Kyle873's Doom RPG Mod [0.10.0 Beta]

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yoshi314
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Post by yoshi314 »

few things that could be added :

- add info about drpg_defaults command to readme file, to reset doom rpg options to defaults. often when running the mod for the first time, most doom rpg specific options are locked in 'unknown' status, using this command and restarting g/zdoom fixes the problem.

- ability to use different tiers of skills. upgrading auras makes their EP costs skyrocket. ability to use lower level versions for smaller EP cost would be nice to have.

- maybe an option to convert skill points into stat tokens and vice-versa? to avoid abuse, the conversion could use a rate of 2:1, in both directions.

- summoned monsters tend to get stuck, especially in "2002 a doom odyssey , e3m1"

- summoning a bfg marine is a terrible idea ;)

small bug: player always picks up EP capsules, even if EP is full.
Vigilante
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Post by Vigilante »

This reminds me of a balance issue : Skill points can be sold back to the shop. Since their price is prohibitive, after a few levels it's easy to sell a few points and buy the demon shield, currently the most powerful "survivability" item.
yoshi314
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Post by yoshi314 »

some more things :

- summons are rather docile. they tend to ignore majority of enemies. brutal doom AI for rescued marines would work here well, i think.

- you get friendly fire from your summoned monsters

- sometimes a bonus from 100% kills is insanely high, sometimes very small. i just got 100% kills on one 2002ado level and got 25 skill points as a result (i think i got 65K experience or something). on previous version this awarded me with ~130 xp or so.
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Post by Frozenwolf150 »

I do find the summons rather useful, quirks aside. A few things I wanted to mention though:

* Since there's no designated spawn point for them, sometimes they get stuck in the walls. Other times, they get stuck inside the player, preventing you from moving until they are killed. Perhaps a better script might be something like the summoning scripts from Hexen. For example, to summon the Maulotaur, you throw the Dark Servant artifact into an open space; like when the Heresiarch is summoning the Dark Bishops, you can see him throw a green orb. If there isn't enough room, the summon doesn't appear.
* The random weapon on the Summon Marine skill actually makes it too powerful. It's one of the cheapest summoning skills in terms of EP, and if the marine has a Rocket Launcher, Plasma Gun, or BFG, it quickly turns the tide of any battle in your favor. I had assumed there would be different summon skills for each type of marine, with the more powerful ones having a higher cost. (I don't mind the friendly fire risk, as it creates a cost-benefit dynamic that balances things out.)
* The random colors for the summoned monsters can also throw things out of balance. I once got a red-hued Chaingunner, which at first was great because he was very powerful. He even dropped a rune when killed; mind you, I had to kill him because he kept firing like a maniac even after all enemies were down, preventing me from looting their bodies. The next time, I got a normal Chaingunner, and he died in 2 seconds. Maybe make the summons a set color?


On a different topic, I tested this mod with the Doom 64 Stuff mod and it DOES work-- however, the Doom 64 HUD overrides the Doom RPG HUD and prevents you from seeing your stats. I wish there were some way to make them compatible.
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Kyle873
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Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.8 Beta]

Post by Kyle873 »

yoshi314 wrote:few things that could be added :

- add info about drpg_defaults command to readme file, to reset doom rpg options to defaults. often when running the mod for the first time, most doom rpg specific options are locked in 'unknown' status, using this command and restarting g/zdoom fixes the problem.

- ability to use different tiers of skills. upgrading auras makes their EP costs skyrocket. ability to use lower level versions for smaller EP cost would be nice to have.

- maybe an option to convert skill points into stat tokens and vice-versa? to avoid abuse, the conversion could use a rate of 2:1, in both directions.

- summoned monsters tend to get stuck, especially in "2002 a doom odyssey , e3m1"

- summoning a bfg marine is a terrible idea ;)

small bug: player always picks up EP capsules, even if EP is full.
- Good idea, will do
- I want to add this, just haven't thought of a good way yet
- Also not a bad idea
- They are going to eventually get stuck in something, I can't make it perfect since the spawning is map-independent, the only way to make ti work "nicely" would be to have spot ID's in the map, which vanilla maps don't have
- That's intentional, they're meant to be "disposable" items like the health and armor bonuses
yoshi314 wrote:some more things :

- summons are rather docile. they tend to ignore majority of enemies. brutal doom AI for rescued marines would work here well, i think.

- you get friendly fire from your summoned monsters

- sometimes a bonus from 100% kills is insanely high, sometimes very small. i just got 100% kills on one 2002ado level and got 25 skill points as a result (i think i got 65K experience or something). on previous version this awarded me with ~130 xp or so.

- That's normal, I can't really do anything about that. I also can't just "copy" the rescued marine behavior either, since it relies on the Marine's sprites to begin with
- this cannot be changed at all
- Yeah, I need to re-do those formulas
Frozenwolf150 wrote:I do find the summons rather useful, quirks aside. A few things I wanted to mention though:

* Since there's no designated spawn point for them, sometimes they get stuck in the walls. Other times, they get stuck inside the player, preventing you from moving until they are killed. Perhaps a better script might be something like the summoning scripts from Hexen. For example, to summon the Maulotaur, you throw the Dark Servant artifact into an open space; like when the Heresiarch is summoning the Dark Bishops, you can see him throw a green orb. If there isn't enough room, the summon doesn't appear.
* The random weapon on the Summon Marine skill actually makes it too powerful. It's one of the cheapest summoning skills in terms of EP, and if the marine has a Rocket Launcher, Plasma Gun, or BFG, it quickly turns the tide of any battle in your favor. I had assumed there would be different summon skills for each type of marine, with the more powerful ones having a higher cost. (I don't mind the friendly fire risk, as it creates a cost-benefit dynamic that balances things out.)
* The random colors for the summoned monsters can also throw things out of balance. I once got a red-hued Chaingunner, which at first was great because he was very powerful. He even dropped a rune when killed; mind you, I had to kill him because he kept firing like a maniac even after all enemies were down, preventing me from looting their bodies. The next time, I got a normal Chaingunner, and he died in 2 seconds. Maybe make the summons a set color?


On a different topic, I tested this mod with the Doom 64 Stuff mod and it DOES work-- however, the Doom 64 HUD overrides the Doom RPG HUD and prevents you from seeing your stats. I wish there were some way to make them compatible.
- This is an interesting idea, I'll try doing this
- I honestly did this because I was running out of room in the skills :P, I was thinking of it as a more risk-reward benefit, as they could spawn with a good weapon for a small cost, or something destructive, which could still kill enemies, but also be a slight risk to you as well
- I was thinking that, but have no idea what that color should be

edit:
Update. Monsters now spawn in a style similar to the cubes that spawn enemies in Map30, so you can chuck them and have more control of where the monster will spawn.

Epic fight, one enemy Cyberdemon versus a bunch of summons :P
Image

edit:
Updated. Now there are 2 additional bindable keys to change your current skill's use level. Each skill will remember the level you left it on and will stay synced between levels.

edit:
I've now made summons non-blocking so that not only do they not get in your way, but they can be rallied directly on top of your position and spread out from there without any issues.
Image

edit:
I'm now including a DoomRPG-compatible Brutal Doom in the package, either use DoomRPG-Brutal.pk3 or DoomRPG-Extras.pk3, they won't work together. DoomRPG-Brutal.pk3 must be loaded after DoomRPG.pk3 in order to work properly.

edit:
Cleaned up the Magnetize skill, now all drops will be pulled to you in a nice circular effect
Note that this is E4M8 on Unfair with 200 Luck, that's why there's a metric fuckton of drops, but it demonstrates how they all circulate around the player so he can get things.
Image
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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by MrBoroda »

I summon a few marines and level up like insane.
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by Kyle873 »

MrBoroda wrote:I summon a few marines and level up like insane.
You're going to have to be more specific. What mods are you using? what were you doing? etc.
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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by MrBoroda »

Kyle873 wrote:
MrBoroda wrote:I summon a few marines and level up like insane.
You're going to have to be more specific. What mods are you using? what were you doing? etc.
I'm using Doom RPG with DoomRPGBrutal and OBLIGE created wads. That's all.
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Kyle873
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Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by Kyle873 »

MrBoroda wrote:
Kyle873 wrote:
MrBoroda wrote:I summon a few marines and level up like insane.
You're going to have to be more specific. What mods are you using? what were you doing? etc.
I'm using Doom RPG with DoomRPGBrutal and OBLIGE created wads. That's all.
Ok, when using Brutal Doom compatibility, you'll gain a quarter of the normal XP you would to make up for the increased Combos and XP you get from BD enemies.
yoshi314
Posts: 104
Joined: Wed May 16, 2012 12:57 am

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by yoshi314 »

maybe i got somewhere between updates, but i get this :

Code: Select all

Script error, "DoomRPG.pk3:actors/monsters/friendlies" line 39:
Expected ')', got ','.
when trying to use doom1 or doom2 wad. this is with zdoom, a rather recent svn build.
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by Kyle873 »

yoshi314 wrote:maybe i got somewhere between updates, but i get this :

Code: Select all

Script error, "DoomRPG.pk3:actors/monsters/friendlies" line 39:
Expected ')', got ','.
when trying to use doom1 or doom2 wad. this is with zdoom, a rather recent svn build.
Should be fixed.
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karmakazi
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Location: NYC

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by karmakazi »

I'm now including a DoomRPG-compatible Brutal Doom in the package, either use DoomRPG-Brutal.pk3 or DoomRPG-Extras.pk3, they won't work together. DoomRPG-Brutal.pk3 must be loaded after DoomRPG.pk3 in order to work properly.
Spoiler:
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Kyle873
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Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by Kyle873 »

karmakazi wrote:
I'm now including a DoomRPG-compatible Brutal Doom in the package, either use DoomRPG-Brutal.pk3 or DoomRPG-Extras.pk3, they won't work together. DoomRPG-Brutal.pk3 must be loaded after DoomRPG.pk3 in order to work properly.
Spoiler:
Just note that there may still be a few issues I haven't found yet. My program to add XP seems to have worked a little TOO well, so sometimes you'll get extra combo for brutalizing enemies, which isn't necessarily a bad thing, I just need to tweak it at some point. Right now though it's fine where it is.

To iterate, the Brutal Doom Compatibility option allows you to purchase BD weapons as well as spawn proper BD Marines. It also cuts all XP gained by 1/4, to balance out all the brutality bonuses you can get.
Vigilante
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Joined: Thu Sep 06, 2012 4:51 pm

Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by Vigilante »

The version linked in front page still gives the script error on startup. The enclosed DoomRPG.pk3 is dated 16/04/2013 21:12, like your post.

edit: looking inside the PK3, seems it's because it uses the A_SpawnItemEx() with 11 arguments, only supported on more recent zdoom than I have.
Last edited by Vigilante on Tue Apr 16, 2013 3:45 pm, edited 1 time in total.
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karmakazi
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Re: Kyle873's Doom RPG Mod [0.9 Beta]

Post by karmakazi »

Just note that there may still be a few issues I haven't found yet. My program to add XP seems to have worked a little TOO well, so sometimes you'll get extra combo for brutalizing enemies, which isn't necessarily a bad thing, I just need to tweak it at some point. Right now though it's fine where it is.

I never personally used the fatalities once the novelty of seeing them all wore off, opting for the non OP smash mode. I thought they were ridiculously unbalancing, especially the way you were invulnerable for the duration of them. Also I personally felt as is they were a bit juvenile, along with the flipping the bird and the excessively loud player samples. But what it brought as for as playbalance, monster ai, and though slightly over the top more realistic gore effects more than compensated for it. That being said, perhaps switching to the old skillpoint allocation method will make up for the cut. I will have to test it to find out.
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