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Devil Worms Pack

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Replied by doomedarchviledemon on topic Worm Pack

It was due to the pain state calling a previously deleted 'Chase' state I implemented before I re-uploaded this pack. I missed this little issue but now it has been fixed. Thank you.
The following user(s) said Thank You: Fiorello1
7 years 10 months ago #31

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Replied by DBJ87 on topic Worm Pack

Tested all the worms out, this is brilliant :D. I Especially like the ambush style, with the older worms, it really keeps you on your toes and gives you an itchy trigger-finger. Great job :)
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7 years 10 months ago #32

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Replied by MagicWazard on topic Worm Pack

Tested all the worms out, this is brilliant :D. I Especially like the ambush style, with the older worms, it really keeps you on your toes and gives you an itchy trigger-finger. Great job :)

I second this enthusiastically. I literally only have one more suggestion to make, and it's one of the same I made for the Fire Serpents--is it possible to have the worms' tails appear while they're in their Spawn/Idle state? To me the only blemish with these creatures is having the tail suddenly appear as they start moving.
7 years 10 months ago #33

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Replied by doomedarchviledemon on topic Worm Pack

I literally only have one more suggestion to make, and it's one of the same I made for the Fire Serpents--is it possible to have the worms' tails appear while they're in their Spawn/Idle state?

Unfortunately with the worms I do not think it will work as well as it did with the fire serpents. The reason being is that since each worm is a different size and their tail segments shrink down behind them as they move around, having an idle tail segment would cause one of two issues.

One being that if I were to only spawn in segments of one size for each worm they will not shrink along with the other segments when they start moving. Spawning segments behind the worms and having them smaller each time will also result in the same thing.

Two being that if I were to spawn a tail segment that does shrink down like how it's suppose to it will create a mess of body segments spawning on top of each other making it look very messy.

So in this case it isn't something that wouldn't work unless I simply took out the shrinking factor and had their bodies always be one size as they moved along and disappear out of nowhere when it comes time to despawn them. Which leaves three options now. One being to leave it as is. Two is to remove the worms being able to spawn on top of the ground and only have them spawn via jumping out of the ground which will have the worm's tails spawn as they breach and then go straight into moving around. Three is to remove the shrinking tails and instead keep the tails one size for each worm.
7 years 9 months ago #34

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Replied by MagicWazard on topic Worm Pack

I dunno, can't you just create new static tail elements that inherit the size and properties of the existing tail elements, and then just change the parameters of SpawnItemEx to have them spawn at the appropriate offsets while the worms are idle? Don't forget that SpawnItemEx does allow for a spawn offset, so it's not like spawning a shrinking, non-moving tail necessarily means that the segments have to spawn on top of each other.
7 years 9 months ago #35

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Replied by doomedarchviledemon on topic Worm Pack

I could, yes, but that would still create the first issue already mentioned. Once the worms start moving the idle tails will still be there and not shrink down along with the worm. The first segment that spawns once the worms start to move will shrink down, but the segment right before that, the first segment that is idle, will stay the same size and simply vanish. This will make it look like the worm detached itself from the idle tail and grew back a new one as the idle segments are left behind until they vanish.

If you wish I can go ahead and make these edits to one of the worms so that we can have a visual understanding of the situation, rather than trying to visualize it in our heads. :P
7 years 9 months ago #36

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Replied by MagicWazard on topic Worm Pack

I could, yes, but that would still create the first issue already mentioned. Once the worms start moving the idle tails will still be there and not shrink down along with the worm. The first segment that spawns once the worms start to move will shrink down, but the segment right before that, the first segment that is idle, will stay the same size and simply vanish. This will make it look like the worm detached itself from the idle tail and grew back a new one as the idle segments are left behind until they vanish.

Not necessarily. I've actually thought of a couple of possible workarounds for this, varying in terms of feasibility and effectiveness. I'm going to list them from worst to best:

*At the beginning of the monster's See state, you can call "TNT1 A 0 A_RemoveChildren ", which should, in theory, immediately destroy the idle tail. If you go this method, you'll then want to make sure that any time you return to See, you should instead go to See +1 in order to ensure it doesn't re-call "A_RemoveChildren" and delete its "real" tail. The downside of this approach is that this assumes the worm is to be "awoken" via sight or sound; if, instead, it goes straight to its Pain state (say, the player sneaks up on it), then "A_RemoveChildren" won't get called, and the idle tail will remain for a moment as described. So this is the least foolproof method.

*Shorten the lifespan of each idle tail segment to something very low (say, 1 or 2 tics), so that when the monster starts moving, they will disappear nearly instantly. The downside of this is that you'll have to spawn the segments much more frequently than before,, and I don't know how much effect that may have on performance. Odds are that unless you have dozens of these idling around the map, it probably won't impact performance noticeably.

*The last idea, which came to me as I was driving home from work, is to simply make new idle frames for each worm that have the tail "baked" into it, rather than trying to spawn the tail dynamically. Open up the idle frame in your paint program, drop the appropriate number and size of tail segments behind it, save it out as a flat sprite, and make sure the offsets are good in SLADE3. Maybe "curl" the tail behind it, instead of having the tail come straight out behind it, so that if it's placed close to a wall, it won't be mostly clipping into it. I think this is the best way to go. Yes, there'll be a little bit of a momentary visual disconnect as the tail goes from "flat" to "dynamic", but I think it's an understandable concession considering how sophisticated the monster's behavior is.

In any event, please don't think I'm being too hard on you. This is really quite a spectacular effort, and I just think that the worms' idle appearance is really the only thing holding it back from immediate approval. :)
7 years 9 months ago #37

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Replied by doomedarchviledemon on topic Worm Pack

In any event, please don't think I'm being too hard on you.

Not at all! I did not take any of your feedback as such. I welcome constructive feedback as it is really the only way to make things better and improve my own skills in the process. Not to mention others will see mistakes or oversights that the creator may not have spotted before, which is important. I was actually worried that my replies were coming off as passive aggressive, which is not at all my intention at all. ^_^;

Anyway, I will try the A_RemoveChildren but I personally still do not think it will look good for the reasons I mentioned before. Either way I will go ahead and try this out as well as try a few other things, then we will be able to actually see everything in action and might be able to get a better understanding of this whole mess.
7 years 9 months ago #38

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Replied by MagicWazard on topic Worm Pack

In any event, please don't think I'm being too hard on you.

Not at all! I did not take any of your feedback as such. I welcome constructive feedback as it is really the only way to make things better and improve my own skills in the process. Not to mention others will see mistakes or oversights that the creator may not have spotted before, which is important. I was actually worried that my replies were coming off as passive aggressive, which is not at all my intention at all. ^_^;
Oh, I wasn't getting any passive-aggression from you at all. I was just kind of apologizing in advance, since I tend to have no shortage of nitpicky feedback. My last two jobs have been software QA and game design, so it's in my nature to get really bitchy about even the smallest of details. :)
7 years 9 months ago #39

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Replied by doomedarchviledemon on topic Worm Pack

My last two jobs have been software QA and game design, so it's in my nature to get really bitchy about even the smallest of details. :)

Horray! Another QA tester in the house! That's been the last four or so years of my life at Nintendo, so I know all about getting bitchy at small details. Now-days I do UGC Moderation but still with Nintendo as an associate.


Alright! I got it! I updated the download link and it includes multiple edits to the elder worm which I used to experiment on, but don't even bother with any of the others besides Elderworm3. I got this shit down with number three! AAAAAHHH so excited!!!

Elderworm3: With this one I went ahead and spawned in the different sized segments behind the worm so they all look like they are getting smaller. Then, once it enters the first See state it will spawn in each of those segments that are apart of the shrinking tail. This way each segment will begin shrinking starting at that size. This means that once the worm starts moving around the idle tail and the 'real' tail will sync up perfectly! EEEEEEEEEEEE!!!!!
I can't remember how I got the idea of simply swapping them out like this, which is actually a pretty simple idea now that I think about it, but it was when I was first writing this reply.

However, there is still one issue that you already mentioned in your first example where if it enters its Pain state first it will skip the first See state and cause a visual disconnect. If there is a way to get around that then it would be perfect! Also I know there is a bunch of errors and the whole See states aren't organized and everything but I'll deal with that later. This was just experimenting around until I got something working and then I'll go ahead and polish it up again.

Also, I didn't do the "baked" tails idea because I could instead manipulate where the tails will spawn and face by messing with the parameters instead, making it look more three dimensional and less... well flat. I plan on doing that to make it either coil around the worm or maybe have a wave pattern or something. I'll also do this for the Fire Serpents.
7 years 9 months ago #40

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Ak47fu2 : which he said not that long ago
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Ak47fu2 : and Gothic (who runs stuff) is going to be without internet so do not expect instant results.
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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.
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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!
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Gothic : Read my instructions again, and learn how we do things here, because it's not hard at all.
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Unknown667 : RIPS?
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Ak47fu2 : Okay. For whenever you come back or another mod gets to it I have made alot of Doom Eternal monster submissions
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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
4 months ago
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Gothic : Yeah, my bad
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DeVloek : since the Light Gun doesn't have Doomguy hands, shouldn't it be in the "other" category?
4 months ago
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Gothic : Also the SPAS got nerfed, and the altfire actually uses ammo
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Gothic : 3 more sneaky updates: the SPAS-12, Pump Action Shotgun and Nerve Gas Launcher all have widescreen friendly sprites, courtesy of Dzierzan.
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DeVloek : Yes, everything from WRW is free to be used as long as proper credit is given. No permission required.
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Gothic : Isn't the WRW free for everyone to use? Much like the Armory here.
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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.
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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.
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CaptainToenail : Nice. Imagine if the Imp's head popped off when you killed it and started running around
4 months ago
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Kan3 : Very fitting and pretty scary too
4 months ago
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Gothic : Updated the Imp Trite, with new sounds
4 months ago
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Gothic : Are you sure you extracted them? GZDoom doesn't load pk3 files inside zips. Did you drag the pk3 file, or the zips?
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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?
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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
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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
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DeVloek : it is, thanks.
5 months ago
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Gothic : Should be visible now
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DeVloek : btw I just noticed the item store submission rules don't have a template.
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DeVloek : alright, i was afraid my browser was acting up again.
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Gothic : Yeah, It's been a problem for a while now
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DeVloek : anyone else having problems with quoting posts? anything I put in a quote block doesn't show up at all
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Ozymandias81 : TCOTD2 remaster is out! Go check it out and have a spooky Halloween everyone :)
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Gothic : Does anybody else have that problem?
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Kan3 : Whenever I try to put a link in a post I get 403: access forbidden. Remote file inclusion attempted. :/ what's happening?
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Gothic : This forum doesn't have a PM function anyways
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DoctorBleed : That question was meant for BFG Major Mike. Terrible sorry, I can't find the PM function lmao
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DoctorBleed : oh sorry, I misunderstood what this was lol
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DoctorBleed : Did you ever get the Revenant Launchers working? If so, can you share the finished version?
5 months ago
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CaptainToenail : Whoever did those needs to be credited also. Cool monster btw
6 months ago
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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.
6 months ago
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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.
6 months ago
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7 months ago
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Gothic : I didn't, clean up your cookies if you can't see it
8 months ago
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Margaret Thatcher : You forgot to update the thumbnail for the ST Railgun, Gothic.
8 months ago
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Ganbare-Lucifer : I submitted the Gross Elemental, Craneo allowed and requested me to do it
8 months ago
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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
8 months ago
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Gothic : I plan to update the Pyro Cannon with SoniKOFan sprites, but they seem to be even bigger than the original sprites.
8 months ago
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Gothic : I never noticed that, I guess I never used that monster. It should be updated one of these days
8 months ago
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CaptainToenail : Is it a holdover from a DeHacked implementation? I know I first saw them in ActionDoom.
8 months ago
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CaptainToenail : Did you know that since it was submitted 15(!) years ago, the Imp Trite makes the Mancubus attack sound? That's pretty funny.
8 months ago
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anon : But visuals, like the clouds, somehow run smoothly and at a normal fps, in the background when the menu overlay is pulled up
8 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
8 months ago
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anon : (ie. Ryzen 7 5800H, Radeon RX 6600XT, 16 GB of RAM)
8 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?
8 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?
8 months ago
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doomedarchviledemon : Ah, wonderful! Thank you. I'll try using that and see about updating one of my monsters later.
8 months ago
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nobody : Use A_Stop.
8 months ago
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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
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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
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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
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Gothic : hey salahmander
9 months ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Help I can't post replies
9 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
's Avatar
I6g9o5r1 : Bruh
10 months ago
Icws666oadw's Avatar
Icws666oadw : I live... AGAIN.
10 months ago
BadMojo's Avatar
BadMojo : Never Fear.. I Was Here :P
11 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
1 year 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
1 year 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*
1 year 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.
1 year ago
Kan3's Avatar
Kan3 : Imo it looks really coolo
1 year ago
Tormentor667's Avatar
Tormentor667 : Got a big bunch done, I hope it is already bettrr
1 year ago
Tormentor667's Avatar
Tormentor667 : Working on it right now
1 year ago
Gothic's Avatar
Gothic : People, please stop using Mediafire for hosting files, I'll reinforce this rule harder from now on
1 year ago
Gunslahyer_Pi's Avatar
Gunslahyer_Pi : I saw, it's garbled AF on the page. Weird glitch?
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Enjoy another neat monster concept: The Rat King
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : The pages are way too crushed down horizontally now. The repository looks scuffed too https://prnt.sc/eNn7vSCXnJn2
1 year ago
Tormentor667's Avatar
Tormentor667 : Okay them - finished most of my overhaul of the page. How do you like it?
1 year ago
Kan3's Avatar
Kan3 : My fault that I left the replace thing after I tested it D: thanks for the update
1 year ago
Gothic's Avatar
Gothic : The Automatic Crossbow has been updated, I didn't notice it was replacing the Chaingun for some reason.
1 year ago
inkoalawetrust's Avatar
inkoalawetrust : @Gothic Seems like you forgot to update the editor numbers document when you added Toenails' techno columns.
1 year 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.
1 year 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.
1 year 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.
1 year ago
Kan3's Avatar
Kan3 : I'm loving what I'm seeing so far :D
1 year ago
Ganbare-Lucifer's Avatar
Ganbare-Lucifer : Neat work! A page rework is always not bad when it comes to good updated features ;)
1 year ago
Tormentor667's Avatar
Tormentor667 : Currently working on an overhaul of the page, don't worry if things are behaving strangely ;)
1 year 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
's Avatar
DoubleU : You should be able to preview the audio files
1 year ago
's Avatar
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
's Avatar
jens : sorry for spam :(
1 year ago
's Avatar
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
's Avatar
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.
2 years 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 ?
2 years 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.
2 years ago
Gothic's Avatar
Gothic : Check the Staff forum, on my latest post, hopefully that answers your question
2 years 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 ?
2 years ago
's Avatar
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
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