Kyle873's Doom RPG Mod [0.10.0 Beta]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit

Post by Kyle873 »

Blue Shadow wrote:Use a development build, instead.
Yup, grab a devbuild.

Also, version bumped for finishing of the new batch of Accessories and rewriting of the Aura system to allow enemies to have multiple auras like the player. Also tons of internal stuff changed under-the-hood too as well as the introduction of map events, some of which are still fairly WIP.
User avatar
Phantom Allies
Posts: 67
Joined: Fri May 31, 2013 7:26 am

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Phantom Allies »

It doesn't seem to work at all, I've specified the DoomRPG Folder as the DoomRPG-Master Folder, I've specified where the GZDOOM was at, and the WAD/PK3 folder, and all I got an error about drpg_combo being in there already, so I set it to the Doom RPG folder, and all I got was the stock game. Yes, the Net 4.5 Download is already installed in my computer, and I have all the contents.

Any idea what the problem is?
User avatar
Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Phantom Allies wrote:It doesn't seem to work at all, I've specified the DoomRPG Folder as the DoomRPG-Master Folder, I've specified where the GZDOOM was at, and the WAD/PK3 folder, and all I got an error about drpg_combo being in there already, so I set it to the Doom RPG folder, and all I got was the stock game. Yes, the Net 4.5 Download is already installed in my computer, and I have all the contents.

Any idea what the problem is?
You had it right the first time, the drpg_combo issue means you need to go into your ZDoom INI file and remove every line that begins with drpg_
User avatar
Phantom Allies
Posts: 67
Joined: Fri May 31, 2013 7:26 am

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Phantom Allies »

Well, I just ended up deleting the Whole INI file. Thus, allowing it to work. I shall now give this a go and test out everything. It's a lot more expanded than when I last used it.
User avatar
Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Phantom Allies wrote:Well, I just ended up deleting the Whole INI file. Thus, allowing it to work. I shall now give this a go and test out everything. It's a lot more expanded than when I last used it.
Awesome. Also just a quick recommendation to everyone on bug reporting. I've been rewriting a ton of stuff lately so basic things might appear to break or weird things may happen. I'm constantly working on changing some old crappy code to new stuff lately and have a TODO/rewrite list about a mile long. If something seems off, please take a quick look through the commit log to see if I've already fixed it, because update pacing has picked up again now that I've gone back to working on the mod "full-time" if you will. Specifically I accidentally broke aura timer stacking when using the same aura type, but just fixed it when I woke up.
Matsilagi
Posts: 83
Joined: Sat Nov 01, 2014 10:37 am
Graphics Processor: nVidia (Legacy GZDoom)
Contact:

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Matsilagi »

Always saw it on the first page, took it to a spin, awesome.

However, is there any "way" i can save my character without waiting the rewrite (savegames or anything)?

I really liked this mod, seems to be another gameplay-changing and not exaggerated mod.
User avatar
Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Matsilagi wrote:Always saw it on the first page, took it to a spin, awesome.

However, is there any "way" i can save my character without waiting the rewrite (savegames or anything)?

I really liked this mod, seems to be another gameplay-changing and not exaggerated mod.
We're planning to rewrite the character saving stuff either today or tomorrow (hopefully) to make it work much better and not abuse the CVAR system as horribly. Stay tuned on that. I've purposefully disabled it because it was causing other problems at the moment and the rewriting should be done soon enough.
Matsilagi
Posts: 83
Joined: Sat Nov 01, 2014 10:37 am
Graphics Processor: nVidia (Legacy GZDoom)
Contact:

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Matsilagi »

Ok, i will be sure to watch this thread closely.
Just finished Doom 2 with this mod, backed up my savegame so i can save my character later on.

Amazing mod, i've never been this interested in a DooM mod before.
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

Matsilagi wrote:backed up my savegame so i can save my character later on.
The question is, will it work? Wouldn't there be compatibility issues with new version of the mod when you load the savegame up with it?
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by edward850 »

You can't do that either. You must never load a saved game with a different mod, which includes different versions.
The ACS state gets horribly confused.
User avatar
catoidi
Posts: 150
Joined: Fri Apr 18, 2014 8:58 pm
Preferred Pronouns: She/Her
Contact:

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by catoidi »

First time seeing a level 104 Spider Overmind in e1m2. :?
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Sgt. Shivers »

Image
You found a megaboss! :D
User avatar
TTK_86
Posts: 39
Joined: Sun Aug 07, 2011 3:22 am
Location: Finland

Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by TTK_86 »

This just gets better and better! Can't wait to see the new outpost and turrets and new monsters and new weapons! It's like waiting for christmas :D
GABANATSU
Posts: 13
Joined: Tue Nov 11, 2014 4:44 pm

Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit

Post by GABANATSU »

Kyle873 wrote:
Blue Shadow wrote:Use a development build, instead.
Yup, grab a devbuild.

Also, version bumped for finishing of the new batch of Accessories and rewriting of the Aura system to allow enemies to have multiple auras like the player. Also tons of internal stuff changed under-the-hood too as well as the introduction of map events, some of which are still fairly WIP.
Thank you both. (please don't abuse your emoticon privileges. -Ww)


by the way, i have some questions for you


:?: 1:are you planing to make a non rpg launcher mode for the launcher just incase somebody would like to use the launcher but not play the rpg mode :?:


:?: 2:are you planing to make it compatible with more wads (hexen, heretic, action doom 2, etc.) :?:


:?: 3:are there any other future plans, (like more weapons, etc...) :?:

:geek: questions questions.


Anyways time to have some fun!!!!

(please don't abuse your emoticon privileges. -Ww)
Last edited by wildweasel on Fri Nov 14, 2014 4:12 pm, edited 1 time in total.
Reason: I've made a concerted effort to make your post less noob-like. All-caps sentences corrected to proper case, emoticons removed, among other things. Please make an effort to post like a normal person in the future.
User avatar
Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit

Post by Kyle873 »

GABANATSU wrote:
Kyle873 wrote:
Blue Shadow wrote:Use a development build, instead.
Yup, grab a devbuild.

Also, version bumped for finishing of the new batch of Accessories and rewriting of the Aura system to allow enemies to have multiple auras like the player. Also tons of internal stuff changed under-the-hood too as well as the introduction of map events, some of which are still fairly WIP.
Thank you both. (please don't abuse your emoticon privileges. -Ww)


by the way, i have some questions for you


:?: 1:are you planing to make a non rpg launcher mode for the launcher just incase somebody would like to use the launcher but not play the rpg mode :?:


:?: 2:are you planing to make it compatible with more wads (hexen, heretic, action doom 2, etc.) :?:


:?: 3:are there any other future plans, (like more weapons, etc...) :?:

:geek: questions questions.


Anyways time to have some fun!!!!

(please don't abuse your emoticon privileges. -Ww)
1. No. If people need to use a launcher for normal things, they can just use a normal launcher like ZDL.
2. No, too much work for systems that don't make sense in those IWADs imo. They would be better served with their own RPG mods which cater to them (like WoC for Heretic/Hexen)
3. I'm hesitant to say anything, because things can happen and sometimes things don't get done when I want to do them among other things. I also don't work on weapons.
Locked

Return to “Abandoned/Dead Projects”