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.
Locked
Clusterone666
Posts: 38
Joined: Mon Jun 10, 2013 12:44 am

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

Post by Clusterone666 »

Is anything happening with Doom RPG anymore? :O Haven't seen anyone post on here in a couple weeks. :O
Funky Gnoll
Posts: 220
Joined: Tue Jul 21, 2009 6:24 pm

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

Post by Funky Gnoll »

Most of the discussion takes place in the IRC channel nowadays
Clusterone666
Posts: 38
Joined: Mon Jun 10, 2013 12:44 am

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

Post by Clusterone666 »

Ah ok.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

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

Post by Silentdarkness12 »

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.
Last edited by Silentdarkness12 on Mon Sep 22, 2014 9:11 am, edited 1 time in total.
User avatar
mamaluigisbagel
Posts: 511
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by mamaluigisbagel »

Silentdarkness12 wrote:I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
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.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

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

Post by Silentdarkness12 »

mamaluigisbagel wrote:
Silentdarkness12 wrote:I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
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.
True, although, frankly, the game is pretty much meant to go with DoomRL Arsenal and the monsters addon.
User avatar
mamaluigisbagel
Posts: 511
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by mamaluigisbagel »

Silentdarkness12 wrote:
mamaluigisbagel wrote:
Silentdarkness12 wrote:I think it's worth noting that the UAC Outpost now has a Roulette Minigame, don't you, Kyle?
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.
True, although, frankly, the game is pretty much meant to go with DoomRL Arsenal and the monsters addon.
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)
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

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

Post by Silentdarkness12 »

Yes. The Rare Item Roulette. Shift+Action.
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

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

Post by leodoom85 »

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.
Attachments
Doom RPG.txt
crash log
(11.49 KiB) Downloaded 39 times
oceankhayne
Posts: 9
Joined: Thu Apr 03, 2014 11:28 pm

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

Post by oceankhayne »

I was feeling a bit nostalgic, and tried to fire up doomRPG with burtal doom.
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"
This is build G1.9pre-828. If I'm using the wrong build, feel free to hurl internet obscenities at me.
User avatar
mamaluigisbagel
Posts: 511
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by mamaluigisbagel »

oceankhayne wrote:I was feeling a bit nostalgic, and tried to fire up doomRPG with burtal doom.
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"
This is build G1.9pre-828. If I'm using the wrong build, feel free to hurl internet obscenities at me.
the mod stopped supporting Brutal Doom a looooong time ago.
User avatar
-Ghost-
Posts: 1772
Joined: Wed Sep 08, 2010 4:58 pm

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

Post by -Ghost- »

It's been working pretty well with the last BD SE version for me so far.
User avatar
mamaluigisbagel
Posts: 511
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by mamaluigisbagel »

-Ghost- wrote:It's been working pretty well with the last BD SE version for me so far.
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.
oceankhayne
Posts: 9
Joined: Thu Apr 03, 2014 11:28 pm

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

Post by oceankhayne »

mamaluigisbagel wrote:
the mod stopped supporting Brutal Doom a looooong time ago.
Huh, now that I didn't know. Thanks for the heads up
User avatar
mamaluigisbagel
Posts: 511
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by mamaluigisbagel »

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.
Locked

Return to “Abandoned/Dead Projects”