Main Battle Tank

2 months 2 days ago - 3 weeks 5 days 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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1 month 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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1 month 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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1 month 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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1 month 3 weeks ago - 1 month 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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1 month 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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1 month 1 week 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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1 month 1 week ago - 1 month 1 week 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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1 month 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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1 month 1 week ago - 1 month 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

Blue Shadow's Avatar Blue Shadow - 4 days ago

Importing where? And which monster or weapon?

's Avatar need help with gzdoom bdr - 5 days 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 - 5 days ago

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

's Avatar Lifell - 1 week 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 - 1 week 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.

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

inkoalawetrust's Avatar inkoalawetrust - 1 week 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 - 1 week ago

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

's Avatar Devin - 1 week 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 - 1 week ago

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

Blue Shadow's Avatar Blue Shadow - 1 week ago

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

Blue Shadow's Avatar Blue Shadow - 1 week 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 - 1 week ago

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

's Avatar Operation Chastise Safe - 1 week 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 - 1 week 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 - 1 week ago

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

's Avatar John - 2 weeks 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 - 2 weeks 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) - 2 weeks 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) - 2 weeks ago

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

inkoalawetrust's Avatar inkoalawetrust - 2 weeks 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 - 2 weeks ago

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

Ganbare-Lucifer's Avatar Ganbare-Lucifer - 3 weeks ago

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

's Avatar TrustworthyBard - 1 month 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 - 1 month 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 - 1 month 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 - 1 month ago

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

inkoalawetrust's Avatar inkoalawetrust - 1 month 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 - 1 month 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 - 1 month 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 - 1 month 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 - 1 month 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 - 1 month ago

@Gothic Mood

Gothic's Avatar Gothic - 1 month ago

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

Blue Shadow's Avatar Blue Shadow - 1 month ago

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

's Avatar :( - 1 month ago

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

Blue Shadow's Avatar Blue Shadow - 1 month 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 - 1 month 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 - 1 month 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 - 1 month 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 - 2 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 - 2 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 - 2 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 - 2 months ago

So gzdoom is related to visual studio 2019?

Lagi's Avatar Lagi - 2 months ago

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

Lagi's Avatar Lagi - 2 months ago

hi

Blue Shadow's Avatar Blue Shadow - 2 months ago

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

's Avatar zsec9000 - 2 months ago

So on XP it doesn't work anymore?

Blue Shadow's Avatar Blue Shadow - 2 months ago

Vista and above, I think.

's Avatar zsec9000 - 2 months ago

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

's Avatar zsec9000 - 2 months ago

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

's Avatar zsec9000 - 2 months ago

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

's Avatar schnibbelkram - 4 months ago

went back and forth, but cant find the issue

's Avatar schnibbelkram - 4 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 - 4 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 - 4 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 - 6 months ago

Seems like I can log in again

's Avatar DanielBreakdown - 6 months ago

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

JohnCook1994's Avatar JohnCook1994 - 6 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 - 7 months ago

Was the website just down a bit ago for anyone?

Gothic's Avatar Gothic - 7 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 - 7 months ago

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

daemonspudguy's Avatar daemonspudguy - 7 months ago

My home IP address is banned for no reason

's Avatar uBO - 7 months ago

hi

JohnCook1994's Avatar JohnCook1994 - 7 months ago

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

JohnCook1994's Avatar JohnCook1994 - 7 months ago

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

Salahmander's Avatar Salahmander - 8 months ago

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

ozymandias81's Avatar ozymandias81 - 8 months ago

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

JohnCook1994's Avatar JohnCook1994 - 8 months ago

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

Salahmander's Avatar Salahmander - 9 months 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 - 9 months ago

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

Salahmander's Avatar Salahmander - 9 months ago

@JohnCook1994, you about on DoomWorld?

JohnCook1994's Avatar JohnCook1994 - 10 months ago

Do it brother

's Avatar Caeden11 - 10 months 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 - 10 months ago

Hopefully everything is okay right now

JohnCook1994's Avatar JohnCook1994 - 10 months 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 - 10 months ago

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

JohnCook1994's Avatar JohnCook1994 - 10 months ago

It's published

Robot J's Avatar Robot J - 10 months ago

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

Gothic's Avatar Gothic - 10 months ago

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

Warhawk's Avatar Warhawk - 10 months ago

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

's Avatar LoganMTM - 10 months ago

Iddqd999

JohnCook1994's Avatar JohnCook1994 - 10 months ago

My pleasure, Sir Gothic

Gothic's Avatar Gothic - 10 months ago

It's up now. Thanks!

JohnCook1994's Avatar JohnCook1994 - 10 months ago

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

JohnCook1994's Avatar JohnCook1994 - 10 months 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 - 10 months ago

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

Gothic's Avatar Gothic - 10 months ago

I don't see the Abaddon added to the beastiary

JohnCook1994's Avatar JohnCook1994 - 10 months ago

They are.

's Avatar zsec - 11 months ago

Suicide bombers remind me of creepers in minecraft

's Avatar mr cool - 11 months ago

hey guys what is up

mattbratt11's Avatar mattbratt11 - 11 months ago

How long does the Repository Submission Absence last?

's Avatar comegetsome - 11 months ago

Hey there, interested in trying to get this to run on my RetroPie. Is this compatible with lzdoom by chance? Thanks!

Gothic's Avatar Gothic - 11 months ago

here https://devbuilds.drdteam.org/gzdoom/

's Avatar marriagecounselor - 11 months ago

Where do we find the dev builds?

's Avatar Avi - 11 months ago

I'll keep that in mind. Thanks!

Tormentor667's Avatar Tormentor667 - 11 months ago

Please use a dev build. The text file says 4.4+

's Avatar Avi - 11 months ago

I'm having the same issue as cycogod. Currently running version 4.3.3-2 through Manjaro (linux)

's Avatar Makazu87 - 11 months ago

How close is boa chapter 3's release?

Gothic's Avatar Gothic - 11 months ago

are you using the latest gzdoom build?

cycogod's Avatar cycogod - 11 months ago

error please help getting pk3 to run

cycogod's Avatar cycogod - 11 months ago

sapphire.pk3:zscript/saphrtorch.zc, line 89: Default blocks currently disabled in mixinssapphire.pk3:zscript/saphrtorch.zc, line 165: Mixin SaphrFireMixin does

's Avatar abbuw - 11 months ago

I like to take up the rear end by Schwoogies like my buttboy ZedekThePlagueDoctor

Stopsignal's Avatar Stopsignal - 1 year ago

Greetings! Could i ask for someone to check the creatures i added too, if it's not too much of a hassle? Hyped to see if they get accepted! Anyways, thanks!

Cyantusk's Avatar Cyantusk - 1 year ago

@ozymandias81 Thank you! I've already replied! Yea it's all cool here. What about there?

ozymandias81's Avatar ozymandias81 - 1 year ago

@Cyantusk - Done, very cool stuff... I deliberately optimized some stuff, check your posts hope all cool :)

ozymandias81's Avatar ozymandias81 - 1 year ago

@Cyantusk - Gonna check them asap

Cyantusk's Avatar Cyantusk - 1 year ago

Hello, are my recent posts alright? It's been 3 months unanswered. Do they need changes?

Gothic's Avatar Gothic - 1 year ago

No

's Avatar Crow - 1 year ago

Hello is any1 online?

ozymandias81's Avatar ozymandias81 - 1 year ago

royn - I guess you have issues with BoA on the base, simply go outside and talk to Miller at the start again after briefing

ozymandias81's Avatar ozymandias81 - 1 year ago

Click the Donate button below MakeHissyHappy image and follow instruction :)

's Avatar how do i donate - 1 year ago

how do i donate money?

's Avatar damm... - 1 year ago

damm. No sounds in snap version and flatpak is broken.

Fiorello1's Avatar Fiorello1 - 1 year ago

EEEH

SKRFrancis's Avatar SKRFrancis - 1 year ago

EHH FRIMAN.

's Avatar royn - 1 year ago

how the **** do you beat the damn level nothing happens ive explored everything

's Avatar BadMojo - 1 year ago

Thanks, I didn't see the comments *face palm*.. I'll give that new exe a go, cheers

's Avatar Ozymandias81(notlogged) - 1 year ago

Yes man it is fine, it is a phalse positive and you can undertsand it by reading moddb page (and my replies). New exe if you want: https://bit.ly/32fp63G

BadMojo's Avatar BadMojo - 1 year ago

Just downloaded BOA from the moddb page, but windows security is showing boa_c2.exe as a trojan, is this normal?

's Avatar Jimbob - 1 year ago

jimbobbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb

's Avatar alex - 1 year ago

alex2009

's Avatar Alex - 1 year ago

alex2009

's Avatar alex - 1 year ago

alex2009

's Avatar Paul - 1 year ago

How do I sign in to the forums?

's Avatar Ozymandias81(notlogged) - 1 year ago

@Jimmy - Unfortunately we can't due to massive usage of advanced stuff, but if you have BlueStacks + compatible GZDoom with andro and BoA... who knows

's Avatar Jimmy - 1 year ago

Can you guys port blades of agony to android or no

's Avatar RamboLevi - 1 year ago

Hello! It will sound noobish,but i cant find where to register on main page. Any help please? I have a serious issue to post here on Forum 'bout the game.

ozymandias81's Avatar ozymandias81 - 1 year ago

Merry Christmas to everyone!

DizzyDillo's Avatar DizzyDillo - 1 year ago

I combined Brutal Doom and Sigil today for the fun of it. I was not disappointed. I recommend trying it.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Update submitted.

Blue Shadow's Avatar Blue Shadow - 1 year ago

I'm currently trying to figure out a way to solve the issue while keeping compatibility with both GZDoom and Zandronum.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Hmm, it seems the code that I added to make the weapon ignore altfire if there isn't enough ammo doesn't work anymore in GZDoom.

zsec5500's Avatar zsec5500 - 1 year ago

to*

zsec5500's Avatar zsec5500 - 1 year ago

That once I switch to it, it won't let me switch t another weapon and I can't fire the weapon when I click the left mouse button.

Blue Shadow's Avatar Blue Shadow - 1 year ago

"Not working" doesn't tell us much. What's the issue are you having with it exactly?

zsec5500's Avatar zsec5500 - 1 year ago

Napalm Launcher is not working, what happened to it?

zsec5500's Avatar zsec5500 - 1 year ago

I have never seen a strife mod that uses the medium ammo pickups from this site, does anyone know some mods that do use that?

Blue Shadow's Avatar Blue Shadow - 1 year ago

See this: https://forum.zdoom.org/viewtopic.php?f=4&t=66266

Blue Shadow's Avatar Blue Shadow - 1 year ago

We're also looking for having a new team that would take care of submissions to the repository.

Blue Shadow's Avatar Blue Shadow - 1 year ago

We're currently looking for people who can actively post news on the site.

's Avatar Stopsignal - 1 year ago

Hey! I was checking old submissions and realized that the button to change pages in a topic in mobile is not displayed. Just to let you know!

's Avatar noob - 1 year ago

thanks blue shadow. anyway, i fixed the problem by binding "lstickup" to forward (even though the left y axis is already bound to forward) and that fixed sprint

Blue Shadow's Avatar Blue Shadow - 1 year ago

To make posts, you need to have a forum account first (you create one from the site's main page).

's Avatar noob - 1 year ago

just gonna say it here then. in BoA, sprint does not work if you're using a controller...

's Avatar noob - 1 year ago

how tf do i make a post on this forum lol

's Avatar Shadesmaster - 1 year ago

Swraph

doomedarchviledemon's Avatar doomedarchviledemon - 1 year ago

Happy Halloween! ^_^

zsec5500's Avatar zsec5500 - 1 year ago

So there is only one strife custom weapon here?

Gothic's Avatar Gothic - 1 year ago

wake me up when Zandro supports them then

Blue Shadow's Avatar Blue Shadow - 1 year ago

The anonymous functions is a deal breaker, since it'll make the monster no longer usable with Zandronum.

Gothic's Avatar Gothic - 1 year ago

simplified code, using annon functions instead of multiple TNT1 frames, sprite offsets fixed, and better sound quality since its last update

Blue Shadow's Avatar Blue Shadow - 1 year ago

What kind of changes have you done to it?

Blue Shadow's Avatar Blue Shadow - 1 year ago

I doubt they are.

Gothic's Avatar Gothic - 1 year ago

if Maelstorm is still around here, may I have permission to update the InfernoDemon?

Cyantusk's Avatar Cyantusk - 1 year ago

i see, thank you for the clarification!

Blue Shadow's Avatar Blue Shadow - 1 year ago

Submissions need to be reviewed first before a decision is made.

Cyantusk's Avatar Cyantusk - 1 year ago

i double checked the rules, but maybe i missed something

Cyantusk's Avatar Cyantusk - 1 year ago

oh ok. I removed the tag from my posts. Taking the opportunity to ask: there's something wrong in my posts? I don't see the submissions in the repository yet...

Blue Shadow's Avatar Blue Shadow - 1 year ago

The [SUBMISSION] tag isn't needed. Setting the icon alone is enough.

Cyantusk's Avatar Cyantusk - 1 year ago

oh i see, ty!

Stopsignal's Avatar Stopsignal - 1 year ago

Indeed! Also, use the submission icon, the one with the S!

Cyantusk's Avatar Cyantusk - 1 year ago

Hello, how do i tag a forum post of mine with [submission]? I just type in its title?

zsec5500's Avatar zsec5500 - 1 year ago

Yes, like Infernal Attack.

's Avatar Revenge - 1 year ago

Is there a mod that allows your custom weapons to be spawned randomly on the maps?

zsec5500's Avatar zsec5500 - 1 year ago

Cryocubus has been updated on moddb, check it out and I hope he is much better.

zsec5500's Avatar zsec5500 - 1 year ago

But the Strife Pistol I've seen in a mod called Strife Uncut.

zsec5500's Avatar zsec5500 - 1 year ago

I haven't seen a single strife mod that uses the custom strife monsters here.

Gothic's Avatar Gothic - 1 year ago

I managed to reduce a huge chunk of the Inferno Demon's code on DECORATE

zsec5500's Avatar zsec5500 - 1 year ago

I mean that I saw it only in infernal attack not in this site.

's Avatar Ozymandias81(notlogged) - 1 year ago

Vores exist thanks to Quake 1, and they are also present here on r667... What do you mean?

zsec5500's Avatar zsec5500 - 1 year ago

I never heard of an enemy called vore and I think he never existed here.

Blue Shadow's Avatar Blue Shadow - 1 year ago

What Hexen project?

Super Doomgod's Avatar Super Doomgod - 1 year ago

Awesome, i was waiting for a Hexen project, finally.

zsec5500's Avatar zsec5500 - 1 year ago

Why the Hellstorm Archon death message says Archon of Hell?

zsec5500's Avatar zsec5500 - 1 year ago

Actually, I didn't know that most of the monsters here are so old.

's Avatar zsec5500 - 1 year ago

Ok

zsec5500's Avatar zsec5500 - 1 year ago

Actually, I don't know who you are.

DizzyDillo's Avatar DizzyDillo - 1 year ago

No need to welcome me. It's AshuraTheChimera, back from "retirement". You might remember me from Yura's pyrosuccubus mod from almost 10 years ago.

zsec5500's Avatar zsec5500 - 1 year ago

I did notice there were 2 links.

's Avatar Ozymandias81(notlogged) - 1 year ago

zsec5500 - How so? Did you read both of them? Those are separate links, and each of them tells you what Decorate or ZScript are

zsec5500's Avatar zsec5500 - 1 year ago

The link you sent me has nothing in it.

's Avatar Ozymandias81(notlogged) - 1 year ago

zsec5500 - Use zdoomwiki: https://zdoom.org/wiki/DECORATE // https://zdoom.org/wiki/ZScript

zsec5500's Avatar zsec5500 - 1 year ago

What is the difference between ZScript and Decorate?

zsec5500's Avatar zsec5500 - 1 year ago

What is arachnocubus?

Gothic's Avatar Gothic - 1 year ago

Because they are meant to be accesible for any kind of mod. If you want weapons with reloading, you can always give them yourself

zsec5500's Avatar zsec5500 - 1 year ago

Why weapons here have no reloading?

zsec5500's Avatar zsec5500 - 1 year ago

I found some old stuff that didn't exist here, I know where to get them but I'm not allowed to tell.

Dynamo's Avatar Dynamo - 1 year ago

https://realm667.com/index.php/en/forum-board/let-us-know/1304-cybermage-textures done!

Blue Shadow's Avatar Blue Shadow - 1 year ago

So it doesn't get lost, I suggest you make a new thread about this in the Let Us Know sub-forum.

's Avatar Dynamo - 1 year ago

cheers!

's Avatar Dynamo - 1 year ago

I would also like to respectfully point out the site offers textures that are even more huge in size, such as max payne. seems contradictory not to have both

's Avatar Dynamo - 1 year ago

evidently this simple aspect of doom mapping was overlooked by the one who closed the submission

's Avatar Dynamo - 1 year ago

I have used them before in maps, the complaint about the sizing difference is irrelevant because in UDMF you can just resize textures as you please

's Avatar Dynamo - 1 year ago

https://realm667.com/index.php/en/forum-board/closed-submissions/536-submission-cybermage-textures could this be reviewed again? these textures are useful imho

Blue Shadow's Avatar Blue Shadow - 1 year ago

What's the error?

's Avatar Crythix - 1 year ago

How do I spawn the Satyr in GZDOOM? It keeps giving me an error, what am I doing wrong?

's Avatar t3hgonz01 - 1 year ago

is there a slated release date for chapter 3?

BadMojo's Avatar BadMojo - 1 year ago

Feel the wrath of my 1 time only inconsequential shoutboxing.. Hello realm goers, I hope all is well for you all :)

zsec5500's Avatar zsec5500 - 1 year ago

What is that mod you are talking about?

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