engines to the latest available official release. If that still doesn't work, try a recent development build, BEFORE you post to complain that it doesn't work.  Here are the links:  * ZDoom ( \| )  * GZDoom ( \| )  [/quote]  (Note: I did some changes to the post, changing Skulltag to Zandronum and adding the source ports links.)") by Blue Shadow      11 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/61-thread-tags) | [Thread Tags](https://www.realm667.com/forum/the-workshop/61-thread-tags "The thread tags from the old forum are, unfortunately, no longer available for use with the new forum. So, as an alternative solution, certain topic icons can be used, instead.  From left to right, the icons are:  * BUG FIXED (used for bugtrackers of only)  * BUG OPEN (used for bugtrackers of hosted projects only)  * SUBMISSION  * UNFINISHED  * ON HOLD  * APPROVED  * REJECTED  If your submission is an update, "tag" it in the thread title in addition to using the submission icon.  Here are the tags explanations, courtesy of Ghastly:")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 11 years 9 months ago, by Blue Shadow       [Last Post](https://www.realm667.com/forum/the-workshop/61-thread-tags#136 "The thread tags from the old forum are, unfortunately, no longer available for use with the new forum. So, as an alternative solution, certain topic icons can be used, instead.  From left to right, the icons are:  * BUG FIXED (used for bugtrackers of only)  * BUG OPEN (used for bugtrackers of hosted projects only)  * SUBMISSION  * UNFINISHED  * ON HOLD  * APPROVED  * REJECTED  If your submission is an update, "tag" it in the thread title in addition to using the submission icon.  Here are the tags explanations, courtesy of Ghastly:") 11 years 9 months ago     by Blue Shadow | Replies:0  Views:8217 | [Last Post](https://www.realm667.com/forum/the-workshop/61-thread-tags#136 "The thread tags from the old forum are, unfortunately, no longer available for use with the new forum. So, as an alternative solution, certain topic icons can be used, instead.  From left to right, the icons are:  * BUG FIXED (used for bugtrackers of only)  * BUG OPEN (used for bugtrackers of hosted projects only)  * SUBMISSION  * UNFINISHED  * ON HOLD  * APPROVED  * REJECTED  If your submission is an update, "tag" it in the thread title in addition to using the submission icon.  Here are the tags explanations, courtesy of Ghastly:") by Blue Shadow      11 years 9 months ago |

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| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/soulsphere.png)](https://www.realm667.com/forum/the-workshop/2298-possession-sphere-zscriptification-help) | [Possession Sphere ZScriptification help](https://www.realm667.com/forum/the-workshop/2298-possession-sphere-zscriptification-help "So am looking to convert the Possession Sphere effects without ACS and if possible, without making any new actors, and if it is possible without any new actors, is there a way to implement enemies...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 8 months 4 days ago, by Salahmander       [Last Post](https://www.realm667.com/forum/the-workshop/2298-possession-sphere-zscriptification-help#12872 "Updated the pk3 on my google drive, see the full changelog in UPDATES.txt. I also included Blue Shadow's old code in a seperate folder.") 8 months 2 days ago     by DeVloek | Replies:7  Views:371 | [Last Post](https://www.realm667.com/forum/the-workshop/2298-possession-sphere-zscriptification-help#12872 "Updated the pk3 on my google drive, see the full changelog in UPDATES.txt. I also included Blue Shadow's old code in a seperate folder.") by DeVloek      8 months 2 days ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2292-converting-the-salvation-sphere-alt-version-to-zscript) | [Converting the Salvation Sphere alt version to ZScript.](https://www.realm667.com/forum/the-workshop/2292-converting-the-salvation-sphere-alt-version-to-zscript "So basically, I'm looking to convert the alt version of the Salvation Sphere without it requiring the need to make a new player class, I couldn't find anything on how the auto use would work like in...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 8 months 6 days ago, by Salahmander       [Last Post](https://www.realm667.com/forum/the-workshop/2292-converting-the-salvation-sphere-alt-version-to-zscript#12854 "So basically, I'm looking to convert the alt version of the Salvation Sphere without it requiring the need to make a new player class, I couldn't find anything on how the auto use would work like in...") 8 months 6 days ago     by Salahmander | Replies:0  Views:205 | [Last Post](https://www.realm667.com/forum/the-workshop/2292-converting-the-salvation-sphere-alt-version-to-zscript#12854 "So basically, I'm looking to convert the alt version of the Salvation Sphere without it requiring the need to make a new player class, I couldn't find anything on how the auto use would work like in...") by Salahmander      8 months 6 days ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/help.png)](https://www.realm667.com/forum/the-workshop/2281-converting-the-medical-backpack-from-acs-to-zscript) | [Converting the Medical Backpack from ACS to ZScript](https://www.realm667.com/forum/the-workshop/2281-converting-the-medical-backpack-from-acs-to-zscript "Hiya, so looking to do the above in the title, but not sure how, anyone know how to go about it? Would be terrific for it to be all ZScript.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 8 months 2 weeks ago, by Salahmander       [Last Post](https://www.realm667.com/forum/the-workshop/2281-converting-the-medical-backpack-from-acs-to-zscript#12842 "No worries, happy to help :-)  Regarding the "bug" I described, I just looked the holodoomguy item and it has the same issue, only 1 unit out of 60 is dropped. But 60 is the seconds remaining so I need to fix this as well.  Are you aware of other items in the repo that have a large quantity of units, that should drop only 1 item with all units in it?") 8 months 1 week ago     by DeVloek | Replies:3  Views:248 | [Last Post](https://www.realm667.com/forum/the-workshop/2281-converting-the-medical-backpack-from-acs-to-zscript#12842 "No worries, happy to help :-)  Regarding the "bug" I described, I just looked the holodoomguy item and it has the same issue, only 1 unit out of 60 is dropped. But 60 is the seconds remaining so I need to fix this as well.  Are you aware of other items in the repo that have a large quantity of units, that should drop only 1 item with all units in it?") by DeVloek      8 months 1 week ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2245-repo-actor-zscriptification-and-pk3ingproject) | [Repo Actor ZScriptification and PK3ingproject](https://www.realm667.com/forum/the-workshop/2245-repo-actor-zscriptification-and-pk3ingproject "So as has been seen in the items updates lately, I've been converting submissions from DECORATE to ZScript to work with the modern standard and having PK3s instead of WAD, again, to fit with the rules...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 10 months 3 weeks ago, by Salahmander       [Last Post](https://www.realm667.com/forum/the-workshop/2245-repo-actor-zscriptification-and-pk3ingproject#12796 "In that case, I say for a best of both worlds situation, I'll make it a normal backpack also.") 10 months 3 weeks ago     by Salahmander | Replies:2  Views:327 | [Last Post](https://www.realm667.com/forum/the-workshop/2245-repo-actor-zscriptification-and-pk3ingproject#12796 "In that case, I say for a best of both worlds situation, I'll make it a normal backpack also.") by Salahmander      10 months 3 weeks ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/barrel.png)](https://www.realm667.com/forum/the-workshop/2055-merged-shotgun) | ["Merged" Shotgun](https://www.realm667.com/forum/the-workshop/2055-merged-shotgun "The idea I have is pretty simple: a merged version of Doom's two shotguns. An over-under double barrel with a primary fire that shoots one shot, and a secondary fire that blasts two. Primary could be...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 3 months ago, by DoctorBleed       [Last Post](https://www.realm667.com/forum/the-workshop/2055-merged-shotgun#12764 "Ooh, cool! I'm gonna check this out! Thanks for replying :)  EDIT: Just played it. Feels amazing! Nice and chunky. It almost feels OP but I can't quite tell if it is. Good job regardless!") 1 year 2 months ago     by DoctorBleed | Replies:3  Views:1112 | [Last Post](https://www.realm667.com/forum/the-workshop/2055-merged-shotgun#12764 "Ooh, cool! I'm gonna check this out! Thanks for replying :)  EDIT: Just played it. Feels amazing! Nice and chunky. It almost feels OP but I can't quite tell if it is. Good job regardless!") by DoctorBleed      1 year 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/2085-spidermastermind-magic-upgrade) | [Spidermastermind magic upgrade](https://www.realm667.com/forum/the-workshop/2085-spidermastermind-magic-upgrade "Since Romero revealed the scrapped magic attack sprite of the Spidermastermind, I wanted to do something with that idea, and recently I got some inspiration to get started. For this mod I took some...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 1 month ago, by DeVloek       [Last Post](https://www.realm667.com/forum/the-workshop/2085-spidermastermind-magic-upgrade?start=10#12738 "Concept sprite looks absolutely AMAZING! I hope you can eventually get the full sprite set complete, it looks brilliant & really adds some fear factor") 1 year 4 months ago     by DBJ87   - [1](https://www.realm667.com/forum/the-workshop/2085-spidermastermind-magic-upgrade?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/2085-spidermastermind-magic-upgrade?start=10 "Page:2") | Replies:10  Views:1766 | [Last Post](https://www.realm667.com/forum/the-workshop/2085-spidermastermind-magic-upgrade?start=10#12738 "Concept sprite looks absolutely AMAZING! I hope you can eventually get the full sprite set complete, it looks brilliant & really adds some fear factor") by DBJ87      1 year 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png)](https://www.realm667.com/forum/the-workshop/2209-brutal-chainsaw-for-vanilla) | [Brutal Chainsaw for Vanilla](https://www.realm667.com/forum/the-workshop/2209-brutal-chainsaw-for-vanilla "This is something I've wanted for a long time and eventually just had to make myself. I forked the chainsaw from Brutal Doom, sterilized the code to remove must of the stuff that ties it into BD, and...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 1 year 4 months ago, by DoctorBleed       [Last Post](https://www.realm667.com/forum/the-workshop/2209-brutal-chainsaw-for-vanilla#12731 "This is something I've wanted for a long time and eventually just had to make myself. I forked the chainsaw from Brutal Doom, sterilized the code to remove must of the stuff that ties it into BD, and...") 1 year 4 months ago     by DoctorBleed | Replies:0  Views:479 | [Last Post](https://www.realm667.com/forum/the-workshop/2209-brutal-chainsaw-for-vanilla#12731 "This is something I've wanted for a long time and eventually just had to make myself. I forked the chainsaw from Brutal Doom, sterilized the code to remove must of the stuff that ties it into BD, and...") by DoctorBleed      1 year 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2206-leaping-imps-and-charging-pinkies) | [Leaping Imps and Charging Pinkies!](https://www.realm667.com/forum/the-workshop/2206-leaping-imps-and-charging-pinkies "Been having fun recently. I always liked the leaping ability Imps had in "Brutal Doom" and "Nobody Told Me About ID" and wanted to make it work as a standalone thing. After some tinkering, I did! I...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 1 year 4 months ago, by DoctorBleed       [Last Post](https://www.realm667.com/forum/the-workshop/2206-leaping-imps-and-charging-pinkies#12725 "Been having fun recently. I always liked the leaping ability Imps had in "Brutal Doom" and "Nobody Told Me About ID" and wanted to make it work as a standalone thing. After some tinkering, I did! I...") 1 year 4 months ago     by DoctorBleed | Replies:0  Views:455 | [Last Post](https://www.realm667.com/forum/the-workshop/2206-leaping-imps-and-charging-pinkies#12725 "Been having fun recently. I always liked the leaping ability Imps had in "Brutal Doom" and "Nobody Told Me About ID" and wanted to make it work as a standalone thing. After some tinkering, I did! I...") by DoctorBleed      1 year 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/hot.png)](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes) | [Repo conflict removal project (and other fixes)](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes "I mentioned in another thread that I downloaded the entire beastiary, and here's why. I was gonna write a lengthy post about my new WIP mod project but then I remembered that this isn't really the...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 1 year 11 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30#12693 "The problem is that those monsters are almost two decades older than LoR, even if we rename them, old mods that use them would still have conflicts. I made a comment earlier hoping that the GZDoom devs are aware of this.") 1 year 6 months ago     by Gothic   - [1](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=10 "Page:2") - [3](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=20 "Page:3") - [4](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30 "Page:4") | Replies:33  Views:3290 | [Last Post](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30#12693 "The problem is that those monsters are almost two decades older than LoR, even if we rename them, old mods that use them would still have conflicts. I made a comment earlier hoping that the GZDoom devs are aware of this.") by Gothic      1 year 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/2186-problem-inquiry-tool-proposal-source-controlled-pk3-build-system) | [Problem Inquiry &amp; Tool Proposal: Source Controlled PK3 Build System](https://www.realm667.com/forum/the-workshop/2186-problem-inquiry-tool-proposal-source-controlled-pk3-build-system "Hi folks!  I'm just wondering if there is a need/want in the community to have something that I'm trying to enable for myself in my personal projects. Perhaps there's already a better existing solution or even a general best practice which avoids the issues I'm trying to solve entirely. In any case, essentially, I'd like to treat my mod projects more like software projects but this comes with some hassles which I've outlined below (TL;DR at the bottom).  WADs, PK3s and Source Control... Reviewing changes to WADs in GitHub, for example, is not very transparent. WADs are comprised of both human-readable segments (text lumps) as well as binary segments (sounds, graphics, compiled ACS, etc.) but GitHub simply considers the whole WAD a binary file (you might be able to get around this by first committing a text-only WAD first but I've not tested this and, if true, it's still quite a hacky solution). It will not display line changes in the UI so in order to gain an understanding of a particular change, the reviewer/reader must pull in the change and view the diff themselves locally (and if there are binary changes mixed in, it won't be pretty or convenient to navigate). I suspect that other Git hosting services will be similar in this way. Additionally, all the same is true for reviewing changes to PK3s. The difference is that since PK3s are literally just zip archives they represent a more natural analogue to a conventional software project. This means you can make changes to your PK3 and then extract the contents to a corresponding "source archive root" directory in your local repo so that you can benefit from having the simple, transparent catalog of narrowly-scoped changes over time that modern source control enables. Still, this feels very... off. It feels like I'm maintaining a "ghost" repo alongside my PK3 in parallel... it feels like extra work... like after all the changes I make to my PK3 I have to remember to do this manual step where I navigate to my PK3, right click, select my archiver application, select "extract to...", choose my sources root and-- OOPS! I forgot that I had deleted some unnecessary lumps and folders in the PK3 as part of this release so now I have to go into the sources I just extracted to delete those lumps or delete the whole directory and rerun the extraction. I have to perform all these manual actions, make all these button clicks and error-prone judgements just to make sure that my source repo reflects the current state of my latest release... and even then I've still managed to introduce some degree of risk. The burden of potentially desynchronizing my sources from my release with every change starts weighing on me... maybe I put it off once or twice with the promise to myself that I'll re-sync my sources in a few commits. I hold myself to this promise at first but I inevitably start slipping up again regularly and then eventually I simply stop consistently updating my source repo altogether... but it doesn't have to be this way!  Building Consistency into Your Workflow... What I propose is a build system which has 2 main jobs: generates artifacts (compiles source trees from a local Git repo into PK3s for release) synchronizes sources (extracts the contents of artifacts with the latest changes into corresponding source trees in a local Git repo to maintain a 1:1 relationship between release contents and sources)  The build system could even be extended to handle WADs. It could expose actions to take when making changes to the repo in the form of Git hooks (for example: if it detects, upon commit, that the latest local release differs from what's in the sources it can automatically synchronize them before proceeding with the commit or it can cancel the commit and then prompt the user to take appropriate action). It opens up the possibility to expand the potential tool suite to include people's favorite IDEs. The possibilities are vast I feel. To get a rough idea of what a workflow enabled by such a system could potentially look like you can check out the demo I've posted to YouTube: "".  In Conclusion... I'd like to get some folks' opinions on this idea (whether it is worth the effort or necessary or even solves a problem in the first place, examples of existing efforts to achieve a similar goal, general questions and remarks, etc.)... and if you made it this far, I appreciate your time as well as any insights and/or advice that folks from the community may have to offer!  TL; DR... I want to track my projects using source control but there are challenges associated with viewing/reviewing changes in GitHub as well as keeping changes between sources and releases in 1:1 sync; I want to know if there are existing solutions or general best practices to help with addressing/avoiding these issues (or whether I am simply hallucinating a problem); I've included a which demonstrates what a solution could potentially look like; thanks!")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 1 year 9 months ago, by A-Bomb       [Last Post](https://www.realm667.com/forum/the-workshop/2186-problem-inquiry-tool-proposal-source-controlled-pk3-build-system#12622 "Oooooooo I see... I had a feeling that maybe I was pulling a problem out of thin air  I appreciate that you took the extra time to sit through the video to understand what I was at least getting at!...") 1 year 9 months ago     by A-Bomb | Replies:2  Views:601 | [Last Post](https://www.realm667.com/forum/the-workshop/2186-problem-inquiry-tool-proposal-source-controlled-pk3-build-system#12622 "Oooooooo I see... I had a feeling that maybe I was pulling a problem out of thin air  I appreciate that you took the extra time to sit through the video to understand what I was at least getting at!...") by A-Bomb      1 year 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad) | [Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory. Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.  Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.  These are the weapons that stood out to me:  * Railgun (by Daniel)  Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.  * Seeker Missile Launcher (by NekroMage)  I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.  * Tazer (by HellsBane)  Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.  * Blaster Pistol (by Inuyasha_989)  For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.  * Multi-Projectile Weapon (by TheDarkArchon)  Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description: "The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."  The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes! So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.  btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 8 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=60#12586 "Nice work on the hand and arm, looks good 8-)  I didn't even notice the frames not rendering when they last longer than one tic :-o Not sure why that even happens, but I'm glad it was easy to fix.  One thing I noticed with my method of keeping the axe equipped when picking up a berserk: if you have already picked up a berserk in the current map, and you pick up a 2nd (or 3rd, 4th etc) berserk while having the axe equipped, it'll still switch to the fist (this happens because PowerStrength can only be given once per map, so HandlePickup won't handle it twice). Which I guess is a rare edge case but it can be prevented by either changing line 85 to  or changing line 71 to  The first method probably only works in Doom games and only with items that inherit from the Berserk pack, so the 2nd method is preferable. Either way, it'll result in displaying the normal axe frame for 1 tic when another berserk is picked up. There might be a way to fix it properly but I'm not sure if it's worth the effort digging even deeper into this.  edit: earlier I said I don't know why the frames don't render, that was a classic case of not seeing the obvious tree in the woods. Changing line 70 to  will fix it. Regardless of how many tics any frame lasts, the frame number will only change as long as it's below 9.") 1 year 10 months ago     by DeVloek   - [1](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=0 "Page:1") - [2](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10 "Page:2") - [3](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=20 "Page:3") - <a class="disabled">...</a> - [7](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=60 "Page:7") | Replies:62  Views:7918 | [Last Post](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=60#12586 "Nice work on the hand and arm, looks good 8-)  I didn't even notice the frames not rendering when they last longer than one tic :-o Not sure why that even happens, but I'm glad it was easy to fix.  One thing I noticed with my method of keeping the axe equipped when picking up a berserk: if you have already picked up a berserk in the current map, and you pick up a 2nd (or 3rd, 4th etc) berserk while having the axe equipped, it'll still switch to the fist (this happens because PowerStrength can only be given once per map, so HandlePickup won't handle it twice). Which I guess is a rare edge case but it can be prevented by either changing line 85 to  or changing line 71 to  The first method probably only works in Doom games and only with items that inherit from the Berserk pack, so the 2nd method is preferable. Either way, it'll result in displaying the normal axe frame for 1 tic when another berserk is picked up. There might be a way to fix it properly but I'm not sure if it's worth the effort digging even deeper into this.  edit: earlier I said I don't know why the frames don't render, that was a classic case of not seeing the obvious tree in the woods. Changing line 70 to  will fix it. Regardless of how many tics any frame lasts, the frame number will only change as long as it's below 9.") by DeVloek      1 year 10 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png)](https://www.realm667.com/forum/the-workshop/2144-decorate-cacomancer) | [Decorate Cacomancer](https://www.realm667.com/forum/the-workshop/2144-decorate-cacomancer "I LOVE the Cacomancer, he's one of my favourite realm667 enemies! But the problem is, I want to use him for my multiplayer mod in zandronum called Demon Master to encourage more strategy (2 Teams,...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 1 year 11 months ago, by Grape Juice       [Last Post](https://www.realm667.com/forum/the-workshop/2144-decorate-cacomancer#12438 "So I tried a few things, and got it partially working, but there are too many roadblocks so I think I'm gonna give up for now.  What's working:  * protection aura  * damage buff  * Cacomancer targeting only monsters that don't have the buff yet  What's not working:  * monsters won't lose the protection aura once out of range  * speed buff  * visual fx (no dynamic lights and particles on monsters)  * Cacomancer targeting the player once all monsters within range are buffed  * Cacomancer staying above the other monsters at all times  * some minor things that aren't necessary but nice to have, such as the monster playing its SeeSound when receiving the buff  Some things that are absolutely trivial in Zscript are probably impossible to solve, at least for me. So yeah if someone with more knowledge in Zandronum-compatible Decorate than me wants to give it a try, I can upload what I got so far.") 1 year 11 months ago     by DeVloek | Replies:7  Views:620 | [Last Post](https://www.realm667.com/forum/the-workshop/2144-decorate-cacomancer#12438 "So I tried a few things, and got it partially working, but there are too many roadblocks so I think I'm gonna give up for now.  What's working:  * protection aura  * damage buff  * Cacomancer targeting only monsters that don't have the buff yet  What's not working:  * monsters won't lose the protection aura once out of range  * speed buff  * visual fx (no dynamic lights and particles on monsters)  * Cacomancer targeting the player once all monsters within range are buffed  * Cacomancer staying above the other monsters at all times  * some minor things that aren't necessary but nice to have, such as the monster playing its SeeSound when receiving the buff  Some things that are absolutely trivial in Zscript are probably impossible to solve, at least for me. So yeah if someone with more knowledge in Zandronum-compatible Decorate than me wants to give it a try, I can upload what I got so far.") by DeVloek      1 year 11 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2014-wip-item-holders) | [WIP - Item Holders](https://www.realm667.com/forum/the-workshop/2014-wip-item-holders "I just had this idea of a gun rack system, and quickly made this proof of concept, so the sprites and code aren't the best. But if there is some interest in this, I'd be willing to work on improving...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 5 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/the-workshop/2014-wip-item-holders#12094 "Update:  added shelves for big items      ") 2 years 3 weeks ago     by DeVloek | Replies:6  Views:1131 | [Last Post](https://www.realm667.com/forum/the-workshop/2014-wip-item-holders#12094 "Update:  added shelves for big items      ") by DeVloek      2 years 3 weeks ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2071-doom-3-sigils-pentagrams-runes-etc) | [Doom 3 sigils, pentagrams, runes etc.](https://www.realm667.com/forum/the-workshop/2071-doom-3-sigils-pentagrams-runes-etc "Thoughts on this? I've ripped these decals from Doom3 and put them in a format that you can use in your GZDoom maps.  There are several preset colours to choose from, and some different animations (static with fire flicker looks the best imo).  Imagine if the mapper could specify the colour exactly in the editor instead of relying on presets - is that possible?  I'm not sure how to make the rotation animation slower, if anyone has any ideas that would be appreciated.  They look best when paired with some dynamic lighting - I've left this up to the mapper because I'm not sure how to make the lighting scale with the actor (is that possible?)  There's also a weird rendering bug when they are placed horizontally on the floor - sprites may bleed through. This is due to them being flatsprites? I could make flat 3D models for all 13 decals instead though its a bit of work. worth the bother?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 2 months ago, by CaptainToenail       [Last Post](https://www.realm667.com/forum/the-workshop/2071-doom-3-sigils-pentagrams-runes-etc#11986 "Interesting! - thank you DeVloek, great tips there. I'll experiment with these.  Edit: We have the colour wheel working. This is cooking up nicely. :grin:") 2 years 2 months ago     by CaptainToenail | Replies:2  Views:942 | [Last Post](https://www.realm667.com/forum/the-workshop/2071-doom-3-sigils-pentagrams-runes-etc#11986 "Interesting! - thank you DeVloek, great tips there. I'll experiment with these.  Edit: We have the colour wheel working. This is cooking up nicely. :grin:") by CaptainToenail      2 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2064-zscriptifying-the-stunner-rifle) | [Zscriptifying the Stunner Rifle](https://www.realm667.com/forum/the-workshop/2064-zscriptifying-the-stunner-rifle "There was a whole lot here about reworking the stunner rifle, but due to a bug with the forum software, deleting your attachments will leave your threads blanked. Oh well, the deed is done anyways.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 2 months ago, by Gothic       [Last Post](https://www.realm667.com/forum/the-workshop/2064-zscriptifying-the-stunner-rifle#11983 "No worries, it's fine as it is now. It has been Hopefully nothing has been broken.") 2 years 2 months ago     by Gothic | Replies:8  Views:941 | [Last Post](https://www.realm667.com/forum/the-workshop/2064-zscriptifying-the-stunner-rifle#11983 "No worries, it's fine as it is now. It has been Hopefully nothing has been broken.") by Gothic      2 years 2 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/help.png)](https://www.realm667.com/forum/the-workshop/2056-gray-texture-pack-makes-gray7-partially-transparent) | [GRAY TEXTURE PACK makes GRAY7 partially transparent](https://www.realm667.com/forum/the-workshop/2056-gray-texture-pack-makes-gray7-partially-transparent "Hi, this pack https://www.realm667.com/en/component/docman/?task=doc_download&gid=201&Itemid= makes the gray7 texture partially transparent. I have checked SLADE but I cannot see anything wrong with gray7 (he uses it to create some patches). Same goes for gray4.  How can I use this pack and still have gray7 and 4 original?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 3 months ago, by Illusive\_Design       [Last Post](https://www.realm667.com/forum/the-workshop/2056-gray-texture-pack-makes-gray7-partially-transparent#11893 "I'm not seeing those errors on my end, are you mapping for Doom 1 or 2? Are you using other resources?") 2 years 3 months ago     by Gothic | Replies:1  Views:727 | [Last Post](https://www.realm667.com/forum/the-workshop/2056-gray-texture-pack-makes-gray7-partially-transparent#11893 "I'm not seeing those errors on my end, are you mapping for Doom 1 or 2? Are you using other resources?") by Gothic      2 years 3 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/2037-wip-anti-materiel-rifle) | [WIP - Anti-Materiel Rifle](https://www.realm667.com/forum/the-workshop/2037-wip-anti-materiel-rifle "I was playing some Arma 2/DayZ Epoch recently and some of the endgame guns on our server include the AS50 and the M107 which are .50 BMG caliber rifles. So I looked around for such an anti-materiel rifle for Doom, and all I could find via Google was one from DoomRL Arsenal and one from Hideous Destructor. I didn't bother trying them out since the sprites didn't impress me, so I dug deep into the Zdoom forum spriting carnival and finally found some pretty good ones made by Torridgristle years ago.  No idea if they were used in a mod already but I kinda doubt it since they weren't mentioned anywhere else. Sadly there was no pickup sprite so I made one myself (2nd attempt below).  Anyway, I made a playable AMR from those sprites, my idea was to make it hit hard but at a slow fire rate, kinda like the super shotgun but with a single bullet that deals a ton of damage. The gunshot sound is from an Anzio 20mm AMR but imho it sounds better than actual .50 cal weapons (of which I have sounds too so I could swap them out if ppl like those better), the bolt sound is from a [strike]Remington MSR[/strike] Ruger Gunsite Scout.  Check out what I got so far, I'd love to hear some advice and ideas how to make it better.  summon: amr and amrammo  Todo:  * [strike]better pickup sprite[/strike] Done  * muzzle flash and brightmaps  * doomguy hands  * [strike]custom ammo type[/strike] Done  some other ideas:  * increased inaccuracy while moving  * recoil (pushing the view up, or the player back, or both)  edit: updated the file with new pickup sprites and a better bolt action sound")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 4 months ago, by DeVloek       [Last Post](https://www.realm667.com/forum/the-workshop/2037-wip-anti-materiel-rifle#11764 "I dont know how to link sounds but I have a few") 2 years 4 months ago     by BFG Major Mike | Replies:5  Views:1066 | [Last Post](https://www.realm667.com/forum/the-workshop/2037-wip-anti-materiel-rifle#11764 "I dont know how to link sounds but I have a few") by BFG Major Mike      2 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/soulsphere.png)](https://www.realm667.com/forum/the-workshop/2019-soul-wand-need-advice) | [Soul Wand - need advice](https://www.realm667.com/forum/the-workshop/2019-soul-wand-need-advice "Alo  This is a small project I have been working on. I was trying to do a Heretic version of the Sapphire Wand used by the Hexen mage. I got the sprites, sounds, and the script from the wiki; so far, so good. I still needed a pick up sprite, so I took the "pickup-able" Gold Wand sprite from GZDoom and painted it blue and silver. Looks a bit amateur, but can work.  Then I needed to make a powered up version of the wand. The hard part was to decide what. My first idea was to to a continuous fire laser-like thing, but it seemed very similar to the Phoenix Rod's powered fire so I discarded it. The second idea was to launch a slow projectile that explodes on contact and spawn five regular shots in a star-like shape or something. That would be nice, and quite different from everything in the game. But it was quite hard because I cannot design cool sprites from zero (I absolutely suck) so I had to use something like the Centaur's blue projectile, but it didn't convince me. So I turned to my third idea: I took the projectiles from the FrostFang (which I had already used in my Wendigolem) and resized the sprites to make them small and look like micro shards, something that can be used in a similar way to Doom Eternal's rifle micro missiles. Then, finally, what my powered wand does is spawn a cloud of micro shards. To make it work a bit differently, I turned it into a semi-automatic weapon that launches bursts of three barrages of shards. The projectiles look quite fine, for being a complete amateur work. But, overall, the weapon looks a bit lame.So, I would like some advice on how to make it better. Or, some help to improve it. This is what was in my mind:  * A nice sound for the shard barrages. This version uses the sound from the Hellstaff, which seems approppiate but of course can be improved.  * A modified version of the ready and fire state frames to distinguish it from the normal weapon. Of course it's not necessary, but looks cool. Maybe a glowing blue fire, like the regular Heretic Staff, or something like that.  * Improving the pickup sprite (does look a bit unnatural) Done: thanks DeVloek  I'm uploading this version of the weapon so you can take a look. Of course, the normal version is exactly the Hexen wand, so I only need to work on the powered up version.  That's it but, any advice or suggestion is welcome. Thanks!  EDIT: I'm uploading a new version. Here are the changes I made.  CHANGELOG 3/25/24  * New pickup sprite edited by DeVloek  * Code translated to ZScript, almost without changes  * Fixed a bug where random was used instead of frandom  * Appropiate CREDITS file added  CHANGELOG 3/26/24  * Dynamic lights added to the micro missiles spawn sequence  * The lights fade out when the projectile hits, instead of just disappearing  * Random Z velocity removed from the micro missiles spawn definition  * Small flow changes within the code")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 4 months ago, by SSkies       [Last Post](https://www.realm667.com/forum/the-workshop/2019-soul-wand-need-advice#11731 "Very nice! I'll be using it ASAP.  Thank you very much mate!  EDIT: new version uploaded.  Next thing I'm gonna do is attach some dynamic lights to the cloud of shards and look for some nice sounds for the shooting and hits.") 2 years 4 months ago     by SSkies | Replies:2  Views:1024 | [Last Post](https://www.realm667.com/forum/the-workshop/2019-soul-wand-need-advice#11731 "Very nice! I'll be using it ASAP.  Thank you very much mate!  EDIT: new version uploaded.  Next thing I'm gonna do is attach some dynamic lights to the cloud of shards and look for some nice sounds for the shooting and hits.") by SSkies      2 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/2022-bar-m1918) | [BAR M1918](https://www.realm667.com/forum/the-workshop/2022-bar-m1918 "I really, really dont want to sound needy or something of that nature, but can someone make or help me with some BAR M1918 Sprites? I have tried repeatedly and searched everywhere for some BAR M1918...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 4 months ago, by BFG Major Mike       [Last Post](https://www.realm667.com/forum/the-workshop/2022-bar-m1918#11705 "Nvm I found some sprites on the Zdoom forums lel") 2 years 4 months ago     by BFG Major Mike | Replies:5  Views:961 | [Last Post](https://www.realm667.com/forum/the-workshop/2022-bar-m1918#11705 "Nvm I found some sprites on the Zdoom forums lel") by BFG Major Mike      2 years 4 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/switch.png)](https://www.realm667.com/forum/the-workshop/2013-submissiont-doom-alpha-textures) | [Submission't: Doom Alpha Textures](https://www.realm667.com/forum/the-workshop/2013-submissiont-doom-alpha-textures "After reading what Gothic wrote , I reviewed Doom's alpha builds (0.2 through Pre-Beta) and extracted the TEXTURE1 settings. Not the patches (though those are included, along with the Flats), but the...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 5 months ago, by Margaret Thatcher       [Last Post](https://www.realm667.com/forum/the-workshop/2013-submissiont-doom-alpha-textures#11617 "After reading what Gothic wrote , I reviewed Doom's alpha builds (0.2 through Pre-Beta) and extracted the TEXTURE1 settings. Not the patches (though those are included, along with the Flats), but the...") 2 years 5 months ago     by Margaret Thatcher | Replies:0  Views:864 | [Last Post](https://www.realm667.com/forum/the-workshop/2013-submissiont-doom-alpha-textures#11617 "After reading what Gothic wrote , I reviewed Doom's alpha builds (0.2 through Pre-Beta) and extracted the TEXTURE1 settings. Not the patches (though those are included, along with the Flats), but the...") by Margaret Thatcher      2 years 5 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/help.png)](https://www.realm667.com/forum/the-workshop/1980-kunena-quoting-thread-for-testing-purpose) | [\[Kunena\] Quoting thread for testing purpose](https://www.realm667.com/forum/the-workshop/1980-kunena-quoting-thread-for-testing-purpose "This is a test message.")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 7 months ago, by Tormentor667       [Last Post](https://www.realm667.com/forum/the-workshop/1980-kunena-quoting-thread-for-testing-purpose#11530 "1") 2 years 6 months ago     by JayRivers | Replies:3  Views:1257 | [Last Post](https://www.realm667.com/forum/the-workshop/1980-kunena-quoting-thread-for-testing-purpose#11530 "1") by JayRivers      2 years 6 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png)](https://www.realm667.com/forum/the-workshop/1940-blood-maykr-and-doom-3-zombie-commando) | [Blood Maykr and Doom 3 Zombie Commando](https://www.realm667.com/forum/the-workshop/1940-blood-maykr-and-doom-3-zombie-commando "I have no clue how to code zscript but I was able to find sprites that are free to use for the Doom 3 Zombie Commando with tentacle arm and a Blood Maykr. Has anyone tried making zscript/decorate files for it?")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 2 years 9 months ago, by Ak47fu2       [Last Post](https://www.realm667.com/forum/the-workshop/1940-blood-maykr-and-doom-3-zombie-commando#11071 "Just found the commando, thanks. The Blood Maykr was from Eternal so I am not sure if it has popped up in any mods yet. I haven't seen any with it yet but that doesn't mean someone hasn't made one yet.") 2 years 9 months ago     by Ak47fu2 | Replies:2  Views:1213 | [Last Post](https://www.realm667.com/forum/the-workshop/1940-blood-maykr-and-doom-3-zombie-commando#11071 "Just found the commando, thanks. The Blood Maykr was from Eternal so I am not sure if it has popped up in any mods yet. I haven't seen any with it yet but that doesn't mean someone hasn't made one yet.") by Ak47fu2      2 years 9 months ago |

| [![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png)](https://www.realm667.com/forum/the-workshop/1856-the-port-of-the-brutal-doom-revenant-launchers) | [The Port of the brutal doom revenant launchers](https://www.realm667.com/forum/the-workshop/1856-the-port-of-the-brutal-doom-revenant-launchers "Hello everyone I'm trying to make a port of the hellish revenant launchers from realm667, i've got the normal firing state done and working, but I want to add a third alt fire state where you can fly...")        Category: [The Workshop](https://www.realm667.com/forum/the-workshop "A place for modders to request resources, or collaborate on submissions. If you have something unfinished and need support, this is the place to go and find help. But also feel free to post stuff that you do not intend to finish yourself - we are your recycle bin!")     Topic started 3 years 3 months ago, by BFG Major Mike       [Last Post](https://www.realm667.com/forum/the-workshop/1856-the-port-of-the-brutal-doom-revenant-launchers#11070 "I didn't :(") 2 years 9 months ago     by BFG Major Mike | Replies:5  Views:1177 | [Last Post](https://www.realm667.com/forum/the-workshop/1856-the-port-of-the-brutal-doom-revenant-launchers#11070 "I didn't :(") by BFG Major Mike      2 years 9 months ago |

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