[Beta Test] Chapter 2

1 year 6 months ago #21 by afadoomer
Replied by afadoomer on topic [Beta Test] Chapter 2
I had the same problem in C2M6_B... There are no sound blocking lines on the portal that connects the train area to the submarine pens... And because there are no other sound blocking lines in the general area of the submarine pen, everything wakes up.

I'm getting ready to push a commit with a version of the map where I added sound blocking to a bunch of lines - the portal area and most of the windows in the map. I think both the "everyone wakes up" issue and the storage room rat issue should be fixed now.

Please Log in or Create an account to join the conversation.

1 year 6 months ago - 1 year 6 months ago #22 by Talon1024
Replied by Talon1024 on topic [Beta Test] Chapter 2
C2M5_A
- There is an inaccessible secret area that is blocked by impassable lines.

C2M5_B
- When I reach the catwalk above, there are a bunch of SS MP40 soldiers that appear, and one of them appears on the ground.
- I die at (X: 4383, Y: 3911, Z: 258) for some reason. I think it's because of the electricity columns guarding the V2. I've already added a linedef action that kills the player upon crossing it that deactivates when these electricity columns are deactivated.
- I think it would be better if there was a short 2-second delay so that the player can pick up the other stuff in the area before the door at (X: 1780, Y: 7708) opens up.
- The rain in the flying saucer launch bay does not stop when I close the hangar bay doors.

Tormentor667: I can't find the places in question. Did you fix them already, will you fix them or can you share coordinates?

Please Log in or Create an account to join the conversation.

1 year 6 months ago #23 by Raccoon
Replied by Raccoon on topic [Beta Test] Chapter 2

Talon1024 wrote: - There is an inaccessible secret area that is blocked by impassable lines.

Where? That's a big map, and you have to realize, 3 different people made it...

Please Log in or Create an account to join the conversation.

1 year 6 months ago #24 by ozymandias81
Replied by ozymandias81 on topic [Beta Test] Chapter 2
Removed that buggy portal line noticed by Batandy from C2M3 and replaced it with a fancy corridor, and then fixed LOS over polydoors.

Doom is a State Of Mind... out of Control.

Please Log in or Create an account to join the conversation.

1 year 6 months ago - 1 year 6 months ago #25 by ozymandias81
Replied by ozymandias81 on topic [Beta Test] Chapter 2
Finally had some time to play REALLY c2m1, no cheats at all, Normal skill.

I have noticed that Spotlights which are present inside the outside courtyard are hard to break with the karabiner (I was enough lucky to get one from snipers), and also the purple button which would open the courtyard gate isn't exactly intuitive, maybe adding an "!" should be better imho.

Anyway, I am going to post this here in order to not lose track of my stuff (I'll probably fix these by myself in a while):

Warning: Spoiler! [ Click to expand ]


T667: Fixed all of it.

Doom is a State Of Mind... out of Control.

Please Log in or Create an account to join the conversation.

1 year 6 months ago #26 by Enjay
Replied by Enjay on topic [Beta Test] Chapter 2
Hey folks, I could have sworn that I had an account here. Apparently I was wrong. I do now though. :D

I apologize to all concerned, real life has really kicked into top gear over the last few weeks so I haven't made much progress with BOA testing at all. But I've picked up a few minor points that I'll report now and if I pick up anything else I'll report it as and when I can. Again, sorry for not being as useful as I'd hoped.

I guess, just deal with them in the order I found them...

Firstly, the "beach hedgehog"/"Czech hedgehog" model (visible right from the TITLEMAP) has a bad skin. Probably because it's a JPG. It's meant to have transparent bits (but JPGs can't have them).

Currently they look like this:

This image is hidden for guests.
Please log in or register to see it.



And they should look like this (quick and dirty edit):

This image is hidden for guests.
Please log in or register to see it.



However, there are a few designs of these things so the "cut outs" could simply be not there if the skin was edited to look like rusted metal all the way instead of having the light brown triangles there.

Alternatively, feel free to pinch the one from my Burghead mod (which may actually be the same model judging by the name (I haven't looked that closely at it):

This image is hidden for guests.
Please log in or register to see it.




Next, the stealth. Don't get me wrong, it's cool. potentially very cool. But in the previous beta I found myself being shot at and visible even when being very careful - and I've ghosted my way through Thief on the hardest setting. So far, things look as if they might be a bit better in the new beta so perhaps this has been addressed. Too early to tell.

Also, when are you meant to get your first weapon? Again, the stealth is cool but Doom/Wolfenstein is a shooter and this game, for the most part, has shooter mechanics and gameplay. It'd be different if the entire game was built around a different mechanic, but it's not. Being unarmed for a long time is, I suspect, going to put people off. Or maybe I'm doing it wrong? Perhaps I'm just not finding the weapon soon enough. Certainly, one time I must have really messed up because I was still creeping around trying to stealth it without a weapon when I met Schabbs Jnr. :lol: (At least I think that was his name - the surgeon boss guy who throws poison syringes.)

Also, why am I unarmed? Have I forgotten how to punch or kick? How did I kill that guard lying in front of me at the start? Did he just come in to my cell and die of a heart attack? Why wasn't he carrying a weapon that I could pick up? A punch or a knife would be nice - and if we're still being stealthy, the possibility of backstabbing a guard and taking him down silently like in all good 1950s war movies would be nice. :) (extra damage for a sneak attack a la D&D would be great)


OK, moving on...

I haven't been able to play the new beta thoroughly enough to see if this is still a problem, but door colour seems to be inconsistent. The convention is that grey doors are unopenable and doors with a bit of colour can be opened, right? If that is the convention, then it is by no means applied consistently. I found plenty of grey doors that can be opened, some of which were really quite important. The rule actually seems to be a bit more like:

"grey doors can't be opened, if they look like door type 1 but door type 2 can be opened if its grey, even though there are coloured versions of it that can always be opened and a lot of the grey versions can't be opened anyway. In fact, just try any door because although totally grey doors usually can't be opened, or maybe they can, especially if they are the transparent ones with windows, etc etc"

I'm not trying to sound sarcastic (well a little :P ) or aggressive, but I did find a lot of doors where I felt that they were either breaking the "rules" or they felt wrong (i.e. from appearance alone I either got the impression that they should open, but didn't or shouldn't open but did).


While I'm on about doors, is this meant to happen?

This image is hidden for guests.
Please log in or register to see it.



There is a polyobject and a grey door in the same place. However, I opened the brown polyobject door from the other side and I got there by cheating so maybe the grey door is meant to disappear at some point and leave the brown openable one in place? So this may well be a non-bug and only discovered by cheating.


Agent Ryan (the guy you meet in the sewer) is too noisy. I know that it makes sense for him to be sloshing around in the sewage and making splashing noises but I suggest giving him the +DONTSPLASH flag (or nullifying whatever makes him splash). He slops and slurps around the place making so many of those already semi-comical splashing sounds that he starts to sound ridiculous.

This image is hidden for guests.
Please log in or register to see it.




I mentioned on the ZDoom forum that there are still a lot of sprites for things that, personally, I feel should be models. Again, it's about consistency (and yes, I know I was involved in Paranoid and we were inconsistent too). At the moment, what's a model and what isn't seems pretty random. I know that the enemies etc can't really be (and the new sprites look amazing BTW) but pretty much any static object can be and, IMO, should be. The rule that I tried to establish for myself with my Burghead mod: if it's a solid piece of the world, it's a model, if it's an animal (human, dog, etc) or something that a human can pick up, it's a sprite. Obviously, I think it's quite a good rule. :P


You can see all these inconsistencies without moving very far at all. Why is it that the big trees are nice, natural, realistic looking structures but the little one in a pot looks like a cartoon sprite? Why is the mug on the desk a low-res flat-looking rectangle with a handle next to the 3D model chair and the nice hi-res sprite and then we are back to low-res cartoony-ness for the desklamp? And if office bits and pieces are supposed to be sprites, why is that globe in the corner a nice 3D model.

This image is hidden for guests.
Please log in or register to see it.



This image is hidden for guests.
Please log in or register to see it.




Oh, and smashable grates. On my first few plays, a week or so back, I noticed that some didn't make a noise when they smashed. I assume that they all should. However, I forgot to check which ones had the problem or screenshot them. It was still on the first map though so it might be an easy job just to quickly search through for lines with the grate texture and check that each one is properly set up.



That's all I have right now. I did have a few more things but it looks like they've been fixed with the latest beta.

Sorry again that I haven't got very far and for the poor quality of this report. I'll try and do better.


And just to sign off in a more positive tone, although I've been ragging on a few things, I just need to, once again, express my appreciation and amazement for this mod. It is truly outstanding. The quality of mapping is absolutely superb. The scripting is highly inventive, the sprites are stunning and the whole package is so much more than merely a few maps of a TC for Doom. There have been places where I have just stopped and deliberatly frozen the game using the console command to allow me to look around and marvel at the look of some of the areas. It very much stands on its own and, play wise, is much more like MoHAA or RTCW than an id-tech 1 engined game. I have bought games with far poorer quality and which were much less fun. This is truly a shining example of what game modding/ amateur game production can achieve.
The following user(s) said Thank You: Tormentor667

Please Log in or Create an account to join the conversation.

1 year 6 months ago #27 by Tormentor667
Replied by Tormentor667 on topic [Beta Test] Chapter 2
Thanks for your feedback Nigel :), some words from me concerning things you noticed:
  • Hedgehog skin has just been fixed, good spot on that.
  • Regarding the Stealth system: AFADoomer has already fixed something that has been broken in a recent GZDoom version so I guess you simply played the "buggy" version instead of the good one as the problems you've reported seem to be exactly those mentioned by others already.
  • The doors always seemed to be very consistent to me, maybe the description is not perfect. With "grey" doors I actually meant all those which are completely grey. As soon as they have some "color on them" or transparent, they are supposed to be openable. I will change the text for this.
  • Regarding the grey/brown buggy door in the INTERMAP: You are not supposed to be in this room in Chapter 1 :)
  • Ryan's slurp sounds are something I noticed as well but the point is: If we add the +DONTSPLASH flag, the footsteps won't be played as well, and that's not intended. No idea though how to solve this without losing functionality.
  • The mix of models is something I discussed with Maxim yesterday as well, and I fully understand your point - maybe I am seeing it less critical as I have lost objectivity after working so long on this mod. Actually we decided to have "small objects" as sprites, "big objects" as models, thats what we consider as "consistency". Thanks to the hires sprites, you don't notice it that much anymore but still I agree that some of the small objects should be models as well - we just need fitting model replacements for them.

All in all thanks kindly for your feedback, looking forward to more :)

Please Log in or Create an account to join the conversation.

1 year 6 months ago - 1 year 6 months ago #28 by Scuba Steve
Replied by Scuba Steve on topic [Beta Test] Chapter 2
Playing map 1 on the easiest setting... and holy shit the difficulty in this is brutal! I never had more than 10 health and, I get the idea of stealth... but when the dogs appeared after the key, it was brutal... I just load/saved until I beat it. I got slaughtered by the mutants later in the map. I'll keep playing but so far it's frustratingly hard on the easiest setting.

Edit: I just finished the mission with the Nazi Mechs... I can't imagine how difficult this must be on the hardest setting. I was hoping to breeze through the game at a leisurely pace, but numerous times I struggle with difficulty spikes. It also doesn't help that the map ran really poorly on my machine.

Edit 2: Was playing the second Astrostein level and I realized you can get stuck in the first airlock. If you don't go to the path that unlocks the space suit first, you get permanently locked into the airlock.
The following user(s) said Thank You: Tormentor667, afadoomer

Please Log in or Create an account to join the conversation.

1 year 6 months ago - 1 year 6 months ago #29 by afadoomer
Replied by afadoomer on topic [Beta Test] Chapter 2
Posting mostly to remind myself to fix this once it's not 2AM:

The dormant watchtower guards in the big outdoor part of C2M1 can become active but invulnerable if you try to snipe them (because they go to their see state but the dormant flag is still set). The sneakable actor code doesn't properly handle dormant monsters.

EDIT: Fixed and committed now. Dormant sneakables now differ from normal dormant monsters in that they will wake up when shot... But they won't be dormant anymore, so will die as normal, or go idle after a while, just as normal sneakables.

Please Log in or Create an account to join the conversation.

1 year 6 months ago - 1 year 6 months ago #30 by afadoomer
Replied by afadoomer on topic [Beta Test] Chapter 2
Sorry for the double post, but... Based on Scuba Steve's observations above (and my own difficulty in playing through on the easiest difficulty in certain situations), do we want to reduce the health of enemies on the lower two skill levels? I can do it at runtime for all of our enemy actors with about 5 or 6 lines of ZScript.

EDIT: Also - Scuba Steve's Issue with getting stuck in the airlock in Astrostein is fixed... Added a door open switch inside, so that if you go there before you've unlocked the spacesuits, you can still go back and unlock them.
The following user(s) said Thank You: Tormentor667

Please Log in or Create an account to join the conversation.

Shoutbox

's Avatar Martin - 3 days ago

I cant extract boa_c2.exe from the zip file everthing else is copied normaly

's Avatar Martin - 3 days ago

I cant extract boa_c2.exe from the zip file everthing else is copied normaly

's Avatar PinkSkull - 4 days ago

HAIL HYDRA

's Avatar dan - 4 days ago

hey guys when will chapter 3 release? is it even in production?

Blue Shadow's Avatar Blue Shadow - 1 week ago

No worries.

doomedarchviledemon's Avatar doomedarchviledemon - 1 week ago

So it may take a little bit before I update. But I haven't abandoned them.

doomedarchviledemon's Avatar doomedarchviledemon - 1 week ago

Heya, just wanted to shout this out there, I did see the replies on my posts and will get to them again, but currently with holidays work and life is chaos. ^_^

Blue Shadow's Avatar Blue Shadow - 1 week ago

Less complex? What do you mean by that?

RnatO's Avatar RnatO - 1 week ago

Because i'm doing some cool bad ass sprites, yet they are less complex than the doom ones

RnatO's Avatar RnatO - 1 week ago

Hi guys, I've red the the rules of the beastiary submissions; nevertheless, i wonder if there is a limitation regarding the aesthetics of my sprites

Blue Shadow's Avatar Blue Shadow - 2 weeks ago

Yeah, don't worry.

's Avatar Osjclatchford - 2 weeks ago

Doh... Nevermind. Hope its all ok...

Blue Shadow's Avatar Blue Shadow - 2 weeks ago

Since it's your first post, it needs to be approved first before it becomes publicly visible.

osjclatchford's Avatar osjclatchford - 2 weeks ago

ok this is weird. i just decided to submit a new monster to the bestiary, made the topic an all that. but its not there. what gives?

osjclatchford's Avatar osjclatchford - 2 weeks ago

gotcha! thanks!

Blue Shadow's Avatar Blue Shadow - 2 weeks ago

From the main site page.

's Avatar latchford - 2 weeks ago

how do i login/register?

ozymandias81's Avatar ozymandias81 - 3 weeks ago

Cool thing those translation buttons btw

ozymandias81's Avatar ozymandias81 - 3 weeks ago

Hello everyone, after a long time I am back here with a suprise: Arx Fatalis textures - Still crushing then will upload and prepare a thread

's Avatar Tigaie - 1 month ago

i have a problem the briefing room dont give me mission anymore

's Avatar Tin Can - 1 month ago

but with 2.0 I get around 1,500 warnings upon map loading in gzdoombuilder about "failing to apply mapinfo Doomednums override" on basically *everything*

's Avatar Tin Can - 1 month ago

I load gzdoom.pk3, DOOM2.pk3 along with boa's .pk3 as standard practice - with the older version of BOA this worked

's Avatar Tin Can - 1 month ago

sup, dunno if this is still being supported but I'm having some issues trying to create custom maps with boa 2.0 in gzdoombuilder

's Avatar Kami - 1 month ago

Thank you

's Avatar Ozymandias81(not logged) - 1 month ago

@Kami - https://www.youtube.com/watch?v=n-U7sXBM98s

's Avatar Kami - 1 month ago

Can somebody please tell me the name of the soundtrack in the Paris level ?

's Avatar Tulivu - 2 months ago

I solved my Baron mod .zip not working. I renamed the .zip as a .pk3

's Avatar Ozymandias81(notlogged) - 2 months ago

@Zombie - Just delete Freedoom wad and replace it with doom2.wad then run the game

's Avatar Ozymandias81(notlogged) - 2 months ago

@Zane - You can increase/decrease HUD size on GZDoom using ' - ì keys (left from backspace)

's Avatar Tulivu - 2 months ago

I can't load Baron zip on Doom 2. It just loads Doom. don't have a problem with pk3 files. Any ideas?

's Avatar Zombie - 2 months ago

for some reason when i played wolfendoom standalone i keep getting missing textures it seems

's Avatar Zane - 2 months ago

Hello! I've downloaded the Windows zip version for BoA, the game runs great, but there is no HUD. I've checked the settings and nothing...

's Avatar Ozymandias81 (notlogged) - 2 months ago

Fr - Can you tell us after which map? Also try downloading latest GZDoom, overwrite your existing files, replay and let's see

's Avatar Fr - 2 months ago

He seems stuck, the projector is already rolling.

's Avatar Fr - 2 months ago

I can't complete the first episode of the game because the Major won't give me the mission.

's Avatar Dude_Radical - 2 months ago

Purp, hit the - key (the minus key) and it will reappear. I had the same problem a couple weeks ago. :-) Fun game though, am I right?

's Avatar Purp - 2 months ago

No HUD? How do I enable it?

's Avatar Dude_Radical - 2 months ago

There is an option to assign a keybinding to show objectives. It's in the same group as "quick-kick," and "toss grenade."

's Avatar Dude_Radical - 2 months ago

Oops, nevermind. I figured it out. If anybody else has this problem, the option is in the "Enh. Options" (enhanced options).

's Avatar Dude_Radical - 2 months ago

The game stopped displaying Mission Objectives. I've tried changing the key binding but no good. Is there a console command or something that will fix it?

's Avatar kasin - 3 months ago

got that bug too, the end doesn't trigger after destroying the final enemy (the tank). other than that, excellent work. really looking towards any ETA on chap 3

's Avatar Captain Cosmotic - 3 months ago

i can not finish the paris map, help please ?

ozymandias81's Avatar ozymandias81 - 3 months ago

Dude_Radical - I fear you have found a bug I have fixed AFTER Chapter 2 release: https://tinyurl.com/y7r5u8ge

's Avatar Dude_Radical - 3 months ago

In the Paris level, I encountered Colored Keys actually within buildings that were only accessible through locked doors corresponding with their color.

SArais's Avatar SArais - 3 months ago

ok thank you doublepost

SArais's Avatar SArais - 3 months ago

ok thank you doublepost

SArais's Avatar SArais - 3 months ago

posted a quick fix for the pillar gizmos

SArais's Avatar SArais - 3 months ago

posted a quick fix for the pillar gizmos

Blue Shadow's Avatar Blue Shadow - 3 months ago

Thanks for taking the time to do the fixes.

Tormentor667's Avatar Tormentor667 - 3 months ago

Still very busy with wedding photography this summer, will get better in the middle of october

Ghastly's Avatar Ghastly - 3 months ago

Started my job in network security, so ZScriptification is going a bit more slowly than before, but still working. Should have the next batch soon.

's Avatar sarais - 4 months ago

work on that episode still scraping together, so it seems. shame we can't post our works here proper.

Blue Shadow's Avatar Blue Shadow - 4 months ago

This usually means the actor is missing. Make sure the WAD is loaded when running the game.

's Avatar HolidayBeard - 4 months ago

I am trying to revive the ScurryingRats in gzdoom-3.4.1 : only question marks instead of rats

's Avatar HolidayBeard - 4 months ago

I am trying to revive the ScurryingRats in gzdoom-3.4.1 : only question marks instead of rats

's Avatar Captain Cosmotic - 4 months ago

and bonusmissions in chapter 1-2 ?

's Avatar Captain Cosmotic - 4 months ago

thanks for the answer.

's Avatar Ozymandias81 (notlogged) - 4 months ago

@Captain Cosmotic - Cartridges on BoA will be implemented only after Chapter 3 release

's Avatar Captain Cosmotic - 4 months ago

where can i find them ?

's Avatar Captain Cosmotic - 4 months ago

the 3 cartridge by prof. gutenberg

's Avatar aaer - 4 months ago

?

's Avatar Captain Cosmotic - 4 months ago

Hi, can someone help me with that Cartridge ?

's Avatar sarais - 4 months ago

Shame we don't have a personal projects/mapping/concepts area of the site; Community may hate me but it won't stop my attempts at trying to appeal to the lot.

's Avatar nose - 4 months ago

this mapping shtick is hard work yes

Blue Shadow's Avatar Blue Shadow - 5 months ago

@Hgluzowski: Okay, it turned out that user registration is disabled on the forum. It's only temporary, so try again at a later date.

Blue Shadow's Avatar Blue Shadow - 5 months ago

I've seen your posts. I'll ask around and see what's going on.

Hgluzowski's Avatar Hgluzowski - 5 months ago

Guys, I have strange problem.

CaptainManiac's Avatar CaptainManiac - 5 months ago

why the tneire folder of BoA Chapter 2 is considered not found?

CaptainManiac's Avatar CaptainManiac - 5 months ago

Hi,I haven't been here for a long time/What I missed?

doomedarchviledemon's Avatar doomedarchviledemon - 5 months ago

I will be getting back to my submissions soon. Probably next week. Been really busy so sorry for not updating them sooner. >_;

Ghastly's Avatar Ghastly - 5 months ago

The Icon of Sin things for Heretic and Hexen.

JustinLloyd's Avatar JustinLloyd - 5 months ago

Just found this site! Very cool to see my megawad reviewed (even though it was 6 years ago). Hope people enjoyed it!

Blue Shadow's Avatar Blue Shadow - 5 months ago

Boss spawners? What are they?

Ghastly's Avatar Ghastly - 5 months ago

Anyone have a map or something I can use to test the Heretic/Hexen Boss Spawners on the Beastiary? Need to make sure my ZScripted version works properly.

Blue Shadow's Avatar Blue Shadow - 6 months ago

This was brought up before. If I recall, Tormentor didn't feel it's worth the hassle of redoing the image to remove the monster.

Gothic's Avatar Gothic - 6 months ago

Why is the Daedabus on the Repo pic of it was removed before the site was updated?

Hexereticdoom's Avatar Hexereticdoom - 6 months ago

Greetings everyone, how is it going? :D

A-Bomb's Avatar A-Bomb - 6 months ago

I will; thank you!

Blue Shadow's Avatar Blue Shadow - 6 months ago

Create a new topic in the "Let Us Know" forum, linking to the submission in question and describing the issue and how to produce it.

A-Bomb's Avatar A-Bomb - 6 months ago

Is there a standard procedure for submitting Bugs/ Fix Suggestions for closed (approved) Repo items? Or is it like "too late" once they are approved?

's Avatar BadMojo - 7 months ago

Thanks! exactly what I was looking for :)

's Avatar Ozymandias81 - notlogged - 7 months ago

Hi BadMojo, just packed up my plugins for Slade: https://drive.google.com/open?id=115W_mHtcfknXWoMSofsM4i6G8mPb3gFl

BadMojo's Avatar BadMojo - 7 months ago

Hi all, Im wondering if anyone has a link to deflopt.exe, I cant seem to find it anywhere?

's Avatar Ozymandias81 - notlogged - 7 months ago

@Gravlok - Simply drag & drop BoA_C2.pk3 onto gzdoom.exe and you are in

's Avatar Gravlok - 7 months ago

Ozymandias81 - is there a way to run it otherwise? BD kinda block's it even then whitelisted AND turned off

's Avatar Ozymandias81 - notlogged - 7 months ago

@Gravlok - It's just an injected batch file within a custom icon. Phalse positive.

's Avatar Gravlok - 7 months ago

I cannot find it - Why BitDefender shows that BoA exe is infected with trojan?

ozymandias81's Avatar ozymandias81 - 7 months ago

Yep, I am back for a while finally friends :)

CaptainManiac's Avatar CaptainManiac - 7 months ago

I am very stupid.Sry for the late reply.To admit i needed to learn the keyconf and then to add weaps

doomedarchviledemon's Avatar doomedarchviledemon - 7 months ago

Is it possible to have an item auto-activate and continue doing so every ten seconds to continually give a buff to the player? Unsure how to organize this code.

doomedarchviledemon's Avatar doomedarchviledemon - 7 months ago

Yeah, I was gonna say lol. Just put in weapon.slotnumber and assign it. Kinda irritates me that's not include most of the time but oh well.

Blue Shadow's Avatar Blue Shadow - 7 months ago

If it's a matter of not being able to pickup a weapon, then the weapon is missing sprites for its Ready state.

Blue Shadow's Avatar Blue Shadow - 7 months ago

I think those cheats won't give you weapons which don't have a weapon slot assigned to them.

doomedarchviledemon's Avatar doomedarchviledemon - 8 months ago

What is the non-switchable weapon problem? As in it won't appear in-game after putting it in your project even with idfa or idkfa? Or something else?

CaptainManiac's Avatar CaptainManiac - 8 months ago

Ahh,archvile,i am fighting with the nonswitchable weapon problem when i put many weapons from here into a project of mine

doomedarchviledemon's Avatar doomedarchviledemon - 8 months ago

Also, I have been thinking about creating a campaign or full on game-play mod out of the idea, but needs something else I think. Not sure what though.

doomedarchviledemon's Avatar doomedarchviledemon - 8 months ago

@CaptainManiac That's very flattering, thank you. I like trying new things and making things interesting. The mods I make are pretty much my creative outlet.

CaptainManiac's Avatar CaptainManiac - 8 months ago

i envy on your creaivity,man,and i am also glad that you make good ocncepts

CaptainManiac's Avatar CaptainManiac - 8 months ago

I see a concept for a WAD

doomedarchviledemon's Avatar doomedarchviledemon - 8 months ago

@MagicWazard Oooh, okay. I was thinking more eggs and rabbits Easter lol. My idea revolves around eggs, the vanilla Doom demons, raising, and random stat boosts

CaptainManiac's Avatar CaptainManiac - 8 months ago

Heeeeeey

CaptainManiac's Avatar CaptainManiac - 8 months ago

Hi,Torm

CaptainManiac's Avatar CaptainManiac - 8 months ago

I supplied with many of your resources

CaptainManiac's Avatar CaptainManiac - 8 months ago

well i suppose not

CaptainManiac's Avatar CaptainManiac - 8 months ago

did you miss me?

MagicWazard's Avatar MagicWazard - 8 months ago

But really, I was just in a goofy mood (alcohol), which is the main reason why I brought it up in the first place.

MagicWazard's Avatar MagicWazard - 8 months ago

As for the Easter theme, I was thinking something along a respawn mechanic, what with resurrection and all. :D

MagicWazard's Avatar MagicWazard - 8 months ago

Honestly, I think your last post was too random for anyone to get upset about it. :)

CaptainManiac's Avatar CaptainManiac - 8 months ago

That is great,Archvile.Hey,Ozy,BadMojo,MagicWazard,Ozy sry for being a **** yesterday

doomedarchviledemon's Avatar doomedarchviledemon - 8 months ago

Only thing is that it would need quite a bit of sprite work I think and I am not an artist lol. Though I have detailed documents about the idea already.

doomedarchviledemon's Avatar doomedarchviledemon - 8 months ago

@MagicWazard I might have an idea. Though it mostly revolves another idea I had for a series of submissions can could be reworked into an Easter theme.

CaptainManiac's Avatar CaptainManiac - 8 months ago

Y'all know why i always make post apocalyptic,serial killa and other bad concepts?Becayse my fantasy is absurd

CaptainManiac's Avatar CaptainManiac - 8 months ago

WIsh yoh happy Easter alll.Wait a minute,where am I?I might have forgotten this place.I remember someone called Ozzy here

MagicWazard's Avatar MagicWazard - 8 months ago

I realize that holiday-themed maps/campaigns tend to be retarded, but I'm curious what you guys would do to justify the effort, if you were interested.

MagicWazard's Avatar MagicWazard - 8 months ago

Question: What would you guys do to build a Doom campaign around the events of Easter?

MagicWazard's Avatar MagicWazard - 8 months ago

Maybe a few days late to say, but Happy Easter to all of you too!

's Avatar Ozymandias81 - 8 months ago

Wish you all an happy and peaceful Easter dudes, I'll be back with some new threads in the future here... I am always around, no worries. HAPPY EASTER!!!

's Avatar Elder - 8 months ago

Anyone here for BoA?

doomedarchviledemon's Avatar doomedarchviledemon - 9 months ago

Busy busy times, but I will be going back on my submissions later in the coming weeks and update them. Gotta get back in the groove. ;3

's Avatar Haggar1971 - 9 months ago

Kale1971

Blue Shadow's Avatar Blue Shadow - 9 months ago

Yes, you do. Without such software, you won't be able to push to and pull from the repo.

Gothic's Avatar Gothic - 9 months ago

Do I still need TortoiseGit if I want to update something on the Hpack repo, even if I already have an account on Github? I'm considering uninstalling it.

MagicWazard's Avatar MagicWazard - 9 months ago

On the plus side, at least we get to see some of these names for perhaps the first time...

's Avatar Ozymandias81 - 9 months ago

Happy to see that mediafire links are not allowed anymore, that site is so full of ads and it is pretty pointless to use

Blue Shadow's Avatar Blue Shadow - 10 months ago

@Ghothic: To me, it feels like the forum just doesn't remove users from the list after they go offline - it's like it compounds them.

Ghastly's Avatar Ghastly - 10 months ago

Oh yeah, since I posted this pretty much everywhere else: https://www.youtube.com/watch?v=eqSyexkAD3s

Gothic's Avatar Gothic - 10 months ago

We're getting tons of guests and a higher than usual logged in members today. I hope this isn't some kind of spambot invasion.

Ghastly's Avatar Ghastly - 10 months ago

Proposed rule changes are up in the Let Us Know forum.

Ghastly's Avatar Ghastly - 10 months ago

Welp, been messing around with ZScript lately, and since it looks like it's in a very nice spot, I think it's time for some rules and things to be updated.

's Avatar Rac**** - 10 months ago

So, like, is BoA still going as a project?

's Avatar Ozymandias81 - 11 months ago

Very late, but well I doesn't seem the only one so... HAPPY NEW YEAR brainz! Ehehe :)

Dreadopp's Avatar Dreadopp - 11 months ago

A bit late, but Merry Christmas and Happy New Year to all! :)

MagicWazard's Avatar MagicWazard - 11 months ago

Looks like I'm ringing in the new year with Hexen. Happy New Year, guys! Here's to another year with our favorite FPS family. :)

MagicWazard's Avatar MagicWazard - 11 months ago

Weird...that didn't work. I had to tell FireFox to forget the page altogether before it updated. All that just for a dumb gag! (Worth it.)

Blue Shadow's Avatar Blue Shadow - 11 months ago

Then I reloaded the page. Now I can see the new one.

Blue Shadow's Avatar Blue Shadow - 11 months ago

I cleared R667's cache like you did then went to the index page - old avatar was still there.

MagicWazard's Avatar MagicWazard - 11 months ago

Not the browser's cache; just R667's cache that's available under Profile > Forum Settings.

Blue Shadow's Avatar Blue Shadow - 11 months ago

Have you tried clearing your browser's cache?

MagicWazard's Avatar MagicWazard - 11 months ago

Hey, if you change from one custom avatar to another, how long is it supposed to take before it takes effect? I keep seeing the last custom avatar.

's Avatar Ozymandias81 - 11 months ago

Merry Christmas to everybody, wish your belly full of food and your mind full of new great ieas for submissions!

CaptainManiac's Avatar CaptainManiac - 11 months ago

MERRY CHRISTMAS 4 ALLL!!!!!!!!

MagicWazard's Avatar MagicWazard - 11 months ago

Welcome aboard! We haven't been super-active as of late, but we try to be as neighborly as possible. :)

dantos's Avatar dantos - 11 months ago

hello people i just this site, its nice to be on here

CaptainManiac's Avatar CaptainManiac - 11 months ago

I haven't been here for a long time.Hi.Liiks like there is a big competitioj between BD and BoA

doomedarchviledemon's Avatar doomedarchviledemon - 11 months ago

Is there a way to make it so a player dies if they run out of health as a morphed character but not when the item's duration runs out?

Blue Shadow's Avatar Blue Shadow - 1 year ago

Yeah, that caught a few people.

mcphail's Avatar mcphail - 1 year ago

nvm. found it on the main page. Odd not to have a registration page on the board index

's Avatar mcphail - 1 year ago

I may be being stupid, but there doesn't seem to be any way to register or sign in to this forum (Ubuntu16.04, Firefox Quantum, Adblock Pro). What am I missing?

Blue Shadow's Avatar Blue Shadow - 1 year ago

@qwerty132: Your report has made it, by the way. We'll let you know once the issue has been resolved.

Blue Shadow's Avatar Blue Shadow - 1 year ago

If there's an issue with the site, start a new thread about it in the "Let Us Know" forum at the top.

qwerty132's Avatar qwerty132 - 1 year ago

it would be nice if a mod can contact me on my mail, or some other kind of private chat.

qwerty132's Avatar qwerty132 - 1 year ago

my email is on my profile page -.-

qwerty132's Avatar qwerty132 - 1 year ago

my email is: This email address is being protected from spambots. You need JavaScript enabled to view it. im not reay good with forums, so i dont really know if there is another whay to solve this privately.

qwerty132's Avatar qwerty132 - 1 year ago

can i get in touch with a mod? i have a small problem with this sitem, and would like to solve it with email contact, or a private chat if that is possible

's Avatar Ozymandias81 - 1 year ago

Like this one :D Sorry friends for lack of presence here, I am working on and off for a new texture pack FYI... Can't spoil which one :P

MagicWazard's Avatar MagicWazard - 1 year ago

The shoutbox is not "dead", but people tend to respond more often to specific questions, rather than prodding for signs of life. :)

's Avatar -- - 1 year ago

I have a question

's Avatar Hi - 1 year ago

Is the shoutbox dead

StevenC21's Avatar StevenC21 - 1 year ago

Is the shoutbox dead

Blue Shadow's Avatar Blue Shadow - 1 year ago

No problem.

doomedarchviledemon's Avatar doomedarchviledemon - 1 year ago

Wonderful! I think I have a new submission coming on in the future now. >:3 Thank you Blue Shadow.

Blue Shadow's Avatar Blue Shadow - 1 year ago

A_ClearTarget makes a monster forget about its current target.

doomedarchviledemon's Avatar doomedarchviledemon - 1 year ago

Ah, perfect! Now is there a way for an enemy to stop chasing the player after a certain amount of time if the player remains silent?

Blue Shadow's Avatar Blue Shadow - 1 year ago

A_LookEx has a LOF_NOSIGHTCHECK flag. Try that perhaps.

doomedarchviledemon's Avatar doomedarchviledemon - 1 year ago

Is it possible for a hostile actor to only attack upon hearing an attack? Like, seeing the player won't trigger an attack/chase but hearing a gunshot would.

Blue Shadow's Avatar Blue Shadow - 1 year ago

You can't. There isn't a PM feature.

qwerty132's Avatar qwerty132 - 1 year ago

how to send a pm to someone?

MagicWazard's Avatar MagicWazard - 1 year ago

Although it looks like you found it, going by recent posts...?

MagicWazard's Avatar MagicWazard - 1 year ago

Front page (http://www.realm667.com/index.php/en/), upper right, there's a module below the WIP slideshow.

's Avatar InterdementionalInterlope - 1 year ago

AHHHH where do i log in at? I know security is an ishu but you might get more talent if your site was more accessible!

MagicWazard's Avatar MagicWazard - 1 year ago

...so it will probably have to be very unusual or extremely well-done to attract a lot of interest.

MagicWazard's Avatar MagicWazard - 1 year ago

@ Roozy1999: If it's good, go for it! Bear in mind though that we have a ton of shotguns already available...

's Avatar Roozy1999 - 1 year ago

I'm going to make a weapon for Doom called "Angler Shotgun" and after I'm done, I can submit

MagicWazard's Avatar MagicWazard - 1 year ago

Oh, and don't forget that somebody on ZDoom.org could probably help you too. They get SO much more traffic than we do around here. :/

MagicWazard's Avatar MagicWazard - 1 year ago

@ skelepound: Haven't looked into it yet, sorry. I have an idea in mind, though.

skelepound's Avatar skelepound - 1 year ago

Hey Wazard, any update on that Brutal Doom Marine code?

thing that requiers the key to activate i get no option for the key to be used

Oh, ya i eventualy wanderd where i needed to go. The editor has the physical key in the right place but when it comes to designing a...

MagicWazard's Avatar MagicWazard - 1 year ago

In any event, the keycards *should* work out-of-the-box, provided you are using them in a ZDoom-format map (as opposed to a legacy Doom 2 format map).

MagicWazard's Avatar MagicWazard - 1 year ago

It looks like you were able to get registered correctly, from what I see on the "Introduce Yourself" thread...?

's Avatar Blackisntblackanymore - 1 year ago

I added the scripts for the keys into my wad but don't know how to use them in the level editor.

's Avatar Blackisntblackanymore - 1 year ago

I have looked allover the site and i cant find where I am supposed to make an account.

's Avatar ozymandias81 - 1 year ago

I see, even for Undying ones though... At least good feedback. Thanks a lot to both of you then, I am very happy of these closed subs! :D

Blue Shadow's Avatar Blue Shadow - 1 year ago

No problem. Dreadopp deserves a thank you too, since he approved them.

ozymandias81's Avatar ozymandias81 - 1 year ago

And even Quiver ones! I am so happy, thanks a lot BS!

ozymandias81's Avatar ozymandias81 - 1 year ago

Oh just wanted to see some stuff here... and noticed that Heavy Metal textures have been added! Thanks BlueShadow! :D

MagicWazard's Avatar MagicWazard - 1 year ago

@ qwerty132: we don't usually have someone on 24/7; what's on your mind?

qwerty132's Avatar qwerty132 - 1 year ago

is there any mod online?

MagicWazard's Avatar MagicWazard - 1 year ago

Front page (http://www.realm667.com/index.php/en/), upper right, there's a module below the WIP slideshow. "Create Account" is the bottom-most option.

's Avatar noob - 1 year ago

how do I create an account?

MagicWazard's Avatar MagicWazard - 1 year ago

SNES Doom was the first version I ever played...it'll always have a place in my heart, even though I'm not actually likely to play it again anytime soon...:D

MagicWazard's Avatar MagicWazard - 1 year ago

I didn't have such a rosy opinion of the GBA Doom II, unfortunately. Great from a technical perspective, but SUUUPER sloppy everywhere else.

MagicWazard's Avatar MagicWazard - 1 year ago

I bought it at launch! It's been one of my prized possessions ever since.

skelepound's Avatar skelepound - 1 year ago

Where'd you find GBA Doom?

skelepound's Avatar skelepound - 1 year ago

LOL. My GBA has no gems so lovely as those. And our SNES also lacks Doom. Tho for SNES im more interested in classic RPG's - Secret of Mana or FF6.

doomedarchviledemon's Avatar doomedarchviledemon - 1 year ago

Oh that's awesome. I have the GBA game as well. Though I really wish I had the SNES version. Low in quality, but still awesome. ^_^

skelepound's Avatar skelepound - 1 year ago

You have GBA Doom? Dude - resoect.

MagicWazard's Avatar MagicWazard - 1 year ago

Now, if they will port the original games over, then I can finally hang up my copy of GBA Doom from 2001...and maybe that'll get me to buy a Switch.

MagicWazard's Avatar MagicWazard - 1 year ago

@ doomedarchviledemon: I wonder how well Doom will run on the Switch, since it's not like the Switch hardware is especially cutting-edge.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Done. But please, in the future, keep us updated on the status of your submissions.

Your browser does not support the HTML5 canvas tag.
Cancel
Cookies make it easier for us to provide you with our services. With the usage of our services you permit us to use cookies.
More information Ok Decline

Donate and Help keeping the Realm667 alive!