Kyle873's Doom RPG Mod [0.10.0 Beta]
- SAraisXenoQueen
- Posts: 243
- Joined: Tue Oct 12, 2010 1:51 am
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
I think that would be a coding nightmare. but i'm in the same ship. Except inverted: I keep all the rarest ones I can find and usually pitch the rest-
This is usually because shortly before the 12th map, I'm swimming in high-grade weapons.
This is usually because shortly before the 12th map, I'm swimming in high-grade weapons.
- ShadowTiger
- Posts: 615
- Joined: Sat Nov 07, 2009 7:32 pm
- Location: New York
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Just got into this mod. It's absolutely stunning. Truly, kudos to its authors and testers. It's a work of art. Magnifacently entertaining. Just a few questions though. (And yes, I am on the latest version. I just got it from DRD a few days ago.
Bug: 1) What is actually happening when I can't seem to get the DRPG menu up, when the same key worked fine before? Same with the Shop menu button. I hear the sound cue, but all it does is make my currently highlighted skill appear and disappear. The Skill Wheel doesn't even appear after I switch to a blank skill. I feel like it's a bug of some sort, but I'll be damned if I know what I did to trigger it. If I start a new game, even without closing GZDoom, everything works again.
This might be caused by the "resurrect" console command though. I'll do more experimentation.
Bug: 2) Whenever I step into Doom 2's Map 07, Crusher, and a few maps after that EXCEPT for map 12 for some reason, it turns into a veritable slideshow. Framerate drops to less than 1. Console works just fine though. What's going on? Why is map12 immune? O.o
Bug: 1) What is actually happening when I can't seem to get the DRPG menu up, when the same key worked fine before? Same with the Shop menu button. I hear the sound cue, but all it does is make my currently highlighted skill appear and disappear. The Skill Wheel doesn't even appear after I switch to a blank skill. I feel like it's a bug of some sort, but I'll be damned if I know what I did to trigger it. If I start a new game, even without closing GZDoom, everything works again.
This might be caused by the "resurrect" console command though. I'll do more experimentation.
Bug: 2) Whenever I step into Doom 2's Map 07, Crusher, and a few maps after that EXCEPT for map 12 for some reason, it turns into a veritable slideshow. Framerate drops to less than 1. Console works just fine though. What's going on? Why is map12 immune? O.o
- Henix_Aurorus
- Posts: 108
- Joined: Tue Aug 27, 2013 3:42 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Endless Void
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Found your problem. The resurrect command breaks DRPG (and some other mods), as it's not even a viable cheat. If I recall correctly, it's pretty much just a gross hack to resurrect a PlayerPawn, which is otherwise impossible.ShadowTiger wrote:"resurrect" console command
As for this, your CPU and/or GPU is getting overloaded. Trying turning on toaster mode (which is somewhere in the DRPG menu under Options), and see if that does anything.ShadowTiger wrote:Bug: 2) Whenever I step into Doom 2's Map 07, Crusher, and a few maps after that EXCEPT for map 12 for some reason, it turns into a veritable slideshow. Framerate drops to less than 1. Console works just fine though. What's going on? Why is map12 immune? O.o
...also, Crusher is MAP06. MAP07 is Dead Simple.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
For some reason I can't figure out how to buy the turret. I have 20 turret parts, and "buying" it takes 5. Pressing the use key "w" doesn't do anything, even though it says to press that key.
Is there something obvious I'm missing?
Is there something obvious I'm missing?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
When you first "buy" the turret, you need to put it into Maintenance mode first. IIRC, you do this by pressing Jump. This will cost some credits over time. Make sure you've also bought it at least one type of gun, because I don't remember it coming with one by default.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Pressing space WORKED!
It says to use "shift" for maintenance , but that does nothing* until you actually use space. I have to say, this mod is incredible. I've been playing it for a while, and it really feels like it's all coming together. Fantastic.
It says to use "shift" for maintenance , but that does nothing* until you actually use space. I have to say, this mod is incredible. I've been playing it for a while, and it really feels like it's all coming together. Fantastic.
Last edited by user5124 on Mon Oct 05, 2015 4:38 am, edited 1 time in total.
-
- Posts: 56
- Joined: Fri Aug 02, 2013 12:04 am
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
I don't mean to be the guy who's always behind the times, (though I seem to be the only one who asks about errors that are consistently already patched) but what *is* the GDCC conversion? has this been discussed anywhere on the forum?Kyle873 wrote:*snip* but we're swamped right now with the GDCC conversion and about 9000 other things that take higher priority on my todo list.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
The GDCC conversion is basically converting DoomRPG to another language. Most Doom mods just use ACS for scripting, but DoomRPG uses DS, which is more powerful and flexible. Unfortunately, it's also kinda broken and abandoned, so DoomRPG is being converted to GDCC, which is like, the king of monster frisbee super scripting in Doom. It should fix a lot of long time errors in DoomRPG, and also open up a lot more flexibility in what will be added going forward from now too.StarController wrote:I don't mean to be the guy who's always behind the times, (though I seem to be the only one who asks about errors that are consistently already patched) but what *is* the GDCC conversion? has this been discussed anywhere on the forum?
It's gonna take quite a while, but when it's done and stable, progress should happen once more.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
To clarify: It is being ported to C, which is possible because of GDCC. GDCC being the replacement for DH-acc, the DS compiler.Yholl wrote:The GDCC conversion is basically converting DoomRPG to another language. Most Doom mods just use ACS for scripting, but DoomRPG uses DS, which is more powerful and flexible. Unfortunately, it's also kinda broken and abandoned, so DoomRPG is being converted to GDCC, which is like, the king of monster frisbee super scripting in Doom. It should fix a lot of long time errors in DoomRPG, and also open up a lot more flexibility in what will be added going forward from now too.
- SAraisXenoQueen
- Posts: 243
- Joined: Tue Oct 12, 2010 1:51 am
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
I dunno man. DRPG+RLA are already pretty impressive. I don't know what else you're going to manage here.
Heh, Maybe ID should put you in charge of the DRPG spinoffs
Heh, Maybe ID should put you in charge of the DRPG spinoffs
- .ex.inferis.
- Posts: 223
- Joined: Wed Dec 17, 2008 7:30 am
- Location: At the End Mills, within the Black Star
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
I had a question about the map teleporter in the outpost: does it read only ExMx and MAPxx formats? It'd be interesting to run with a huge map pack of say, 100 maps and hunt for events/hidden stuff. 32 maps is too little imo.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
It should be able to read any amount of maps;it tracks them based on what order you go to maps..ex.inferis. wrote:I had a question about the map teleporter in the outpost: does it read only ExMx and MAPxx formats? It'd be interesting to run with a huge map pack of say, 100 maps and hunt for events/hidden stuff. 32 maps is too little imo.
- .ex.inferis.
- Posts: 223
- Joined: Wed Dec 17, 2008 7:30 am
- Location: At the End Mills, within the Black Star
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Fantastic. Thank you.
-
- Posts: 54
- Joined: Thu Jan 08, 2015 7:49 am
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
So three bugs, one might be an issue with gzdoom and not the mod, and one that might be more of a feature or inevitable issue due to the way it works.
First off, there's this thing where the outpost has a low-ceiling made entirely out of water. Restarting the game usually removes it and it happens randomly. It only seems to happen at the outpost and nowhere else.
Second, it's possible for a certain teleportation-themed event to make the level impossible to finish. Sometimes by teleporters that go into monster holding rooms that have no exits or spawning an exit node in the middle of a hallway that makes it impossible to pass due to its push effect. All the teleporters on my side either go somewhere unrelated or into a telefrag via spawning too close to something that you shouldn't be close to.
Finally, some weapons will lose their mods after being withdrawn from the shop; particularly the demonic ones.
First off, there's this thing where the outpost has a low-ceiling made entirely out of water. Restarting the game usually removes it and it happens randomly. It only seems to happen at the outpost and nowhere else.
Second, it's possible for a certain teleportation-themed event to make the level impossible to finish. Sometimes by teleporters that go into monster holding rooms that have no exits or spawning an exit node in the middle of a hallway that makes it impossible to pass due to its push effect. All the teleporters on my side either go somewhere unrelated or into a telefrag via spawning too close to something that you shouldn't be close to.
Finally, some weapons will lose their mods after being withdrawn from the shop; particularly the demonic ones.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Definitely either GZDoom or your graphics drivers. That is quite amazing, hahahaha.Echofinder wrote:First off, there's this thing where the outpost has a low-ceiling made entirely out of water. Restarting the game usually removes it and it happens randomly. It only seems to happen at the outpost and nowhere else.
Leave the level and come back. No level is impossible to finish, because they can always be refreshed, except in one particular case that wouldn't block you from finishing anyway.Echofinder wrote:Second, it's possible for a certain teleportation-themed event to make the level impossible to finish. Sometimes by teleporters that go into monster holding rooms that have no exits or spawning an exit node in the middle of a hallway that makes it impossible to pass due to its push effect. All the teleporters on my side either go somewhere unrelated or into a telefrag via spawning too close to something that you shouldn't be close to.