Kyle873's Doom RPG Mod [0.10.0 Beta]

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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

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.
Last edited by SAraisXenoQueen on Mon Mar 23, 2015 6:08 am, edited 2 times in total.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Blue Shadow »

Jeryk0 wrote:Having an issue seeing most of the HUD - like health, ammo, mana, etc.
Bring the console down and type:

Code: Select all

screenblocks 11
Also, make sure the [wiki=Alternate_HUD]althud[/wiki] is disabled.
Jeryk0
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Jeryk0 »

Blue Shadow wrote:
Jeryk0 wrote:Having an issue seeing most of the HUD - like health, ammo, mana, etc.
Bring the console down and type:

Code: Select all

screenblocks 11
Also, make sure the [wiki=Alternate_HUD]althud[/wiki] is disabled.
The screenblocks command worked. I now have a basic health, armor and ammo number. Thanks!

Could anyone tell me what HUD this is? RLArsenal? (don't have it)

Image
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

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.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Blue Shadow »

Jeryk0 wrote:Could anyone tell me what HUD this is? RLArsenal? (don't have it)

http://imgur.com/nZOnSF0.png
http://forum.zdoom.org/viewtopic.php?f=19&t=33079
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

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)
DeadDawndus
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by DeadDawndus »

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.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Kyle873 »

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 augmentation upgrade process has been changed, check the wiki for details.

The K/D/S was fixed a bit ago. Update Doom RPG.
DeadDawndus
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by DeadDawndus »

Gotcha. Thanks Kyle.

(Upon seeing the new Aug. process, it's a damn good thing I can farm money now. Hory shet.)
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

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.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Blue Shadow »

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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

Blue Shadow wrote:This was fixed yesterday.
Ah, okay then. Thanks for informing me
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Yholl »

BEWARE, PRIDE LIVES


Spoiler:
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

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.
Last edited by SAraisXenoQueen on Thu Mar 26, 2015 3:07 am, edited 1 time in total.
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Kyle873
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Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Kyle873 »

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).
Couldn't tell you. I don't even know where half of them came from myself. They were contributed by others.

No point. The megabosses and their sprites/behavior/etc are already set in stone. I will not be changing them or adding anymore.
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