Kyle873's Doom RPG Mod [0.10.0 Beta]
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Is anything happening with Doom RPG anymore? :O Haven't seen anyone post on here in a couple weeks. :O
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Most of the discussion takes place in the IRC channel nowadays
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- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
Also, Soul Steal has been merged with Life Leech for balance purposes, along with many other bug fixes. And hotkeys for spells.
To find the Roulette, go through the blue-lined doors near the entrance to the credits room, and through the next set of blue doors after that, then talk to the marine there. Hitting the usual action button will let you put 1000 credits into the Roulette. Shift+E activates the rare-item-roulette, which costs 10000 credits.
So yes, you should totally go and redownload the zip. New stuff you missed.
Also, Soul Steal has been merged with Life Leech for balance purposes, along with many other bug fixes. And hotkeys for spells.
To find the Roulette, go through the blue-lined doors near the entrance to the credits room, and through the next set of blue doors after that, then talk to the marine there. Hitting the usual action button will let you put 1000 credits into the Roulette. Shift+E activates the rare-item-roulette, which costs 10000 credits.
So yes, you should totally go and redownload the zip. New stuff you missed.
Last edited by Silentdarkness12 on Mon Sep 22, 2014 9:11 am, edited 1 time in total.
- mamaluigisbagel
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Its mostly meant to be used with RLA since there are so many weapons and most of them you either have to find or assemble.Silentdarkness12 wrote:I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
True, although, frankly, the game is pretty much meant to go with DoomRL Arsenal and the monsters addon.mamaluigisbagel wrote:Its mostly meant to be used with RLA since there are so many weapons and most of them you either have to find or assemble.Silentdarkness12 wrote:I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
- mamaluigisbagel
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Thats true as well. Though I rarely assemble weapons now because I auto-sell my modpacks, so it kinda helps. I think theres a way to get a better roulette with better items, so I assume you can get the unique weapons through that. (like the unknown herald, jackhammer, etc)Silentdarkness12 wrote:True, although, frankly, the game is pretty much meant to go with DoomRL Arsenal and the monsters addon.mamaluigisbagel wrote:Its mostly meant to be used with RLA since there are so many weapons and most of them you either have to find or assemble.Silentdarkness12 wrote:I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Yes. The Rare Item Roulette. Shift+Action.
Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
I have a problem with loading the mod, i´m using one of the latest SVN version of GZDoom and the launcher is updated . The version of GZDoom is in the crash log.
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- Doom RPG.txt
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
I was feeling a bit nostalgic, and tried to fire up doomRPG with burtal doom.
This was the error I received.
This is build G1.9pre-828. If I'm using the wrong build, feel free to hurl internet obscenities at me.
This was the error I received.
Code: Select all
Log started: Thu Sep 25 22:36:28 2014
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/gzdoom.pk3, 585 lumps
adding Doom2.wad, 2919 lumps
adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/brutal19.pk3, 5121 lumps
adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/brutal19.pk3:terrain.wad, 261 lumps
adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/DoomRPG/DoomRPG, 2026 lumps
adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/DoomRPG/DoomRPG-Brutal, 17 lumps
I_Init: Setting up machine state.
CPU Speed: 3204 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7 CPU 965 @ 3.20GHz
Family 6, Model 26, Stepping 4
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Attempting to remap non-existent texture M_DOOM to MDOMHD
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Bad hex number: no
Script error, ":actors/Brutal/Ammo.txt" line 1:
Parent type 'NewClip' not found in NewClip2
Script error, ":actors/Brutal/Ammo.txt" line 3:
"inventory.pickupsound" requires an actor of type "Inventory"
- mamaluigisbagel
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
the mod stopped supporting Brutal Doom a looooong time ago.oceankhayne wrote:I was feeling a bit nostalgic, and tried to fire up doomRPG with burtal doom.
This was the error I received.This is build G1.9pre-828. If I'm using the wrong build, feel free to hurl internet obscenities at me.Code: Select all
Log started: Thu Sep 25 22:36:28 2014 M_LoadDefaults: Load system defaults. Using program directory for storage W_Init: Init WADfiles. adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/gzdoom.pk3, 585 lumps adding Doom2.wad, 2919 lumps adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/brutal19.pk3, 5121 lumps adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/brutal19.pk3:terrain.wad, 261 lumps adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/DoomRPG/DoomRPG, 2026 lumps adding C:/Users/Ocean/Desktop/Old Games/DoomRPG/DoomRPG/DoomRPG-Brutal, 17 lumps I_Init: Setting up machine state. CPU Speed: 3204 MHz CPU Vendor ID: GenuineIntel Name: Intel(R) Core(TM) i7 CPU 965 @ 3.20GHz Family 6, Model 26, Stepping 4 Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 I_InitSound: Initializing FMOD FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.26.36 V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. Attempting to remap non-existent texture M_DOOM to MDOMHD ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. Bad hex number: no Script error, ":actors/Brutal/Ammo.txt" line 1: Parent type 'NewClip' not found in NewClip2 Script error, ":actors/Brutal/Ammo.txt" line 3: "inventory.pickupsound" requires an actor of type "Inventory"
Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
It's been working pretty well with the last BD SE version for me so far.
- mamaluigisbagel
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
from what I've played, the luck stat disappears and the SSG is buggy as hell. It wasn't meant for SE anyway, it was meant for regular brutal before Kyle stopped supporting it.-Ghost- wrote:It's been working pretty well with the last BD SE version for me so far.
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Huh, now that I didn't know. Thanks for the heads upmamaluigisbagel wrote:
the mod stopped supporting Brutal Doom a looooong time ago.
- mamaluigisbagel
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Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
To anyone not using the launcher, it looks like theres being a rewrite on luck and augmentations, so if you want to try those out (at your own risk) I would get the launcher and update everytime you open it.