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Main Battle Tank

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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:

https://drive.google.com/file/d/15owP9c8LSSHKiLwoi-2640XnJahpxs4K/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
Last edit: 2 years 11 months ago by inkoalawetrust. Reason: Updated the info and description.
3 years 2 weeks ago #1

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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.

 
3 years 1 week ago #2

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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.
3 years 1 week ago #3

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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.
3 years 6 days ago #4

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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}
Last edit: 3 years 5 days ago by inkoalawetrust. Reason: Added some spacing and tried removing the garbage text that appeared once I posted this, but it'll probably come back once I resubmit the post like it did in the OP.
3 years 5 days ago #5

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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*: https://drive.google.com/file/d/15owP9c8LSSHKiLwoi-2640XnJahpxs4K/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}
3 years 5 days ago #6

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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:
2 years 11 months ago #7

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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}
Last edit: 2 years 11 months ago by inkoalawetrust.
2 years 11 months ago #8

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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?
2 years 11 months ago #9

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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
Last edit: 2 years 11 months ago by inkoalawetrust. Reason: Changed the attached ZIP due to a minor bug on the map.
2 years 11 months ago #10
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2 months ago
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flyingbrick : Hey Gothic, I fixed the behemoth that I submitted.
2 months ago
Gothic's Avatar
Gothic : Try it now, Tormentor seems to have fixed it
2 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : I have tried with and without my VPN on as well. Same issue. Not sure what is happening.
2 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Heya, I am trying to post an update for my Chaos Cube but keep getting a 403 error message saying Remote file inclusion attempted. Any help to get passed this?
2 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Happy new year folks
2 months ago
Gothic's Avatar
Gothic : Happy new year to people already living in the future. 1 hour 30 minutes left here in Chile
2 months ago
Ak47fu2's Avatar
Ak47fu2 : which he said not that long ago
2 months ago
Ak47fu2's Avatar
Ak47fu2 : and Gothic (who runs stuff) is going to be without internet so do not expect instant results.
2 months ago
Ak47fu2's Avatar
Ak47fu2 : Unknown you do realize that there are very simple instructions to follow and they are needed or else the site would be flooded with garbage submissions.
2 months ago
Gothic's Avatar
Gothic : Why are you so angry? This site isn't going to dissapear by the end of the year, you have all the time in the world to learn Internet AND Social skills
2 months ago
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Unknown667 : ...d-ckheads who run the site! have to do it the impossible way and not let anyone but themselves upload things! the selfish parasites!
2 months ago
's Avatar
Unknown667 : It bloody is complicated! Can't upload f**k all on this site! No easy explanation or help. a 'Make a Submission' button would be easy to do but no, not these...
2 months ago
DeVloek's Avatar
DeVloek : this error message keeps popping up under the shoutbox every few seconds
2 months ago
DeVloek's Avatar
DeVloek : "There was an error completing the request. Please try again. If you see this error multiple times, please contact the administrator of the site."
2 months ago
DeVloek's Avatar
DeVloek : sorry for double post... the site is a little bit bugged... but not really complicated xD
2 months ago
DeVloek's Avatar
DeVloek : LOL
2 months ago
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Unknown667 : I'll go to Doomworld Forums. All one has to do is select 'attach file' and it's on the site. this one site is too complicated!
2 months ago
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Unknown667 : I don't get what you mean. I can't find these subforums or whatever they are! everything here is confusing af!
2 months ago
Gothic's Avatar
Gothic : Read my instructions again, and learn how we do things here, because it's not hard at all.
2 months ago
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Unknown667 : There is still nothing! Why can't they make a 'Make a Submission' button somewhere on the site? Is it too easy for them? Or are they too retarded to do it?
2 months ago
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Unknown667 : RIPS?
2 months ago
Gothic's Avatar
Gothic : and please NO MORE RIPS FROM BRUTAL DOOM OR BRUTAL DOOM MODS
2 months ago
Gothic's Avatar
Gothic : You need to make an account, and make a post in the corresponding subforum. Make sure to read the big red [READ THIS] threads before posting
2 months ago
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Unknown667 : This is a great place for resources for mods, but where is the goddamn option to upload something¬!? ****ing sort your site out please!!!
2 months ago
Ak47fu2's Avatar
Ak47fu2 : Okay. For whenever you come back or another mod gets to it I have made alot of Doom Eternal monster submissions
3 months ago
Gothic's Avatar
Gothic : I'm gonna be with little to no internet conection for a couple of weeks, so uploads may slow down a bit unless the other mods show up. See you guys later
3 months ago
Gothic's Avatar
Gothic : Yeah, my bad
3 months ago
DeVloek's Avatar
DeVloek : since the Light Gun doesn't have Doomguy hands, shouldn't it be in the "other" category?
3 months ago
Gothic's Avatar
Gothic : Also the SPAS got nerfed, and the altfire actually uses ammo
3 months ago
Gothic's Avatar
Gothic : 3 more sneaky updates: the SPAS-12, Pump Action Shotgun and Nerve Gas Launcher all have widescreen friendly sprites, courtesy of Dzierzan.
3 months ago
DeVloek's Avatar
DeVloek : Yes, everything from WRW is free to be used as long as proper credit is given. No permission required.
3 months ago
Gothic's Avatar
Gothic : Isn't the WRW free for everyone to use? Much like the Armory here.
3 months ago
CaptainToenail's Avatar
CaptainToenail : What's the thought on some of these being submitted/updated for the Armory? I think a lot of the original authors are still around the ZDoom scene.
3 months ago
CaptainToenail's Avatar
CaptainToenail : I was looking through the old ZDoom Weapons Resource Wad from 2005 again for nostalgia reasons. There's some near stuff in there that may have been forgotten.
3 months ago
CaptainToenail's Avatar
CaptainToenail : Nice. Imagine if the Imp's head popped off when you killed it and started running around
3 months ago
Kan3's Avatar
Kan3 : Very fitting and pretty scary too
3 months ago
Gothic's Avatar
Gothic : Updated the Imp Trite, with new sounds
3 months ago
Gothic's Avatar
Gothic : Are you sure you extracted them? GZDoom doesn't load pk3 files inside zips. Did you drag the pk3 file, or the zips?
4 months ago
's Avatar
D.J. : Thank you for your answer, Gothic. So what if I restored my computer to an earlier version of Windows, like Windows 7 for example? Would that work?
4 months ago
Gothic's Avatar
Gothic : ZDoom 2.8.1 is horribly outdated, lots of submissions here use more advanced features that will only work with the latest dev builds of GZDoom
4 months ago
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D.J. : I mean, I downloaded them, extracted them and everything and then I click and drag them onto the ZDoom icon. The game still won't let me summon them....
4 months ago
's Avatar
D.J. : I just downloaded ZDoom 2.8.1 because it's compatible for my new Windows 10 desktop I recently purchased. How can I add custom monsters from here, it won't work
4 months ago
DeVloek's Avatar
DeVloek : it is, thanks.
4 months ago
Gothic's Avatar
Gothic : Should be visible now
4 months ago
DeVloek's Avatar
DeVloek : btw I just noticed the item store submission rules don't have a template.
4 months ago
DeVloek's Avatar
DeVloek : alright, i was afraid my browser was acting up again.
4 months ago
Gothic's Avatar
Gothic : Yeah, It's been a problem for a while now
4 months ago
DeVloek's Avatar
DeVloek : anyone else having problems with quoting posts? anything I put in a quote block doesn't show up at all
4 months ago
's Avatar
Ozymandias81 : TCOTD2 remaster is out! Go check it out and have a spooky Halloween everyone :)
4 months ago
Gothic's Avatar
Gothic : Does anybody else have that problem?
5 months ago
Kan3's Avatar
Kan3 : Whenever I try to put a link in a post I get 403: access forbidden. Remote file inclusion attempted. :/ what's happening?
5 months ago
Gothic's Avatar
Gothic : This forum doesn't have a PM function anyways
5 months ago
DoctorBleed's Avatar
DoctorBleed : That question was meant for BFG Major Mike. Terrible sorry, I can't find the PM function lmao
5 months ago
DoctorBleed's Avatar
DoctorBleed : oh sorry, I misunderstood what this was lol
5 months ago
DoctorBleed's Avatar
DoctorBleed : Did you ever get the Revenant Launchers working? If so, can you share the finished version?
5 months ago
CaptainToenail's Avatar
CaptainToenail : Whoever did those needs to be credited also. Cool monster btw
5 months ago
CaptainToenail's Avatar
CaptainToenail : I created the edit for the Forgotten One that the Chiller Soul sprites are based upon, however I did not create the frosty Chiller Soul sprites themselves.
5 months ago
CaptainToenail's Avatar
CaptainToenail : Hey - just a heads up - Chiller Soul thread is closed so I'll leave this here - the credits for the sprite edit aren't quite correct still - cont'd.
5 months ago
Gothic's Avatar
Gothic : NOTICE: If I closed your thread due to innactivity and you don't feel like making a new one, give me a shout here so I'll reopen it (you must be logged to ask)
6 months ago
's Avatar
Gothic : I didn't, clean up your cookies if you can't see it
7 months ago
Margaret Thatcher's Avatar
Margaret Thatcher : You forgot to update the thumbnail for the ST Railgun, Gothic.
7 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : I submitted the Gross Elemental, Craneo allowed and requested me to do it
7 months ago
Gothic's Avatar
Gothic : I'm also gonna submit the Devastator from Demon Eclipse, also with SOF sprites. I remember it was submitted once in the old formus, I believe it was Ghastly
7 months ago
Gothic's Avatar
Gothic : I plan to update the Pyro Cannon with SoniKOFan sprites, but they seem to be even bigger than the original sprites.
7 months ago
Gothic's Avatar
Gothic : I never noticed that, I guess I never used that monster. It should be updated one of these days
7 months ago
CaptainToenail's Avatar
CaptainToenail : Is it a holdover from a DeHacked implementation? I know I first saw them in ActionDoom.
7 months ago
CaptainToenail's Avatar
CaptainToenail : Did you know that since it was submitted 15(!) years ago, the Imp Trite makes the Mancubus attack sound? That's pretty funny.
7 months ago
's Avatar
anon : But visuals, like the clouds, somehow run smoothly and at a normal fps, in the background when the menu overlay is pulled up
7 months ago
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anon : Clean installs and purging configs changes nothing. The game's resource use is negligible. Lower than potato and higher than maximum settings run equally poorly
7 months ago
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anon : (ie. Ryzen 7 5800H, Radeon RX 6600XT, 16 GB of RAM)
7 months ago
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anon : The flatpak version of Wolfenstein Blade of Agony is running at less than 1 fps at lower than potato settings on a pretty high-end gaming rig. Ideas?
7 months ago
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anon : The flatpak version of Wolfenstein Blade of Agony is running at less than 1 fps at lower than potato settings on a pretty high-end gaming rig. Ideas?
7 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Ah, wonderful! Thank you. I'll try using that and see about updating one of my monsters later.
7 months ago
's Avatar
nobody : Use A_Stop.
8 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Didn't mean to post that twice. But yeah, like a Cacodemon being shot and is now moving backwards. Is there something to force them to stop their movement?
8 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Quick question, is there a function that would force an actor to stop all movement? Including floating actors and being pushed by attacks?
8 months ago
doomedarchviledemon's Avatar
doomedarchviledemon : Quick question, is there a function that would force an actor to stop all movement? Including floating actors and being pushed by attacks?
8 months ago
Gothic's Avatar
Gothic : hey salahmander
8 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Help I can't post replies
8 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Please check the WIP thread if you want to check all of them, I also uploaded the Hell Smith
9 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Okay, decided to port the rest of the Hell-Forged enemies by myself, not 100% accurate, some of them even are missing GLDefs but Amuscaria didn't done much.
9 months ago
Gothic's Avatar
Gothic : as for the regular Blood Fiend and Devil, I decided to only use the new sprite sets, and tossed the old ones
9 months ago
Gothic's Avatar
Gothic : BIG updates to the Super Devil and Cyber Fiend, now they look like the modern Blood Fiend and Devil, and gave them brightmaps
9 months ago
Amiga Angel's Avatar
Amiga Angel : new update to elven sorceress
9 months ago
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I6g9o5r1 : Bruh
9 months ago
Icws666oadw's Avatar
Icws666oadw : I live... AGAIN.
9 months ago
BadMojo's Avatar
BadMojo : Never Fear.. I Was Here :P
10 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : The site is improving further and further, keep going good!
11 months ago
Tormentor667's Avatar
Tormentor667 : Thanks for your feedback!
11 months ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : It's working better now. The "Latest" area is now my bookmark home. ? Sign in, and it automatically shows all the new stuff. Convenient
11 months ago
Tormentor667's Avatar
Tormentor667 : Did some more work today, that helps to indicate new posts in the overview and the categories. Also topic icons are working again
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : *Me trying to not click a new feature implemented so the bot doesn't ban my IP again. Seriously, I was trying to look a preview and the IP bot banned me again*
11 months ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : Nah, imo I don't like it. Can't see 'New' posts and it looks too complicated. But hey, it's your site.
11 months ago
Kan3's Avatar
Kan3 : Imo it looks really coolo
11 months ago
Tormentor667's Avatar
Tormentor667 : Got a big bunch done, I hope it is already bettrr
11 months ago
Tormentor667's Avatar
Tormentor667 : Working on it right now
11 months ago
Gothic's Avatar
Gothic : People, please stop using Mediafire for hosting files, I'll reinforce this rule harder from now on
11 months ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : I saw, it's garbled AF on the page. Weird glitch?
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Enjoy another neat monster concept: The Rat King
11 months ago
inkoalawetrust's Avatar
inkoalawetrust : The pages are way too crushed down horizontally now. The repository looks scuffed too https://prnt.sc/eNn7vSCXnJn2
11 months ago
Tormentor667's Avatar
Tormentor667 : Okay them - finished most of my overhaul of the page. How do you like it?
11 months ago
Kan3's Avatar
Kan3 : My fault that I left the replace thing after I tested it D: thanks for the update
11 months ago
Gothic's Avatar
Gothic : The Automatic Crossbow has been updated, I didn't notice it was replacing the Chaingun for some reason.
11 months ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic Seems like you forgot to update the editor numbers document when you added Toenails' techno columns.
11 months ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : Sorry, didn't realise Enter posts. A lot of the weapon submissions need some tweaking and they'd be fantastic additions.
11 months ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : There are some good submissions, my sprite work isn't great or even good by comparison, however I can script decorate.
11 months ago
inkoalawetrust's Avatar
inkoalawetrust : Man I haven't been active here in a long time. Maybe I should actually get off my ass and review some submissions again. And update the MVP submission again.
11 months ago
Kan3's Avatar
Kan3 : I'm loving what I'm seeing so far :D
11 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Neat work! A page rework is always not bad when it comes to good updated features ;)
11 months ago
Tormentor667's Avatar
Tormentor667 : Currently working on an overhaul of the page, don't worry if things are behaving strangely ;)
11 months ago
Gothic's Avatar
Gothic : The D'sparil staff has been updated, check the update log inside to see what's new.
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Oh, nevermind, I could access now, thank you! :D
1 year ago
's Avatar
Ganbare : Hello? It's me, Ganbare-Lucifer, can you delist me from the 'black list', everytime I try to log in it blocks my access and became annoying.
1 year ago
Infirnex's Avatar
Infirnex : Happy new year everyone!
1 year ago
's Avatar
Eisenfaust : Dans Blade of agony, je n'arrive pas à ouvrir le coffre fort. Je pense avoir la combinaison (la date anniversaire de l'officier allemand), mais...
1 year ago
Gothic's Avatar
Gothic : The Spray Cannon and BFG2704 have been updated. Besides the change of file, projectiles no longer bounce infinitely. Merry Christmas.
1 year ago
Gothic's Avatar
Gothic : Yeah, if you're using other people's stuff, make sure they gave permission for their use, or ask them for permission
1 year ago
Vandorian117's Avatar
Vandorian117 : What is the rules concerning it do I need to find the Authors and Include them in a Text Document in the Pk3?
1 year ago
Vandorian117's Avatar
Vandorian117 : I want to submit a Six Barrel Shotgun Decorate that I condensed down to work in Regular Projects from Brutal Doom, I cannot find any info on whom made it
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Yeah, I noticed that too, I sent Tormentor a message.
1 year ago
's Avatar
Gothic : Something is wrong with the site, the links are directing incorrectly, they should have /index.php/
1 year ago
ozymandias81's Avatar
ozymandias81 : Hi guys, it has been aeons I didn't peek here... I might come soon with texture pack. Life has been very harsh on my end, and there is still a lot to fight
1 year ago
SkeletronMK666's Avatar
SkeletronMK666 : I've submited a file to the besteary, someone let me know if there are problems with the monster, i'll fix em
1 year ago
Gothic's Avatar
Gothic : You can actually
1 year ago
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DoubleU : You should be able to preview the audio files
1 year ago
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Ramal : Safarov
1 year ago
Gothic's Avatar
Gothic : Patched Up textures ha been updated with a couple of new textures.
1 year ago
Gothic's Avatar
Gothic : Holy ****balls, old posts with Mediafire links completely break those pages.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : For reporting issues with BOA, you should instead put them up on its' GitHub issue tracker. https://github.com/Realm667/WolfenDoom/issues
1 year ago
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jens : sorry for spam :(
1 year ago
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Jens : Hi guys, i experience the problem, that the game will be displayed on the wrong monitor with fullscreen. What can i do?
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Hmm, seems like image embed on the forum are broken.
1 year ago
's Avatar
Vandorian : I don't suppose someone could program (I am not sure how to make them) a Battlelord Sentry from Duke Nukem 3D? I would love to use them as choke point bosses
1 year ago
mattbratt11's Avatar
mattbratt11 : Nevermind.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : What's the spam post, you mean the two messages below you ?
1 year ago
mattbratt11's Avatar
mattbratt11 : Don't worry folks, I've already reported the spam post in the Let us Know Thread while Torm is not around.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Maybe ask Tormentor ?
1 year ago
Gothic's Avatar
Gothic : i don't know why the Wild Demonic Leeches aren't showing up on the latest submissions
1 year ago
's Avatar
InnerConflict : https://youtu.be/3kl7trBcOVg?t=1179 - some issues like hitboxes and camera skips
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Dingor We can't really help you with problems that have to do with BOA, you should report them on BOA's GitHub https://github.com/Realm667/WolfenDoom/issues
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @DBJ87 I'm definitely looking forward to that.
1 year ago
DBJ87's Avatar
DBJ87 : Happy Realm day R667. Ally Marine submission update in the works, inc Jetpack, Riot Shield, Tank, Quad SG, Hellstorm Cannon, Sonic RG & Freeze Rifle users
1 year ago
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Dingor : Hi everyone! Can someone help with my problem? On fog maps I have very low fps and on Tunis mission I have black screen outdoors coz of sandstorm.
1 year ago
's Avatar
Sanxion : Thank you for making BOA, it makes really fun. I like that game. Great work!
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Hmm, are you talking to me ?
1 year ago
Gothic's Avatar
Gothic : i still need to finish my Hpack map https://imgur.com/t4epZVC
1 year ago
Gothic's Avatar
Gothic : wish I could check them again, i remember some of those being pretty good https://imgur.com/a/HVRp1br
1 year ago
Gothic's Avatar
Gothic : since nothing from the old site was saved, i'm saving even the rejected entries https://imgur.com/hLADHAS
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : I can split the weapon they drop pretty easily. But the other weapon that both the NPCs and players can use, is too intertwined with the NPC.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Would I need to split the weapon they drop, and the sort-of weapon that both the NPC and player can use into separate submissions ?
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : Alright, I finally finished a project of mine. But it includes an NPC, a weapon that the NPC drops, and a sort-of weapon, that both the NPC and players can use.
1 year ago
Gothic's Avatar
Gothic : Check the Staff forum, on my latest post, hopefully that answers your question
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic I need your help, how do you manage to remove the duplicate file size, that appears on the download sections of new resource articles ?
1 year ago
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doom : Das
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : I should really stop bothering with taking time to write replies. And just spit them out ASAP, and edit them later to add or fix anything on them.
2 years ago
's Avatar
Vostyok : Hello! Just stopping by to give my thanks for this site and repositories. Has been a great help over the years. Hope all is well 3
2 years ago
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I am a fella : Can't seem to find a way to register for the forums.. Is there a way to turn off the lighting effect in BoA that casts rays off everything? It's a bit much ^^
2 years ago
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Boofus : I was wondering, I noticed a German spying from the bushes at the Allied HQ, is he just an easter egg or is there more to it?
2 years ago
Robot J's Avatar
Robot J : while i'm here, How are yall doin?
2 years ago
Robot J's Avatar
Robot J : damn it's been awhile since ive been here
2 years ago
Gothic's Avatar
Gothic : took care of the issue with the filesize showing twice
2 years ago
inkoalawetrust's Avatar
2 years ago
's Avatar
Anna : WHO ERA YOU??????????????????2022
2 years ago
's Avatar
Annna : how are you?
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : And I removed them because most of them were spam and/or nonsense.
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : We did.
2 years ago
's Avatar
Jonathan : Hello I don't know if anyone received my posts or not how will I know if they did?
2 years ago
inkoalawetrust's Avatar
inkoalawetrust : Hmm, seems like the file size of the new Candlesticks resource appears in its' name for some reason. And I can't remove it.
2 years ago
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