Topic-icon [Beta Test] Chapter 2

2 months 4 weeks ago #21 by afadoomer
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.

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2 months 4 weeks ago - 2 months 3 weeks ago #22 by Talon1024
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?

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2 months 3 weeks ago #23 by Raccoon

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...

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2 months 3 weeks ago #24 by ozymandias81
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.

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2 months 3 weeks ago - 2 months 3 weeks ago #25 by ozymandias81
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.

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2 months 3 weeks ago #26 by Enjay
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:

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

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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):

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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?

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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.

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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.

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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

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2 months 3 weeks ago #27 by Tormentor667
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 :)

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2 months 3 weeks ago - 2 months 3 weeks ago #28 by Scuba Steve
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

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2 months 3 weeks ago - 2 months 2 weeks ago #29 by afadoomer
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.

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2 months 2 weeks ago - 2 months 2 weeks ago #30 by afadoomer
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

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Shoutbox

TheBlueLeader's Avatar TheBlueLeader - 58 minutes ago

Did the submission considered to be rejected already?

TheBlueLeader's Avatar TheBlueLeader - 1 day ago

Well I got accepted! :) I see you too! Thank you! My first post is ready!

MagicWazard's Avatar MagicWazard - 1 day ago

...though admittedly it's an easy link to miss if you don't know where it is. :)

MagicWazard's Avatar MagicWazard - 1 day ago

Approval requirement for new users' posts is detailed here: http://www.realm667.com/index.php/en/kunena/hilfe (Upper left of page, Board Menu, "Read This!")

MagicWazard's Avatar MagicWazard - 1 day ago

Yup, same thing. Should be approved shortly.

TheBlueLeader's Avatar TheBlueLeader - 2 days ago

Of course, if I wouldn't check this out by an accident then I wouldn't got it know. Is it going to be like that here too?

TheBlueLeader's Avatar TheBlueLeader - 2 days ago

post.

TheBlueLeader's Avatar TheBlueLeader - 2 days ago

Hello! I once registered to a forum that had the similar rules with first post by new members and it took several months before someone could finally accept my

's Avatar Anon - 1 week ago

Crash bug on ZDCMP2 opening logs, where do I report?

's Avatar Ozymandias81 - 1 week ago

@Alhrix - Just download the .pk3 and then open it with Slade, check for a folder called Music | @Davykung176 - I am sorry but we HIGHLY doubt it will happen

's Avatar Alhrix - 1 week ago

is it possible that you would upload soundtrack of Blade of Agony? I love the ingame soundtrack and I would love to hear it.

's Avatar Davykung176 - 2 weeks ago

Hey guy,if wolfendoom can sight aim this game will be cool i hope sight aim will be in BOA next update :)

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

So, finished all the stitching, and now know how to make bright maps, just wondering: Should I include all the sky textures, or release it as its own resource?

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

Just need to finish normal texture stitching, and maybe find out how to make brightmaps, and it will be finished!

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

Glad to see someone in support of it! I've finished categorizing the textures, and remade most if not all the doors from Brutal + normal D64!

MagicWazard's Avatar MagicWazard - 2 weeks ago

...but that's a topic for another day. :)

MagicWazard's Avatar MagicWazard - 2 weeks ago

Since D64 was ported to GZDoom not too long ago, I've even been wondering if we should start hosting D64 enemy actors...

MagicWazard's Avatar MagicWazard - 2 weeks ago

I see no reason why not. We've got some D64 sprite objects already; many of the textures are usable.

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

Also, it has to be put though an IWAD generator to even be able to extract them, and not everyone wants to go through all that. It's for acessability~

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

The doom 64 textures come cut up though, so I am putting them together. Also, I organized it into a few folders for easy of use

's Avatar Ozymandias81 - 2 weeks ago

Since Doom64 has its own IWAD, I find pointless to share its textures here... That's why I think no one else did before, like if I would share Doom textures

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

Just realized how awful that reads. So, release them in parts, or put them together? Also could do both.

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

Doom 64 textures come cut up, should I stitch them together and release only the to get versions, release the parts so people can be creative, or both?

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

*not

Sir Squidly's Avatar Sir Squidly - 2 weeks ago

Currently getting DOOM 64 textures together for the repository, as it has D64 Texture Variants, yet now the actual textures

MagicWazard's Avatar MagicWazard - 3 weeks ago

Ah, for a boss event. Got it.

MagicWazard's Avatar MagicWazard - 3 weeks ago

@doomedarchviledemon: Like for a weapon?

MagicWazard's Avatar MagicWazard - 3 weeks ago

If you are signed in, it shouldn't appear every time you access...just every once in a while. I think Torm said once every month...?

's Avatar Hexereticdoom - 3 weeks ago

Would you please remove the "Donate Hissy" popup image someday? Sorry to say it, but it's really annoying having to remove it each time I enter in the website!

doomedarchviledemon's Avatar doomedarchviledemon - 3 weeks ago

Any suggestions on large stone hands that would fit in the Hexen art style?

's Avatar hey guys i have a bug - 4 weeks ago

Kamen

TDG's Avatar TDG - 1 month ago

I just finished BOA chapter 1 again. I did not realize that a timer for Operation Eisenmann had already been implemented. That made my suggestion useless

MagicWazard's Avatar MagicWazard - 1 month ago

@ RothGelen: On the Home page, there should be a login module on the right hand side under the WIP slideshow. Is it missing for you?

's Avatar RothGelen - 1 month ago

How do I create an account to post on these forums?

doomedarchviledemon's Avatar doomedarchviledemon - 1 month ago

Additionally, is there a powerup/status change that allows a player to not be targeted by sight, but does not become visually invisible?

doomedarchviledemon's Avatar doomedarchviledemon - 1 month ago

When making a playerpawn do you need to have four sets of walking animation? (RVPL A,B,C,D) Or can I make it only have three without a blank sprite? (RVPL A,B,C

Raccoon's Avatar Raccoon - 1 month ago

Also, TDG, pretty much everyone here is on the ZDoom forums. It'd be really weird if they weren't...

TDG's Avatar TDG - 1 month ago

Well in general I just wanted to talk about suggestions and ideas for BOA (in game content) and some ideas it inspired me to have. But I will do it on Zdoom

MagicWazard's Avatar MagicWazard - 1 month ago

And the front page is flashier than when I was here last!

MagicWazard's Avatar MagicWazard - 1 month ago

Especially if you're talking about a mod or campaign...we mostly discuss assets/resources here, and not maps, apart from the hosted stuff.

MagicWazard's Avatar MagicWazard - 1 month ago

@ TDG: The ZDoom forum gets a lot more overall activity than this one does, so that would be the better place to go.

TDG's Avatar TDG - 1 month ago

Out of curiosity, is one of the BOA team's goals to reuse all the creations from Wolf3D/SoD as well as taking inspirations from fan made Wolf mods?

TDG's Avatar TDG - 1 month ago

Yeah Rac****, but if the people here also come on the zdoom forum than consider this question irrelevant.

Blue Shadow's Avatar Blue Shadow - 1 month ago

BoA has its own section. For general stuff, we don't have an off-topic section, so you might want to try the ZDoom forums.

Raccoon's Avatar Raccoon - 1 month ago

Or the works-in-progress section if you're looking for help...

Raccoon's Avatar Raccoon - 1 month ago

The topic on the ZDoom forums? :V

TDG's Avatar TDG - 1 month ago

Hey guys, if I would like to make a post in which I would like to tell some of my ideas for BOA or Doom TC related topics, what would be the best place?

CaptainManiac's Avatar CaptainManiac - 1 month ago

I have seen it just now.It is great!

Tormentor667's Avatar Tormentor667 - 1 month ago

Have you guys seen the new ability to submit news now? :)

's Avatar ozymandias81 - 1 month ago

Three

CaptainManiac's Avatar CaptainManiac - 1 month ago

@tormentor667,sorry for disturbing you in just that time and posting here,but how many chapters will be Wolfenstein/Doom?

's Avatar ozymandias81 - 2 months ago

@newuser For now we keep the .exe file we have

Blue Shadow's Avatar Blue Shadow - 2 months ago

Your "question" is out of context.

CaptainManiac's Avatar CaptainManiac - 2 months ago

Hi.You have trouble with custom arguments in scripts?

Blue Shadow's Avatar Blue Shadow - 2 months ago

That is something I do not know, I'm afraid.

's Avatar newuser - 2 months ago

Blue Shadow, thanks for showing me the github page! Will the new boa_c2.exe be uploaded to the main website soon?

Blue Shadow's Avatar Blue Shadow - 2 months ago

Looks like some work has been done towards achieving that: https://github.com/Realm667/WolfenDoom/pull/131

's Avatar newuser - 2 months ago

So will the "boa_c2.exe" be modified/repaired so it won't trip so many antivirus programs at once?

's Avatar Nchris - 2 months ago

great! thanks for the response. funny thing, though. I let windows Defender do its thing on the file and it "removed the Trojan". still the game runs fine :|

's Avatar ozymandias81 - 2 months ago

@chris Read this, going down: https://forum.zdoom.org/viewtopic.php?f=19&t=47801&start=2160#p1003880

's Avatar chris - 2 months ago

so is the boa_c2.exe virus issue related to Microsoft Defender finding the Trojan "win32/Dynamer!ac" in the episode 1 download?

's Avatar Ozymandias81 - 2 months ago

@newuser Simply deactivate heuristics before downloading the .pk3 file, then exclude the .exe file with the antivirus

Tormentor667's Avatar Tormentor667 - 2 months ago

This has been already dressed in the FAQ at boa.realm667.com

Raccoon's Avatar Raccoon - 2 months ago

It's because it's a game engine, so it looks for and dynamically alters files.

's Avatar newuser - 2 months ago

Can the dev still look into the boa_c2.exe issue? It's not normal for a file to trip so many antivirus programs at once.

Blue Shadow's Avatar Blue Shadow - 2 months ago

False alarm, I'd imagine.

's Avatar newuser - 2 months ago

Antivirus scan results: https://virustotal.com/en/file/c4f42813bd980b79f56a9ff532a620794d76f5cb7499c51964da2f45e3b9afef/analysis/1497209006/

's Avatar newuser - 2 months ago

Has anyone tested out that "boa_c2.exe file for viruses? My antivirus said it was a Trojan and virustotal.com says 28 / 60 antivirus programs says its viral.

CaptainManiac's Avatar CaptainManiac - 2 months ago

this is the forum for everything,but it has sections,you can easily navigate though them it is obvious where to go

's Avatar newuser - 2 months ago

is this the forum for wolfendoom

's Avatar Trl - 2 months ago

Hey guys, why i'm stuck i nthe intermission afetr the first mission, no give me another mission :O

CaptainManiac's Avatar CaptainManiac - 2 months ago

*LISTENING IRON MAIDEN* Hello,how are you?Just to ask you are there ban for very violent map mods?I mean with many violence eading to controversy *ROcking*

Tormentor667's Avatar Tormentor667 - 2 months ago

Updated the forum system to the latest version. If you find any issues please report them to the "Let us know" forum

MagicWazard's Avatar MagicWazard - 2 months ago

Yeah, on Home, there should be a login/registration module right under the WIP screenshots slideshow. There's no login from the Forums pages, though.

's Avatar Ozymandias81 - 2 months ago

HOME ==> CREATE AN ACCOUNT maybe? Use a valid email though

's Avatar DoomN00b - 2 months ago

In fact, how do I even register?? : O I can't see any registration form either!

's Avatar DoomN00b - 2 months ago

How do I post a new thread? I can't see any buttons... I have a bug wherein the database of Doomlauncher seems to go corrupt, to report.

MagicWazard's Avatar MagicWazard - 2 months ago

Also, feel free to create a forum thread (under The Workshop, preferably) if you've got a more complicated question that might need multiple responses.

's Avatar Nikix - 2 months ago

Ok! Thanks for reply :)

Raccoon's Avatar Raccoon - 2 months ago

Or, I should say, link back to where you got it from.

Raccoon's Avatar Raccoon - 2 months ago

I'd send a message to whoever was involved in that asking for help, and just put the submission itself as your credit.

's Avatar Nikix - 2 months ago

... so this is uploaded from third person, but it is not clear whom should I ask about permission, or not to ask at all?, just to put CREDITS?

's Avatar Nikix - 2 months ago

This is what confusing me. in Credits on example for Rifle Zombieman: Sounds: id Software, Skelegant, Valve SoftwareSprites: id Software, David G.

's Avatar Nikix - 2 months ago

Sounds fantastic, if I can use them and to give credits in game! :) :) I will try to contact them! THANKS for info!

MagicWazard's Avatar MagicWazard - 2 months ago

Or, are you asking about "how" to use the art, rather than about permission?

MagicWazard's Avatar MagicWazard - 2 months ago

When in doubt, you can contact a contributor directly; most are registered on ZDoom.org, so you can use that site's PM system to contact them.

MagicWazard's Avatar MagicWazard - 2 months ago

Credits are located in the third tab of the submission's "box", and should be located within the submission archive itself.

MagicWazard's Avatar MagicWazard - 2 months ago

Hi! Submissions are typically uploaded with implicit permission for other people to use them freely--as long as credit is given when they are used.

's Avatar Nikix - 2 months ago

Hi to all! :) I was wondering is there posibility to use uploaded artworks from this web site in other games? How I can get info about that?

Raccoon's Avatar Raccoon - 2 months ago

I like how "Chaingunner" is my new rank: I shoot out posts rapidly. XD

NourPrince's Avatar NourPrince - 3 months ago

Back from the dead. hehe

ozymandias81's Avatar ozymandias81 - 3 months ago

HAPPY BIRTHDAY REALM667!

MagicWazard's Avatar MagicWazard - 3 months ago

The version available from that thread I linked is in .PK3 format. It should run as-is, provided you have a recent enough dev build.

Raccoon's Avatar Raccoon - 3 months ago

You have to know how to turn that into a PK3, and it's not built for release. Sometimes you even see start locations move to the middle of the level...

MagicWazard's Avatar MagicWazard - 3 months ago

Check the first post here: http://realm667.com/index.php/en/forum-board/wolfendoom-blade-of-agony/948-beta-test-chapter-2

MagicWazard's Avatar MagicWazard - 3 months ago

Looks like Torm's got the beta release on Dropbox, so you may not even have to worry about setting up Github to download it.

Raccoon's Avatar Raccoon - 3 months ago

B) Wait for the release, which is tomorrow.

Raccoon's Avatar Raccoon - 3 months ago

A) Get the devbuild off Github and play

's Avatar Arabmeister - 3 months ago

Hello , how can i play chap 2 on boa?

Tormentor667's Avatar Tormentor667 - 3 months ago

What MagicWazard said :)

MagicWazard's Avatar MagicWazard - 3 months ago

...possibly since all those issues were supposed to be "fixed", and he doesn't want them mixed in with issues found in the new release version?

MagicWazard's Avatar MagicWazard - 3 months ago

I'd unlock your thread (and merge your new one in), but Torm might have locked it for a reason...

Raccoon's Avatar Raccoon - 3 months ago

I just got back in town, and I've got some time to test a bit of BoA stuff...

Raccoon's Avatar Raccoon - 3 months ago

Could a mod unlock my feedback thread?

AngryCat's Avatar AngryCat - 3 months ago

*shout*

MagicWazard's Avatar MagicWazard - 3 months ago

I'll try to take a look soon!

DBJ87's Avatar DBJ87 - 3 months ago

doomedarchviledemon I think it suits it a lot more :)

doomedarchviledemon's Avatar doomedarchviledemon - 3 months ago

Not sure if anyone saw but I updated my worm pack a little while ago. Changed the name to Devil Worms as well. Sounds more fitting I think.

davidraven's Avatar davidraven - 3 months ago

hi!

Raccoon's Avatar Raccoon - 3 months ago

Hai

JoeyTD's Avatar JoeyTD - 3 months ago

hey guys

MagicWazard's Avatar MagicWazard - 3 months ago

I believe the only login location is on the Home screen. I was able to see the widget after logging out of my account.

's Avatar Scubbo - 3 months ago

how the fudge do I log in to the forum now @_@???

's Avatar Hexereticdoom - 4 months ago

@MagicWazard: Done finally. Thank you for the advice! ;)

Raccoon's Avatar Raccoon - 4 months ago

A scream is not a shout.

Raccoon's Avatar Raccoon - 4 months ago

Uh huh...

AngryCat's Avatar AngryCat - 4 months ago

been a while since i shouted, so here. *SCREAM*

MagicWazard's Avatar MagicWazard - 4 months ago

Well, if you think you DO see a bug, you can always go here to report it: https://mantis.zdoom.org/ Registration is quick and painless!

's Avatar Hexereticdoom - 4 months ago

It may be a GZDoom internal bug, 'cause I remember that in older versions the quit SFX were playing always without trouble... Thanks in advance for your info!

's Avatar Hexereticdoom - 4 months ago

...marking YES option, the random quit sound effects sometimes doesn't play at all? Has someone experienced that strange issue?

's Avatar Hexereticdoom - 4 months ago

Hi everyone, I would like to ask you a small question... Have you noted in last GZDoom stable releases (2.3 and 2.4), when you press F10 to exit the game and...

BadMojo's Avatar BadMojo - 4 months ago

Would realm accept voxels in a submission, if there was also a sprite alternative?

ozymandias81's Avatar ozymandias81 - 4 months ago

Thank you Glado, going to check it on FB in a while

's Avatar Glado - 4 months ago

I must also appreciate the last level, (desert) made an impression on me! (Sorry for bad english again)

's Avatar Glado - 4 months ago

Hi! Your game impressed me, so i make little PR, here (in CZ, sorry for bad english): https://www.facebook.com/Videohrac1/

ozymandias81's Avatar ozymandias81 - 4 months ago

Friends, FYI I am working on the sequel of Ultimate Torment and Torture... Stay tuned!

DBJ87's Avatar DBJ87 - 4 months ago

Love the new website design & layout

Tormentor667's Avatar Tormentor667 - 4 months ago

Tormentor667's out, time for my private vacation in Monaco

Blue Shadow's Avatar Blue Shadow - 4 months ago

I'm not sure I follow. Listen, if you have editing questions about ZScript, ask them on the ZDoom forums. The shoutbox is ill-suited for this.

CaptainManiac's Avatar CaptainManiac - 4 months ago

and about extending classes,what should i type?

Blue Shadow's Avatar Blue Shadow - 4 months ago

Yes, you can call ACS scripts from ZScript. And as I said, ACS is not gone. The introduction of ZScript changes nothing regarding ACS.

CaptainManiac's Avatar CaptainManiac - 4 months ago

also,in extending classes,what should i type?the old functions along with the new or just the new functions?

CaptainManiac's Avatar CaptainManiac - 4 months ago

so i can use zscript and ACS simultaneously and if i start some map with acs on gzdoom 2.4 the map will still execute its acs

Blue Shadow's Avatar Blue Shadow - 4 months ago

Wiped out? You mean from GZDoom? Of course not.

CaptainManiac's Avatar CaptainManiac - 4 months ago

Does that mean that ACS is completely wiped out?

BadMojo's Avatar BadMojo - 4 months ago

Hmm.. that opens a few doors then :)

Blue Shadow's Avatar Blue Shadow - 4 months ago

Yes, ZScript can be used as a DECORATE replacement.

BadMojo's Avatar BadMojo - 4 months ago

Thanks for the info. Does this mean that submissions can be zscript instead of decorate if one chooses?

Blue Shadow's Avatar Blue Shadow - 4 months ago

https://zdoom.org/wiki/ZScript

Blue Shadow's Avatar Blue Shadow - 4 months ago

History: https://zdoom.org/wiki/DoomScript

BadMojo's Avatar BadMojo - 4 months ago

Excuse me from sounding like Ive been living under a rock... but is zscript new or has it been around a while?

Blue Shadow's Avatar Blue Shadow - 4 months ago

Currently there isn't a PM system, no.

Blue Shadow's Avatar Blue Shadow - 4 months ago

Preview won't change, as most of what you're suggesting are way too tall.

Blue Shadow's Avatar Blue Shadow - 4 months ago

I don't see the importance of modifying the name.

Blue Shadow's Avatar Blue Shadow - 4 months ago

Texture count in description isn't needed. It's already noted in the INFO lump.

Blue Shadow's Avatar Blue Shadow - 4 months ago

What would you like the description to be?

Raccoon's Avatar Raccoon - 4 months ago

Oh, and the credits should probably include RaVen, because he got me the beta textures.

Raccoon's Avatar Raccoon - 4 months ago

Also, I intended for the title to have the word "Essential", because they're that kind of expansion, and I'd like the description to say the number of textures.

Raccoon's Avatar Raccoon - 4 months ago

I'd prefer using GLASL02 and GLAST00 as the preview, or if that's to big, GLASL03, GLASS08, and GLASS09

Raccoon's Avatar Raccoon - 4 months ago

BlueShadow> I'm really happy to have those Stained Glass textures on the repository, but could you maybe change the description a bit for me?

Raccoon's Avatar Raccoon - 4 months ago

Is there no PM system on this site?

MagicWazard's Avatar MagicWazard - 5 months ago

Hey, Ozy!

Raccoon's Avatar Raccoon - 5 months ago

Yay! I'm on Realm667!

Raccoon's Avatar Raccoon - 5 months ago

Ozy, I made 2 submissions.

ozymandias81's Avatar ozymandias81 - 5 months ago

Hey friends, very sorry for not being so active recently here... Hopefully it will be better this summer with my submissions ;)

MagicWazard's Avatar MagicWazard - 5 months ago

Ooooh! GZDoom 2.4.0 added a StealthAlpha property! A Shadow Trooper update is inevitable!

Raccoon's Avatar Raccoon - 5 months ago

I'm still giggling at that.

Raccoon's Avatar Raccoon - 5 months ago

Hey Tormentor, if you're still around... "Shtab! Shtab! Shtab! By golly them NAZIs didn't see me comin' I tell you wot ol' boy."

Tormentor667's Avatar Tormentor667 - 5 months ago

I read your comment on C1M6 - will check these things later

Raccoon's Avatar Raccoon - 5 months ago

Tormentor, I've been playtesting Wolfendoom and making crap for Hexen! :3

Raccoon's Avatar Raccoon - 5 months ago

Neat.

Tormentor667's Avatar Tormentor667 - 5 months ago

...and improved a few CSS problems that I noticed for a while now :)

Tormentor667's Avatar Tormentor667 - 5 months ago

Updated the forum to the new Kunena version, just fyi

Blue Shadow's Avatar Blue Shadow - 5 months ago

From your end, just make sure your submission is in working order.

AngryCat's Avatar AngryCat - 5 months ago

i'm guessing that when an admin approves, they go around to the other admins here and ask for their opinion, which would take a bit to respond.

Raccoon's Avatar Raccoon - 5 months ago

Anything I can do to make approval go faster?

Blue Shadow's Avatar Blue Shadow - 5 months ago

Once it's approved, it should be added in few days.

Raccoon's Avatar Raccoon - 5 months ago

Soo... How long does it normally take for a submission to get on the repository?

Blue Shadow's Avatar Blue Shadow - 5 months ago

When I update something (old), I try not to break its compatibility with Zandronum if it's already compatible if I can help it. But that's just me.

Blue Shadow's Avatar Blue Shadow - 5 months ago

It's up to you. There isn't a written rule that you should.

AngryCat's Avatar AngryCat - 5 months ago

as long as it's compatible with g/zdoom, you're probably fine

Sir Squidly's Avatar Sir Squidly - 5 months ago

Question: Should I strive for Zandronium compatability, or use the tools modern source ports provide?

AngryCat's Avatar AngryCat - 5 months ago

i'll bet BOA is gonna be great!

Tormentor667's Avatar Tormentor667 - 5 months ago

I would shout more often if I had more time to do so - Blade of Agony is time-consuming guys :)

AngryCat's Avatar AngryCat - 5 months ago

yeah, no ones online enough to shout in here

BadMojo's Avatar BadMojo - 5 months ago

2 weeks since last shout?... well we cant have that... *shouts randomly*... there, thats better :)

's Avatar Hexereticdoom - 5 months ago

And if someone is interested, I have published a few time ago a new update release of the mod, v5.0 with lots of new features, enemies, weapons, and more... ;)

's Avatar Hexereticdoom - 5 months ago

Hi there! Just want to say, many thanks to Hissy for featuring my H-Project mod in Realm667, it has been a nice surprise for sure! :D

DBJ87's Avatar DBJ87 - 6 months ago

Just curious because there's a lot of mix & match WADs, mostly just changing the Pinky Demons though.

DBJ87's Avatar DBJ87 - 6 months ago

Think I've asked this before, would Doom64 based Monsters be considered for Doom? Made or modified a few for more variety, mostly Zombies, Spiders, Cacos & Imps

AngryCat's Avatar AngryCat - 6 months ago

it's kinda dissapointing how most doom forums have %98 of people offline.

MagicWazard's Avatar MagicWazard - 6 months ago

Hmm...maybe you ought to post a WIP on the Workshop first.

's Avatar Sir Squidly - 6 months ago

I'm putting together a generic scientist for a resource, and i'm wondering if it falls into the beastinary, even though it doesn't attack at all.

's Avatar Glado - 6 months ago

It works now, thank you. But i have one more problem, now i have the old school HUD, how to set HUD to more unvisible like before? Sorry for bad english.

DBJ87's Avatar DBJ87 - 6 months ago

@MagicWazard You're welcome :) Awaiting the fate of some of the finished projects, but do have some new(ish) ideas that might crop up soon...

ozymandias81's Avatar ozymandias81 - 6 months ago

@For Glado & Joe - http://realm667.com/index.php/en/kunena/wolfendoom-blade-of-agony/838-serious-performance-issues-with-wolfendoom-blade-of-agony#5115

's Avatar Drugod - 6 months ago

Amazing!!

MagicWazard's Avatar MagicWazard - 6 months ago

Thank you for participating! It's participation that keeps this site alive (or, at the very least, meaningful).

DBJ87's Avatar DBJ87 - 6 months ago

Thinking back, can't believe it's been just over a year, nervous as hell & never expected to progress as I have now. Shouting Out a big 'Thank you' to all :)

's Avatar Joe - 6 months ago

Hey, Blade of Agony crashes very often. I have tried using the most recent build of GZDoom and deleted ini files. What else can I do?

's Avatar Glado - 6 months ago

Hi, i have problem in second mission when a go into water and attack sharks, game has stop working and settings reset, how to fix?

BadMojo's Avatar BadMojo - 6 months ago

Hate onions?!? Man, I don't even know you anymore ;P

MagicWazard's Avatar MagicWazard - 6 months ago

I like fajita meat, but I don't care too much for peppers, and I hate onions.

BadMojo's Avatar BadMojo - 6 months ago

*quietly sings pink floyd* "Is there anybody out there..." *tumble weed rolls passed*.... A wild BadMojo appears... Fajitas anyone? :)

CaptainManiac's Avatar CaptainManiac - 6 months ago

HOORAY!Thank you so much

BadMojo's Avatar BadMojo - 6 months ago

I probably should also mention the Fajita Maker while Im here

BadMojo's Avatar BadMojo - 6 months ago

Thanks MW! :)

MagicWazard's Avatar MagicWazard - 6 months ago

I know what you're referring to, but worry no more; it's up now!

CaptainManiac's Avatar CaptainManiac - 7 months ago

btw,some o'the things that were approved are not uploaded yet.Sorry for my impatience,but this dishearts me

CaptainManiac's Avatar CaptainManiac - 7 months ago

This logo is good,only that i can say

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