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inkoalawetrust

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Everything posted by inkoalawetrust

  1. inkoalawetrust

    Discussion About Realm667

    Well I myself have sent 83 original ZIP files I had saved on my downloads folder and never deleted over the years to Arlene. And my own two submissions obviously. I could send all that too you too if you want. Also is Blue Shadow aware of all this shit yet ?
  2. inkoalawetrust

    Discussion About Realm667

    Yeah. Daniel has made sure to take down the whole site but not the BoA page lol
  3. inkoalawetrust

    Discussion About Realm667

    Oi, this is the end of eera innit bruv ? More seriously, it certainly seems to be that, thankfully Arlene and some other people have come together to recover as much of the repository as possible. SGTMKIV is too with a groupp of people I think, but it's probably a diffferent one from Arlene. I myself just hope the whole repository will be recovered, and will be added to a new and better one, which will also accept DeHackEd, DEHEXTRA, DECORATE, ZScript, EDF, VavoomC, ACTORDEF etc submissions (In separate categories obviously.). Hopefully it also won't have the stupid no PK3 submission rule Realm667 did until I managed to change Tormentors' mind. It's 100% intentional, besides the timing of it happening shortly after the drama, the whole site besides the BoA page also went down apperantly right after Daniel was banned from this forum. EDIT: Looks like 2 other people said that last one before me lol.
  4. inkoalawetrust

    Repository Dump [temp mirror added]

    Here are the links to the two submissions I made to Realm667, of the parallaxing camera and tank. https://drive.google.com/file/d/1rdoqY-MlMCX0-xGZDLbsO-G8zX7wwOVV/view?usp=sharing https://drive.google.com/file/d/15owP9c8LSSHKiLwoi-2640XnJahpxs4K/view?usp=sharing Also you should probably be more specific on what the thread is about for people looking at it in the future. Also I've got a bunch of other R667 resources I've downloaded over the years, but I'm not sure which ones were edited by me with minor changes (Mostly), and which are still the original. I still have the original ZIP archives some of the submissions came in though, is there any place to post all that besides here ? EDIT: I already contacted Arlene and send her my 83 original Realm667 submissions that I had lying on my downloads folder.
  5. inkoalawetrust

    Discussion About Realm667

    Well I'm still here, and will be very willing to contribute to a new repository for the reasons I mentioned in the last page, so I can send the files for the parallaxing sky camera and main battle tank. At least I can if I can get in contact with the people working on scavenging Realm667, also holy shit this thread is going really fast and I can barely keep up with it.
  6. inkoalawetrust

    Discussion About Realm667

    Yeah those are about the last few submissions from before the site was shut down, the vacuum-like weapon you are thinking off may have been the very last submission, which IIRC was some kind of thunder gun. Also that sky camera is mine lol, based on code by DrPyspy.
  7. inkoalawetrust

    Discussion About Realm667

    The Wayback Machine archives are pretty damn old, if you go to the repository itself on it. The last snapshot was from before my tank submission was accepted like 2 months ago, which also obviously means that the next 4-6 submissions before the site's closure are not archived on the Wayback Machine, which is pretty bad IMO.
  8. inkoalawetrust

    Discussion About Realm667

    Well now at least it's basically focused on what we'll do if Daniel keeps Realm667 closed for good. I think I've got some of the ZIP archives from some of the resources I download from there still around. I've also got a bunch of the WADs from there archived, but I'm not sure which ones are the originals and which ones have changes I've made myself, such as adding editor numbers, changing some syntax etc. Where can I we join that ?
  9. inkoalawetrust

    Discussion About Realm667

    So I guess he just did all this without giving any warning to you and Blue Shadow then ? Well shit. Same, plus I had began contributing assets to the repository like my MBT (Whose render is my current avatar by the way.), with full proper code written for it, to also try to remove this idea of R667 only being as useful as the sound and sprite assets its' submissions have, due to the code in it being in major dissaray formatting wise and just insanely outdated in general, like that one submission that legit used pre-2008 DECORATE code.
  10. inkoalawetrust

    Discussion About Realm667

    I'd much rather have a repository that allows any Doom resources from DeHackEd to DECORATE and ZScript to even EDF and VavoomC, to improve upon Realm667 having only been a ZDoom repository. Rather than one that still forces me into the shitty alternative of a thread nobody will see. And funny story about R667 being a ZDoom repository, for the longest of time it didn't allow PK3 submissions, even though there was absolutely no reason to not allow them. And this continued until I convinced Tormentor otherwise a few weeks ago. So maintainers like Gothic and Blue Shadow would accept the original and proper PK3 version of my tank, instead of the crappy WAD version. Where I had to cram something specifically designed with a folder structure in mind to a WAD file to submit it on a ZDOOM REPOSITORY.
  11. inkoalawetrust

    Discussion About Realm667

    I'd certainly hope not, since that means that I won't have anywhere else to post my custom assets and resources like custom NPCs. Besides making my own crappy ZDoom forum thread hosting them all, which nobody besides me will even look at. If Realm667 stays down, then I hope someone has already archived it and that someone will make their own (Z)Doom resource repository. Since Realm667 was and still is an extremely useful resource for people to use.
  12. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, May 11 build)

    Oh right, I constantly forget the alias and bind commands even exist in L/GZDoom. I mean honestly even in their current form and with their caveats, they are far better than what you can do in GZDoom, the closest thing you can make to a 3D polyobject in GZDoom is a grid of polyobject 3D middle texture lines, and if you even stand on top of it you vibrate and just bounce right off at 80 km/h. And something like a moving, enterable train can only be done by a twosided polyobject with portals on it, and it works really poorly at best, as it totally breaks the AI and sound. I would hope they are, but when I asked phantombeta yesterday about it. I was told that it can't be easily done due to Doom's wonky actor physics and collision. I would REALLY hope that is the case. But honestly I doubt they'd be very willing to try adding such a thing even if a bunch of people requested it and not just me. Also I'm not too sure if decals on planes would be harder to implement in GZDoom than 3D polyobjects, since I think there's more of a desire and push to add the former on GZDoom from the developers than 3D polyobjects. But that may just be because any focus on mapping features seems to have just fallen by the wayside on GZDoom.
  13. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, May 11 build)

    It may be a good idea to add a shorthand alias for VavoomC commands like give and fire like VSC give <actor> and VSC fire <actor>. To make typing it in faster. I should probably add that I've never had these shorts of graphical glitches with L/GZDoom on any PC, except for that one time that on a PC that has OpenGL 4.6 and can run GZDoom, it couldn't really run LZDoom because of a similar bug, but with pitch black flickering polygons instead. Though in this case the flickering is probably caused because as you said, K8Vavoom renders stuff differently from how games usually do it. Also my favorite features in K8Vavoom are probably the pre-calculated lightmaps, the (proper !) dynamic shadowmaps, and the 3D polyobjects, especially the last two, since they can significantly improve how maps look, and give far more possibilities for stuff to do and add in them, such as being able to recreate the whole starting sequence of Half-Life. But unfortunately those 3 are also things that will never be added to GZDoom. The lightmapping is the only thing that even had a chance of being implemented, but ZDRay ended up being scrapped.
  14. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, May 11 build)

    I tried turning off decals, but it didn't seem to change anything. Also no I'm pretty sure this computer does have an Intel iGPU since it uses Intel UHD Graphics. Also I still think that there should be some sort of alternative to rendering above and below the sky strips that doesn't look as awkward lol, even if it isn't neccesarily how ZDoom does it.
  15. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, May 11 build)

    I doubt Discord wouldn't be able to run on your computer, seeing as it can run even run on mine except for that one time that it bricked a Xubuntu Live USB On the subject of K8Vavoom again, I do currently have access to a PC with OpenGL 4.6 (Or rather one without fucked Intel drivers.) so I ran K8Vavoom on it instead, and I noticed that there are some severe graphical glitches where polygons flicker in and out for split seconds with a light blue color on them. I tried some options like changing around the renderer for the level but they didn't seem to help stop the polygon flicking. Here is a video I recorded from my phone showing the glitch on MAP02.* Another bug I noticed is that summoning a rocket with the summon command just makes it stand still, inactive and uninteractable. Also I have a few suggestions. K8Vavoom should have and option to have sky strips like the ones in the vanilla games slowly fade as you look further up, until the top has faded into the sky textures' dominant color, similar to ZDoom, since the current method where every pixel at the top and bottom of the image are taken and stretched until they reach the center top and bottom of the sky sphere look really weird. It would be nice to have some more ZDoom commands or alternatives to them, for example I tried using the changemap command to go to a map without losing my inventory, but it doesn't support it. And when I went ahead to record the glitch above on MAP02, I went to it using the map console command, but I couldn't just type give all or noclip to give myself all items and noclip respectively, so I just had to use the vanilla IDCLIP cheat. So it would be nice to have the give <inventory item/weapon name> command in K8Vavoom to make stuff like debugging maps and mods easier. *I had to record the screen with my phone because for some reason the XBox Game Bar has screen capture disabled on this computer, and OBS needs a supercomputer cluster to record the screen without the exported video just freezing after a few seconds.
  16. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, May 11 build)

    So there's nothing I can do to run K8Vavoom on my computer then ? Would trying to reinstall the drivers not work ? It would probably be a better idea to make a Discord server, since it's more likely attract more people into the server itself and K8Vavoom in general.
  17. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, May 11 build)

    Hey, so I tried downloading the latest May 11 build of K8Vavoom, but when I start it up I get this error, and the engine crashes. OpenGL: cannot create depth/stencil renderbuffer storage, error: invalid enum K8Vavoom also tells me that my PC reports that it has OpenGL 3.3 for some reason, even though it only has 2.1, and I don't even know how I'd make it report a different version. I've attached the full conlog.log file below, with my user account name removed. conlog.zip
  18. inkoalawetrust

    Is there a way to make a explosive-result hitscan attack?

    To make a hitscan produce an explosion, you need to make a custom actor puff. https://zdoom.org/wiki/Puff Making an explosive puff should be about as simple as this: Actor ExplosivePuff : BulletPuff { Scale 0.25 States { Spawn: MISL B 8 Bright A_Explode (8,12) MISL C 6 Bright Melee: MISL D 4 Bright Stop } } It doesn't need to inherit from BulletPuff, but I use it as a base when making my own puffs. Also in this example I simply used the pre-existing rocket explosion sprites, and downscale the sprite scale of the actor so they don't appear as large. Then to have your actors' or weapons' hitscan attack use that puff, you simply add it as the puff actor to use in the functions' pufftype parameter. Here's an example of a hitscan attack that fires that above exploding puff. A_CustomBulletAttack (2.4,2.6,1,2,"ExplosivePuff")
  19. inkoalawetrust

    Do profile pictures change your perception of a user?

    I myself do associate people's profile pictures with them, but not as in I imagine them saying out loud a post with the avatar characters' voice. I don't think I even associate the avatar with them or vice versa. I just see the avatar and know who made the post without even needing to read their username, though that only really works with people I've seen plenty of times like SGTMKIV or Doomkid. Also good luck trying to associate my online profile pictures with me lol, since I change them pretty damn often.
  20. IMO the biggest issue with Oblige/Obsidian is that I'm pretty sure that it basically makes levels by just throwing together and connecting a bunch of pre-made rooms and decorations with no real thought and some limitations (That can be turned off in ObAddon and Obsidian), to not make maps that are too random. But the only way to fix that AFAIK, so it would create maps with any thought put into them, would be to completely redo how the level generation works, and I really doubt that will be happening any time soon since it would take a ton of time and offort to do. Feature wise though, ObAddon/Obsidianare definitely way ahead of Oblige 7.70 though, hopefully GZDoom maps will eventually be able to be generated with polyobjects and vertex slopes eventually, along with maps having scripted sequences through pre-made ACS scripts and the like.
  21. Honestly I'm just sitting here waiting to see if anybody will actually say anything positive about Oblige/Obsidian in this thread lol.
  22. inkoalawetrust

    Voxelizer - Create voxels and sprites from md2 models

    Will you add the ability for it to export models with 16 rotations ? Since ZDoom based ports and some others also support 16 sprite angles.
  23. Ha no, for as piss poor as I am and how much I need the money (To buy a computer that isn't total shit and falling apart for example.), I'd probably still not take the money, because money buys things that make you happy, it doesn't make you happy on its' own, and frankly, if I couldn't play or mod Doom any more but had millions I'd most likely end up in a worse emotional state than if I didn't have all the money but could do something that makes me happy still (Or at least prevents me from further falling mentally.). On top of that, I doubt I'd even be able to make all that money last for as long as I'll probably be playing and making Doom related stuff. So TL;DR, not being able to play Doom would make me actually end up WORSE off even with all the money.
  24. inkoalawetrust

    Making a rocket turrent fire like a chaingun...

    You can just replace this lines' action function. RTUR B 5 Bright A_SpawnProjectile("RTurretProjectile",20,0,0) With A_CustomBulletAttack(), which will also allow you to customize the hitscan attacks' parameters such as what the vertical and horizontal offset for the attack is, how many hitscans are fired, how much damage they do etc
  25. inkoalawetrust

    What's your "mapping style"?

    My mapping style is drawing random rooms and shapes until I make something that I consider to be good enough. Sometimes I may replicate something like a decoration from a map I played or have seen (Though never a full room or anything like that.), the closest thing I've got that comes to an inspiration is Extermination Day and probably Lost Civilization too, but that's partially because I usually try making semi-realistic maps instead of abstract mazes that only exist for gameplay purposes.
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