Kyle873's Doom RPG Mod [0.10.0 Beta]
- SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Seem to have a similar issue as above, except it's restricted to DRLA hud assets. not core game.
Edit: nother bug seems to disable the RPG ones too., although it fixes itself.
Edit: nother bug seems to disable the RPG ones too., although it fixes itself.
Last edited by SAraisXenoQueen on Mon Mar 23, 2015 6:08 am, edited 2 times in total.
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Bring the console down and type:Jeryk0 wrote:Having an issue seeing most of the HUD - like health, ammo, mana, etc.
Code: Select all
screenblocks 11
Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
The screenblocks command worked. I now have a basic health, armor and ammo number. Thanks!Blue Shadow wrote:Bring the console down and type:Jeryk0 wrote:Having an issue seeing most of the HUD - like health, ammo, mana, etc.
Also, make sure the [wiki=Alternate_HUD]althud[/wiki] is disabled.Code: Select all
screenblocks 11
Could anyone tell me what HUD this is? RLArsenal? (don't have it)
- SAraisXenoQueen
- Posts: 243
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Got a bug pertaining to the Megaboss. Doesn't seem to have spawned in when the event queued, the map cannot be completed normally. Could be the map.
Also got a bug pertaining to being unable to upgrade augs, despite having the proper item to do so.
Also got a bug pertaining to being unable to upgrade augs, despite having the proper item to do so.
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
http://forum.zdoom.org/viewtopic.php?f=19&t=33079Jeryk0 wrote:Could anyone tell me what HUD this is? RLArsenal? (don't have it)
http://imgur.com/nZOnSF0.png
- SAraisXenoQueen
- Posts: 243
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Ran into another bug that causes stims to be to shove your stats into the negatives and stims into the -640's, however saving (chara)+depositing+new game+loading (chara) will fix it. (except for the number of stims being shunted into -640)
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Seem to be having a bit of trouble.
I've been running DRPG/RLA and everything seems to work fine except for a couple of things (Not sure if they've been addressed yet).
Can't seem to upgrade augmentations past the first level. Won't let me do anything even with 22 augmentation upgrades in my inventory.
K/D/S seems to be a bit wonky as well. Some instances will give me the kills completed if I haven't killed everything as well as items. However, the opposite goes as well. It won't give me completion for killing all monsters in the map or collecting all items.
Would I need to update DRPG and my GZDoom version? Version is 2.1 pre 697 g4e7cfef.
I've been running DRPG/RLA and everything seems to work fine except for a couple of things (Not sure if they've been addressed yet).
Can't seem to upgrade augmentations past the first level. Won't let me do anything even with 22 augmentation upgrades in my inventory.
K/D/S seems to be a bit wonky as well. Some instances will give me the kills completed if I haven't killed everything as well as items. However, the opposite goes as well. It won't give me completion for killing all monsters in the map or collecting all items.
Would I need to update DRPG and my GZDoom version? Version is 2.1 pre 697 g4e7cfef.
Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
The augmentation upgrade process has been changed, check the wiki for details.DeadDawndus wrote:Seem to be having a bit of trouble.
I've been running DRPG/RLA and everything seems to work fine except for a couple of things (Not sure if they've been addressed yet).
Can't seem to upgrade augmentations past the first level. Won't let me do anything even with 22 augmentation upgrades in my inventory.
K/D/S seems to be a bit wonky as well. Some instances will give me the kills completed if I haven't killed everything as well as items. However, the opposite goes as well. It won't give me completion for killing all monsters in the map or collecting all items.
Would I need to update DRPG and my GZDoom version? Version is 2.1 pre 697 g4e7cfef.
The K/D/S was fixed a bit ago. Update Doom RPG.
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Gotcha. Thanks Kyle.
(Upon seeing the new Aug. process, it's a damn good thing I can farm money now. Hory shet.)
(Upon seeing the new Aug. process, it's a damn good thing I can farm money now. Hory shet.)
- SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Well, I got the/a megaboss to spawn (a mancubus of sorts). Unfortunately, it somehow managed to inexplicably kill itself with it's own attack... Consistently.
Last edited by SAraisXenoQueen on Tue Mar 24, 2015 2:45 am, edited 1 time in total.
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- SAraisXenoQueen
- Posts: 243
- Joined: Tue Oct 12, 2010 1:51 am
Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Ah, okay then. Thanks for informing meBlue Shadow wrote:This was fixed yesterday.
Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
BEWARE, PRIDE LIVES
Spoiler:
- SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Nice.
Also, on the other hand, Screw you, Yholl. (not really) I just started up a new RPG-RLA game and, of course, got first-map one-monster-only nightmare-cyberdemons.
Kyle, can we get a quick notification on what some of these event musics are, in-game? For the curious, of course. Some of these intrest me. (The source, I mean)
Sloth, arguably, has the best theme out of the seven mega-bosses.
Also might be considering frankenspriting together some sort of boss. Also thinking about sticking some sort of Gatling version of the nightmare cyber's particle acceleration cannon on them (sprite-wise).
Edit: Something the size of ugh-zan is incredibly unfeasible. Won't be that big.
Also, on the other hand, Screw you, Yholl. (not really) I just started up a new RPG-RLA game and, of course, got first-map one-monster-only nightmare-cyberdemons.
Kyle, can we get a quick notification on what some of these event musics are, in-game? For the curious, of course. Some of these intrest me. (The source, I mean)
Sloth, arguably, has the best theme out of the seven mega-bosses.
Also might be considering frankenspriting together some sort of boss. Also thinking about sticking some sort of Gatling version of the nightmare cyber's particle acceleration cannon on them (sprite-wise).
Edit: Something the size of ugh-zan is incredibly unfeasible. Won't be that big.
Last edited by SAraisXenoQueen on Thu Mar 26, 2015 3:07 am, edited 1 time in total.
Re: Kyle873's Doom RPG Mod [0.9.13 Beta]
Couldn't tell you. I don't even know where half of them came from myself. They were contributed by others.SAraisXenoQueen wrote:Nice.
Also, on the other hand, Screw you, Yholl. (not really) I just started up a new RPG-RLA game and, of course, got first-map one-monster-only nightmare-cyberdemons.
Kyle, can we get a quick notification on what some of these event musics are, in-game? For the curious, of course. Some of these intrest me. (The source, I mean)
Sloth, arguably, has the best theme out of the seven mega-bosses.
Also might be considering frankenspriting together some sort of ugh-zan scaled boss of sorts. Also thinking about sticking some sort of Gatling version of the nightmare cyber's particle acceleration cannon on them (sprite-wise).
No point. The megabosses and their sprites/behavior/etc are already set in stone. I will not be changing them or adding anymore.