#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/hot.png) Repo conflict removal project (and other fixes)

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- **DeVloek**
- ![DeVloek's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar11145.png?1542216928) Topic Author
- Arachnotron
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   1 year 8 months ago [\#12676](#12676) by DeVloek  Replied by *DeVloek* on topic *[Repo conflict removal project (and other fixes)](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30#12676 "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...")*

> Sorry for the long wait.

No worries, it's not like there's a deadline or something ![;-)](https://www.realm667.com/media/kunena/emoticons/cacwnk.gif ";-)") Really appreciate your work! ![:heart:](https://www.realm667.com/media/kunena/emoticons/cachrt.gif ":heart:")

I probably won't have the time to work on this for the next few weeks, since I'm currently working on another modding project for another game. But once the bulk of the work is done for that one I'm gonna get back into Doom for sure.
I still have a few things on my list that needs fixing, for example the Flamer Rebel (from the Strife Rebels Pack) has a serious bug that gets him stuck in the firing state indefinitely, and the Medic Commando's heal attack can target monsters behind walls.
On the long term I'm also planning to finish some older submissions that were rejected before, if I can get permission from the original authors. Plus I still need to finish some of my own monsters that are pretty much done code-wise but are still lacking unique sprites.

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- **Gothic**
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   1 year 8 months ago [\#12680](#12680) by Gothic  Replied by *Gothic* on topic *[Repo conflict removal project (and other fixes)](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30#12680 "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...")*

 Every weapon has been uploaded, some with minor modifications.

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- **Ganbare-Lucifer**
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   1 year 7 months ago [\#12688](#12688) by Ganbare-Lucifer  Replied by *Ganbare-Lucifer* on topic *[Repo conflict removal project (and other fixes)](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30#12688 "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...")*

 I should mention this because I think it's the nature of the thread

A renaming to the Ghoul and Banshee of the site to avoid conflicts with the Legacy of Rust introduced monsters.

My proposals would be 'Ghoul Golem' and 'Banshee Witch'

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   1 year 7 months ago [\#12693](#12693) by Gothic  Replied by *Gothic* on topic *[Repo conflict removal project (and other fixes)](https://www.realm667.com/forum/the-workshop/2150-repo-conflict-removal-project-and-other-fixes?start=30#12693 "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...")*

 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.

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