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Main Battle Tank

6 months 6 days ago - 5 months 6 hours ago #1 by inkoalawetrust
Main Battle Tank was created by inkoalawetrust
Information:

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

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

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

Sprite:

Standing still/Idle



Firing with the chassis and turret at different angles.



Download link:

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

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



Video demonstration/Showcase:

.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}
The following user(s) said Thank You: CrazyMoth00

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5 months 3 weeks ago #2 by Blue Shadow
Replied by Blue Shadow on topic Main Battle Tank
I found some weird behavior problem. Here's how I managed to produce it: Go to MAP32 of Doom 2. Enter the first room where the Wolfenstein enemies are. Summon a friendly tank. Attract the enemies' attention. Let the tank kill them all. After that, release the cyberdemon.

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

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

With that said, I feel a demonstration map could be included to show how best to utilize the tank, as it's not your typical enemy/ally. I spawned one in the midst of a group of monsters in Doom 2's MAP18, and half the time I'm not sure what it's doing. I was like: "Come on! There are loads of monsters. Start killing things!", and all it did was, I think, try to chase them so that it can run over them while they flee from it to areas where the tank can't reach them at.

 

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

The tank should start acting weirdly. Its movement becomes erratic while appearing to move away from the cyberdemon, and it doesn't fight
.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}

This behaviour was something I myself added, it makes the tank try to keep some distance from its' target if said target is within 1024 map units and is roughly as big as a Cyberdemon or bigger, or if the target is within 512 MU and has more than 600 health, the problem with it though is that to make it keep said distance if the target meets those conditions, I have to make it recoil backwards slightly then face its' target again, because the FRIGHTENED flag only works with players, so I can't make the tank properly move away from a target. However I think I know of a way I could do that without it weirdly moving around. Though I'm not sure why it's also not firing its' cannon when retreating, since from my own tests it did still fire its' cannon at the Cyberdemon(s). Also here is the code that causes that weird behaviour if you are interested:
                If (Target) //Null check
                {
                    //Retreat if the target is close and about as big if not bigger than a Cyberdemon.
                    If (Distance3D (Target) <= 1024 && Target.Height >= 100 && Target.Radius >= 24)
                    {
                        Self.vel.x = 0;
                        Self.vel.y = 0;
                        A_FaceTarget();
                        A_Recoil (Speed+2);
                    }
                    //Retreat if the target is too close and has more than 600 health.
                    If (Distance3D (Target) <= 512 && Target.Health >= 600)
                    {
                        Self.vel.x = 0;
                        Self.vel.y = 0;
                        A_FaceTarget();
                        A_Recoil (Speed+2);
                    }
                }

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

Hmm I'm not sure what you mean by that, when trying them out I never really saw anything weird happen with the turret sprites, let alone someting that could be described as that, don't see why i'd happen either since the code for the destroyed turret itself is fairly simple, nor can I find anything wrong with the sprites themselves, I'll check it out myself in the morning though to see if I can experience the same bug.

With that said, I feel a demonstration map could be included to show how best to utilize the tank, as it's not your typical enemy/ally. 

I'll see about making one later in the morning, though generally it's meant to be used in large areas with plenty of space, like MAP32 from Doom 2 for example, or the urban/city maps in Extermination Day which have plenty of space for tanks to roll around in as well. (I'll include a screenshot in this post of the map(s) I'm talking about later.)

I spawned one in the midst of a group of monsters in Doom 2's MAP18, and half the time I'm not sure what it's doing. I was like: "Come on! There are loads of monsters. Start killing things!", and all it did was, I think, try to chase them so that it can run over them while they flee from it to areas where the tank can't reach them at.

Yeah I have no idea why it would only try to run them over, since I have not programmed it (The chassis specifically.) to actually use its' ability to run over things as an attack, but more of a thing it simply does by being a moving 50 ton metal brick. There shouldn't be anything stopping the turret from firing either, I guess it may have something to do with it taking about 3 seconds to fire each time* and maybe in that span of time changing or losing its' target somehow, restarting the process again, but I doubt that's the issue.

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

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5 months 3 weeks ago #4 by XLightningStormL
Replied by XLightningStormL on topic Main Battle Tank
Honestly you'd be better off using a model rather than sprites for the tank, since the Engine can't exactly handle separate length and width in sprites well.

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5 months 3 weeks ago - 5 months 3 weeks ago #5 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank

Honestly you'd be better off using a model rather than sprites for the tank, since the Engine can't exactly handle separate length and width in sprites well.


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





But these above points are moot because for some reason Realm667 doesn't accept submissions with 3D models in them in the first place..tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}

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5 months 3 weeks ago #6 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank
Alright I finished the new version of the MBT, here are the changes I made to it (And to the original PK3 version of it.):

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

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

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

I'm still working on the demonstration map that Blue Shadow asked for, whenever I'm done with it, I'll probably update this post to include a download link to it, because progress on it is slow due to me not having much motivation to work on it and kind of procrastinating..tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}

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5 months 2 weeks ago #7 by Gothic
Replied by Gothic on topic Main Battle Tank
I don't know too much of Zscript, so I can't report code bugs for this. I can however suggest some things:

-The fire spawned by the MainBattleTankDead is not full bright.

-If the empty tank doesn't do anything at all, then it should have the NotAutoAimed flag.

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

-I know it's not realistic, but maybe the tank should do something to alert the player that it's going to attack, like stop for a little bit and make a noise or something, it's really hard to avoid getting shot by the tank.
-The dead upper part should just have 8 rotations instead of 16, the turret having more rotation sprites looks already weird, but makes sense while it is still alive.
-This is one of the heaviest submissions yet that's not a texture pack, the sprites are really heavy. I tired converting them to palleted pngs and their sizes reduced a lot, and if you ask me, they don't look that bad:

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

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5 months 2 weeks ago - 5 months 2 weeks ago #8 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank

-The fire spawned by the MainBattleTankDead is not full bright.
-If the empty tank doesn't do anything at all, then it should have the NotAutoAimed flag.

Yeah those are both oversights on my part it seems, the first one I had noticed but kept forgetting to fix, but the second one I didn't even know was an issue since I never seemed to have an issue with the game autoaiming on the empty or destroyed tanks.

-I know it's not realistic, but maybe the tank should do something to alert the player that it's going to attack, like stop for a little bit and make a noise or something, it's really hard to avoid getting shot by the tank.

If I manage to think of something that makes sense instead of making the tank beep or something, then I'll add it, and make it toggleable through a user variable. You could also turn User_NoSmartAim on for the tank, to make it not predict where its' target will move at when firing.

-The dead upper part should just have 8 rotations instead of 16, the turret having more rotation sprites looks already weird, but makes sense while it is still alive.

I think the turret looks fine with 16 rotation sprites, especially when alive, since it actually rotates at its' target to fire, and without them it just kinda starts snapping between two rotation sprites. As for removing the 16 rotation sprites for the destroyed turret, that would look pretty weird, to have the number of rotations be cut in half once the tank is destroyed.

-This is one of the heaviest submissions yet that's not a texture pack, the sprites are really heavy. I tired converting them to palleted pngs and their sizes reduced a lot, and if you ask me, they don't look that bad:

The full PK3 version of the tank has all of the sprites except for the turret firing sprites converted to Doom's image format to cut down on their size specifically for that, so I already know that all those sprites look just fine on a 256 color palette. But I cannot convert them to paletted PNGs since they would lose all their offsets, and I cannot just remove or lose their offsets because like half of them were VERY painstakingly and tediously set by me semi-manually, I could crop all the firing sprites to the boudaries of their content as well to cut down the file size by about 4 MB, using the Batch Image Manipulation Tool for GIMP, but that also causes them to lose their offsets.

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

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

Unfortunately this is also not doable due to said sprite offsets, but if that wasn't an issue then Freebmane could just change the color of the camo pattern texture and re-render all the sprites in maybe 1-2 hours. Basically:
  • The file size comes mostly from the fact that the empty space in PNG images still takes disk space. For example making every single sprite, including the firing ones paletted, doesn't cut down as much on the size as cropping them all to content.
  • I can crop all the sprites to fit to the boundaries of their content, which cuts the size by 4 MB.
  • The caviat is that doing so removes all of the offsets, which I then would basically have to set manually, sprite by sprite, due to all the weird resolutions from every one of the sprites being cropped to content. Which is why I can't do it.

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

.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}

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

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

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

I've made and finished the demo map that Blue Shadow wanted me to make (It's pretty basic though, so don't expect it getting any Cacoawards any time soon

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

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5 months 1 week ago - 5 months 1 week ago #10 by inkoalawetrust
Replied by inkoalawetrust on topic Main Battle Tank

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

My bad, I forgot about the graphics conversion menu, SLADE invariably crashes when I try opening the graphic conversion tool on my computer, so I rarely use it, hence why I forgot about it and that it can convert graphics to paletted PNGs, whenever I have access to a more recent and powerful PC, I'll try converting as many sprites as I can to paletted PNGs.

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

I did, I've also made sure that it's completable from start to finish, even with the wallhacking bug still occuring, I just said that it's roughly made (e.g level geometry is obstructed by sky flats) because it's only meant to be a rough example of how the tank could be used. I haven't uploaded it here yet because I'm still struggling to make the tanks' turret not shoot through walls by going up to them. But since you seem to think that I'm lying about having made the map for some reason, I attached it to this post..tb_button {padding:1px;cursor:pointer;border-right: 1px solid
Attachments:

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Shoutbox

inkoalawetrust's Avatar inkoalawetrust - 4 days ago

It's meant to be used with some kind of barrier such as walls or hills between the skybox and playable area, otherwise the effect becomes obvious.

inkoalawetrust's Avatar inkoalawetrust - 4 days ago

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

's Avatar FlyingDeath - 5 days ago

If you are close to objects in backdrop it is more obvious, but even distant things had a slightly uncanny look if you were paying attention. Will test soon.

inkoalawetrust's Avatar inkoalawetrust - 6 days ago

It's not that much better, AFAIK it does account for view bob now, but the difference from the bobbing is so minor that the camera doesn't even move from it.

's Avatar FlyingDeath - 6 days ago

@inkoalawetrust Stoked to try out the new sky camera.

's Avatar FlyingDeath - 6 days ago

@inkoalawetrust Stoked to try out the new sky camera.

CaptainToenail's Avatar CaptainToenail - 1 week ago

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

Gothic's Avatar Gothic - 1 week ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 week ago

Now I can also upload my APC after making a new update to it, since it no longer has to rely on the modified version of the Allied Marines pack it uses.

inkoalawetrust's Avatar inkoalawetrust - 1 week ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 week ago

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

CaptainToenail's Avatar CaptainToenail - 1 week ago

Great thanks Gothic

Gothic's Avatar Gothic - 1 week ago

I'll take care of them

CaptainToenail's Avatar CaptainToenail - 1 week ago

Just realised I have credited 'freesound.com' instead of 'freesound.org' in a few of my recent submissions. Do you want me to reupload these?

inkoalawetrust's Avatar inkoalawetrust - 2 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 2 weeks ago

I updated the Parallaxing Sky Camera submission, I replaced the thumbnail with a GIF that should hopefully do a better job of showing what the camera does.

Tormentor667's Avatar Tormentor667 - 2 weeks ago

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

Tormentor667's Avatar Tormentor667 - 2 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 2 weeks ago

Also I'll probably see about updating the thumbnail of my parallaxing sky camera submission to a small animated GIF. To actually show it in action.

inkoalawetrust's Avatar inkoalawetrust - 2 weeks ago

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

Gothic's Avatar Gothic - 3 weeks ago

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

CaptainToenail's Avatar CaptainToenail - 3 weeks ago

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

Gothic's Avatar Gothic - 3 weeks ago

I added the summon list, when there are many variants I use [these if at least 1 is needed] (and these if they're optional)

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

And CaptainToenail's info file just has no mention of the actor names since there's too many of them, I guess I'll just set it as "Too many to list".

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

I'm uh, not too sure what to add on the "Summon" info for the Crystal Clusters submission, there's too many crystal actor variants on it.

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

Also whatever is going on here with how the previous posts on the reply page are shown looks pretty bad. https://i.imgur.com/7IENcub.png

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

There seems to be an issue, the changes I make to the SCAYT spellcheck aren't stored, be it adding words like ZDoom to the dictionary or even turning it on.

Tormentor667's Avatar Tormentor667 - 3 weeks ago

Glad that you are onboard!

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 weeks ago

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

Robot J's Avatar Robot J - 4 weeks ago

welcome

Tormentor667's Avatar Tormentor667 - 1 month ago

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

Tormentor667's Avatar Tormentor667 - 1 month ago

Sorry for missing this, I had a lot of work to do for my job after being in vacation. Just wrote a line to you over at ZDoom, mail is info AT realm667 DOT com

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

I've also noticed that for months now, some Salahmander dude keeps appearing as being online at the bottom of the main board page.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

Yeah I've noticed that too.

Hexereticdoom's Avatar Hexereticdoom - 1 month ago

Hi there, just a small bug report for the Board... The Bestiary subforum topic counter seems to be broken, 'cause it just says permanently 'No topics' on it...

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

And was only able to find that long text string to add to the Git wiki template, I didn't even know it was called a commit hash, until I saw your summary lol.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

I have no idea how Git or GitHub work, so I just tried to find whatever counts as the commit that the addition of the BF_ONLYVISIBLETHINGS flag was made on.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

By the way you may want to add an exception to the tool tip saying that the code in a submission should run with no errors on the latest GZDoom build.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

@Tormentor667 I have JavaScript enabled for the site, but your address is still getting replaced with a message that it is being protected from spam bots.

Tormentor667's Avatar Tormentor667 - 1 month ago

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

Tormentor667's Avatar Tormentor667 - 1 month ago

@inkoalwetrust please send me an email to This email address is being protected from spambots. You need JavaScript enabled to view it. so we can discuss this there

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

Hopefully my new PC can be completed this week, so I can begin modding again, I have a lot of stuff I want to make and submit here.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

@Tormentor667 You could make me a maintainer, I can look at the site basically every day an respond to a new thread in less than a day.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

Anyway. I may not be able to update the sky camera until I get a new computer that ISN'T a SFF Optiplex 760, the parts for the new PC are already here.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

My messages here only appear after I reload the page.

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 month ago

@flyingdeath I'll see if I can do anything to fix it, keep in mind I may not be able to though, since I didn't write the original code for it, drPyspy did.

Gothic's Avatar Gothic - 1 month ago

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

Gothic's Avatar Gothic - 1 month ago

"There was an error completing the request. Please try again. If you see this error multiple times, please contact the administrator of the site." Ok. Hi Torm

's Avatar sad zmrd - 1 month ago

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

Gothic's Avatar Gothic - 1 month ago

looks more intuitive than the tiny computers

Hexereticdoom's Avatar Hexereticdoom - 1 month ago

Greetings everyone, long time not logging in here! By the way, I have just made my first submission in the board, so please check it out! ;)

Tormentor667's Avatar Tormentor667 - 1 month ago

Should work again!

Tormentor667's Avatar Tormentor667 - 1 month ago

Thanks for the hint, I will fix that

Gothic's Avatar Gothic - 1 month ago

Seems like the closed submissions lost their approved/rejected flags

Tormentor667's Avatar Tormentor667 - 1 month ago

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

Tormentor667's Avatar Tormentor667 - 1 month ago

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

Tormentor667's Avatar Tormentor667 - 1 month ago

Big news time: Models are allowed from now on!

Tormentor667's Avatar Tormentor667 - 1 month ago

Updated, the repo forums should be accessable again for users

Tormentor667's Avatar Tormentor667 - 1 month ago

...of the updates myself then, and maybe with the help of team members and volunteers. Wasnt online here for a while so I need to catch up first.

Tormentor667's Avatar Tormentor667 - 1 month ago

Currently the submission forums are locked because there is no team maintaining the submissions actually. I will open them though and see if I can take care

Gothic's Avatar Gothic - 1 month ago

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

CaptainToenail's Avatar CaptainToenail - 1 month ago

Hey guys it's CaptainToenail here. I am planning on making updates to my old submissions, but I don't seem to be able to make a new thread. Is the forum closed?

flyingdeath's Avatar flyingdeath - 2 months ago

Parallaxing Sky Viewpoint has a minor problem. it does not take view bob into account. Not sure it can be fixed, just thought inkoalawetrust would like to know.

's Avatar Kalensar - 3 months ago

Stupid technical difficulties

's Avatar Zug - 3 months ago

In the menu of the game you can choose between low normal standart high or very high quality for a better looping game. Sorry for my english :/

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

's Avatar Zug - 3 months ago

Hi,When details are set to high or very high in the menu, there is no filter for the textures.Thereforethe high quality setup is worse than the default .

Blue Shadow's Avatar Blue Shadow - 3 months ago

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

's Avatar ScarewcrowofDOOM - 3 months ago

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

's Avatar Sergi - 3 months ago

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

gman829's Avatar gman829 - 3 months ago

Why was my topic about the Cyber Demon Lord removed?

's Avatar mac - 3 months ago

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

Gothic's Avatar Gothic - 3 months ago

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

's Avatar Niko - 3 months ago

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

's Avatar Niko - 3 months ago

Unfortunately cHeretic on DS console is a port of the old DOS ver. and does not support .deh files via "command line", but does support older vanilla megawads.

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

However I have no idea how to use DeHackEd myself, I only really code Doom mods in (G)ZDoom, so I only know ZScript and DECORATE, and some basic ACS.

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

But I don't know if any games besides Doom 1/2, like Heretic have had DeHackEd developed for them, but I'm guessing they do.

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

The IWADs only contain the assets like music, audio, graphics and sprites. The only way to change the actual monster behaviour is by using DEHACKED.

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

There are no files in the Heretic IWAD (Or any of the Doom engine game IWADS.) that store actual actor code, such as how much HP each monster has.

's Avatar Niko - 3 months ago

I visit this site through Android Chrome. At least, could you tell me which files inside Heretic.wad should be modified to change the enemy HPs ?

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

Even my archaic SFF Optiplex 760 can run SLADE.

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

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

's Avatar Niko - 3 months ago

I would like to modify Heretic Iwad to decrease HP of some tough enemies (BigHead, Minotaur etc.). Where should I look and how to do it?

's Avatar Niko - 3 months ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

Oh alright lol.

's Avatar Niko - 3 months ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

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

's Avatar Niko - 3 months ago

?

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

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

's Avatar Niko - 3 months ago

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

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

Sure you could probably use the sprite graphics themselves in a vanilla WAD by simply using them as a sprite replacement for the original weapon sprites.

's Avatar Niko - 3 months ago

Basically I'd like to use custom enemies/weapons/textures with cHeretic, a port for DS, and the only way is to use an .argv file containing the aforementioned "

's Avatar Niko - 3 months ago

Thank you for your answer.If I open a weapon wad (eg Emerald Wand) with a wad editor and replace the name of the graphic files in it to match those of the original Heretic wand, this should be replaced by the first one, using the dos command line argument "Heretic.exe -file EmeraldWand.wad". Is that right or am I wrong?

's Avatar Niko - 3 months ago

Thank you for your answer.If I open a weapon wad (eg Emerald Wand) with a wad editor and replace the name of the graphic files in it to match those of the original Heretic wand, this should be replaced by the first one, using the dos command line argument "Heretic.exe -file EmeraldWand.wad". Is that right or am I wrong?

inkoalawetrust's Avatar inkoalawetrust - 3 months ago

They are not, the submissions on this repository are meant for ZDoom and its' forks such as Zandronum and GZDoom. Not for the original Doom engine games.

's Avatar Niko - 3 months ago

Hi. Do any of you know if the custom weapons for Heretic (contained in the repository) are compatible with the original version (DOS) of Heretic, because I would like to use them on the port for nintendo DS through "command line parameters".Thanks.

's Avatar Niko - 3 months ago

Hi. Do any of you know if the custom weapons for Heretic (contained in the repository) are compatible with the original version (DOS) of Heretic, because I would like to use them on the port for nintendo DS through "command line parameters".Thanks.

's Avatar Nerevar - 3 months ago

Is Hitler bossfight doable on MeIn Leben difficulty? As without dmg boosts or/and that healing suitcase it seems imposible. Will have to replay level or all ch2

's Avatar Nerevar - 4 months ago

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

's Avatar Nerevar - 4 months ago

I am stacked in CH2 mission Stahlhimmel cant kill those snipers, seems like those 2 on right was too far, sniper rifle seems to have bugged reach or something.

's Avatar TQ - 4 months ago

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

's Avatar ZEB - 4 months ago

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

inkoalawetrust's Avatar inkoalawetrust - 4 months ago

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

Blue Shadow's Avatar Blue Shadow - 4 months ago

Importing where? And which monster or weapon?

's Avatar need help with gzdoom bdr - 4 months ago

when i import a monster/weapon into the wad it says Script error, "test 2.wad:ZSCRIPT" line 1:Unexpected integer constantExpecting ';' or '{' help?

's Avatar Darkcrow - 4 months ago

Possible bug in Commander Keen map from episode 1. Can only get 217 out of 218 treasure.

's Avatar Lifell - 4 months ago

Ah, seems it was reported on page 2 (comments) on ModDB and will be fixed for 3.1. Guess I'll use noclip for now

's Avatar Lifell - 4 months ago

I got a bug where in the second mission (prison) I can't get to the secret key in the little crawlspace because of an invisible wall... Search didn't help.

SuperPiter_Official_Realm667's Avatar SuperPiter_Official_Realm - 4 months ago

I'm going to commit the funny: shoutouts to simpleflips

inkoalawetrust's Avatar inkoalawetrust - 4 months ago

Lol it seems that BoA's release has attracted several people who don't know how this site works.

Blue Shadow's Avatar Blue Shadow - 4 months ago

Again, Blade of Agony questions go here: https://www.realm667.com/index.php/en/kunena/wolfendoom-blade-of-agony

's Avatar Devin - 4 months ago

Yeah, cannot figure out the safe on operation chastise. Tried the note return the number on it. Can't figure out out.

inkoalawetrust's Avatar inkoalawetrust - 4 months ago

THE SHOUTBOX IS FOR SHOUTING STUFF ONLY !!!!!!!

Blue Shadow's Avatar Blue Shadow - 4 months ago

Post them here instead: https://www.realm667.com/index.php/en/kunena/wolfendoom-blade-of-agony

Blue Shadow's Avatar Blue Shadow - 4 months ago

Please, do not post BoA-related questions in the Let Us Know sub-forum, or here in the shoutbox.

Blue Shadow's Avatar Blue Shadow - 4 months ago

This is a reminder that this is the Realm667 forums, not the Blade of Agony forums.

's Avatar Operation Chastise Safe - 4 months ago

As for Pabg666, the safe note should be on the wall of one of the storage rooms. But it seems there is no note in my game, despite the safe is here.

's Avatar Operation Chastise safe - 4 months ago

I am almost certain I have the correct combo on a pick up I found. However it doesn't seem to be working any which way I spin the dial.

Blue Shadow's Avatar Blue Shadow - 4 months ago

[Repository-related] Submission rules have been altered to allow submitting resources in PK3 files.

's Avatar John - 4 months ago

I'm hoping for an easy link to Wolf3D:BOA so Chapter 3 is as easy to download as an expansion pack to our existing files. Thanks fellas for all the hard work!

's Avatar John - 4 months ago

Are they going to put a link up on Realm667 main page for people to download Chapter 3 if they already have Chapters 1&2?

's Avatar Ozymandias81 (notlogged) - 4 months ago

It feels so good that finally we are going to release Blade of Agony... 6 years damn, but felt fantastic. But sadly last year has been the worst of my life.

's Avatar Ozymandias81 (notlogged) - 4 months ago

TrustworthyBard - You can find the mod on Re-Releases on github

inkoalawetrust's Avatar inkoalawetrust - 4 months ago

I just posted a message on the forum and it did NOT get sent with a bunch of garbage text at the bottom, that's a first since I joined the site.

inkoalawetrust's Avatar inkoalawetrust - 4 months ago

Well PK3 archives are now allowed as submissions on the site.

Ganbare-Lucifer's Avatar Ganbare-Lucifer - 5 months ago

Man... Don't you just hate when the site IP Bans you for thinking your IP is a spambot?

's Avatar TrustworthyBard - 5 months ago

Does anyone know if City of the Damned: Apocalypse - Remaster still is being planned to release? I can't find anything definitive either way.

's Avatar Eager Fan - 5 months ago

Since Q1 has come and gone without a release, I was wondering if you plan on announcing a new release window? I've been waiting to replay the redone chapters.

Blue Shadow's Avatar Blue Shadow - 5 months ago

I don't remember. It either happened before my time, or I just simply don't remember (maybe because long-name textures?)

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

Why is it allowed to use a PK3 archive for a texture pack but not for an actor submission ?

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

@Blue Shadow I was looking at the texture repository and I noticed that the submission rules say that PK3 archives are allowed for texture sets.

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

Here's a sneek peek of it (I think that what it's called.): https://i.imgur.com/0uq5eII.png

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

I'm also gonna begin working on something new sooner or later, though it'll take some time for Freebmane to finish all the models and sprites for it.

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

The demo map for the tank also includes a parallaxing 3D skybox (Because I felt like adding one.), which I may also submit eventually since it's very useful.

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

Oh also @Blue Shadow, as I mentioned on my new post on the MBT thread, I'll release the new version of the tank whenever I can stop it from wallhacking.

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

@Gothic Mood

Gothic's Avatar Gothic - 5 months ago

time to stop being so lazy, and start reviewing submissions again

Blue Shadow's Avatar Blue Shadow - 5 months ago

I'm assuming you're referring to Blade of Agony? If so, then yes, it's still coming out.

's Avatar :( - 5 months ago

So Tormentor667 has announced that he's leaving... is this project even coming out anymore?

Blue Shadow's Avatar Blue Shadow - 5 months ago

About the garbage text, sorry no idea. You can report the issue in the Let Us Know sub-forum at the top, so Tormentor is aware of it.

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

@Blue Shadow I just posted the new version of the tank, the demo map you told me to make isn't finished yet, when it's done I'll link it on the thread.

's Avatar impulse101 - 5 months ago

Sorry if this is the wrong place to ask. I was just wondering if the release is still planned for Q1 21? The 31st is coming up and I haven't heard anything new.

inkoalawetrust's Avatar inkoalawetrust - 5 months ago

@Blue Shadow Do you know why there would be garbage text that appears inside the forum posts I make ? I can't seem to get rid of it no matter what I try.

's Avatar zsec9000 - 6 months ago

Actually I saw that the latest version of VS doesn't support Vista anymore, Windows 7 or higher is needed for it to work.

Blue Shadow's Avatar Blue Shadow - 6 months ago

@zsec9000: In short, GZDoom is compiled using VS. The 2019 version offers features that the devs utilize which are not compatible with XP.

Blue Shadow's Avatar Blue Shadow - 6 months ago

@Lagi: Yes, we do. Just make sure you follow the submission rules. Although, the activity is minimal, so don't expect an immediate review.

's Avatar zsec9000 - 6 months ago

So gzdoom is related to visual studio 2019?

Lagi's Avatar Lagi - 6 months ago

do you still accept new monster here? or im 2 years too late?

Lagi's Avatar Lagi - 6 months ago

hi

Blue Shadow's Avatar Blue Shadow - 6 months ago

No, it doesn't (https://forum.zdoom.org/viewtopic.php?f=49&t=64876).

's Avatar zsec9000 - 6 months ago

So on XP it doesn't work anymore?

Blue Shadow's Avatar Blue Shadow - 6 months ago

Vista and above, I think.

's Avatar zsec9000 - 6 months ago

And I didn't mean to post the same question twice.

's Avatar zsec9000 - 6 months ago

Which windows you need to run the latest version of gzdoom?

's Avatar zsec9000 - 6 months ago

Which windows you need to run the latest version of gzdoom?

's Avatar schnibbelkram - 8 months ago

went back and forth, but cant find the issue

's Avatar schnibbelkram - 8 months ago

hey , need some help with "operation" stahlhimmel" . I cannot ope the launch bay gate. I thought i accomplished everything, placed all the c4, went back and for

Blue Shadow's Avatar Blue Shadow - 8 months ago

Sorry it's taking so long, but if the submission is in order, it'll eventually approved and added. It's just a matter of finding the time to do that.

's Avatar sergeirocks100 - 8 months ago

It's been almost a month and my texture submission still has not been approved, i'm starting to worry that it might not ever be approved.

Gothic's Avatar Gothic - 10 months ago

Seems like I can log in again

's Avatar DanielBreakdown - 10 months ago

Doom TrinityMap01: Breaking InBoss: Devastator ZombieMap02: Snow PointBoss: CheoghMap03: Ghost ForestBoss: Hells FuryMap04: The AvatarBoss: Avat

JohnCook1994's Avatar JohnCook1994 - 10 months ago

Hey guys, I am currently working at my job due to Holiday rush. Be sure to submit anything and either myself or the staff will give you advice.

Robot J's Avatar Robot J - 11 months ago

Was the website just down a bit ago for anyone?

Gothic's Avatar Gothic - 11 months ago

This may be related to the DDoS attack the site suffered a few days ago. Try contacting Torm in the zdoom forums.

Cyantusk's Avatar Cyantusk - 11 months ago

Hi, my IP is constantly getting banned for no reason. I'm simply browsing the site.

daemonspudguy's Avatar daemonspudguy - 11 months ago

My home IP address is banned for no reason

's Avatar uBO - 11 months ago

hi

JohnCook1994's Avatar JohnCook1994 - 1 year ago

If it weren't for Gothic, I be toasted.

JohnCook1994's Avatar JohnCook1994 - 1 year ago

Gothic is one of the most reliable friend I've ever met.

Salahmander's Avatar Salahmander - 1 year ago

Just officially released the complete version of Super Golden Souls. Find it on ZDoom or Doomworld. Enjoy. :D

ozymandias81's Avatar ozymandias81 - 1 year ago

Very happy to see finally Crusader of Might & Magic tx uploaded, thanks a bunch Gothic :)

JohnCook1994's Avatar JohnCook1994 - 1 year ago

@SalahMander, I might be on DoomWorld soon. I actually forgot to check on the ShoutBox

Salahmander's Avatar Salahmander - 1 year ago

You have to make a replacement actor of the original monsters in order to add the possessed state.

's Avatar What's wrong with possess - 1 year ago

What's wrong with possession sphere, why is it not working?

Salahmander's Avatar Salahmander - 1 year ago

@JohnCook1994, you about on DoomWorld?

JohnCook1994's Avatar JohnCook1994 - 1 year ago

Do it brother

's Avatar Caeden11 - 1 year ago

I Have a suggestion for Realm667. It is a Marine who was transformed into this monstrous demon with wings and a split jaw. I call it........Betrayer!

JohnCook1994's Avatar JohnCook1994 - 1 year ago

Hopefully everything is okay right now

JohnCook1994's Avatar JohnCook1994 - 1 year ago

Hey guys, I updated the published things on the repository. For the author's name, for ex I added StopSign's name to Chubbs

JohnCook1994's Avatar JohnCook1994 - 1 year ago

Warhawk, it would be best to submit it, and we shall see it's death.

JohnCook1994's Avatar JohnCook1994 - 1 year ago

It's published

Robot J's Avatar Robot J - 1 year ago

I wonder if the B.R.P.S will actually make it to the armory

Gothic's Avatar Gothic - 1 year ago

I guess as an update, but can we see it first?

Warhawk's Avatar Warhawk - 1 year ago

Hey guys, I made an alternate death animation for Abaddon. How do I submit it?

's Avatar LoganMTM - 1 year ago

Iddqd999

JohnCook1994's Avatar JohnCook1994 - 1 year ago

My pleasure, Sir Gothic

Gothic's Avatar Gothic - 1 year ago

It's up now. Thanks!

JohnCook1994's Avatar JohnCook1994 - 1 year ago

Alright guys, I fixed the expired problem. Can you guys see Abaddon on the Beastiary - Doom Style monster?

JohnCook1994's Avatar JohnCook1994 - 1 year ago

The problem was that I saw this expired thing on abaddon, and the download button is that direct like the others

JohnCook1994's Avatar JohnCook1994 - 1 year ago

I uploaded and published the Abaddon monster via the how-to topic for the repo stuff. I am asking Tormentor667 for more help.

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