DoomRL Arsenal - [1.1.5] [MP-B7.3]

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edward850
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by edward850 »

Yholl wrote:You were the one who was complaining the most about them not being .7z!
My bad, this was Viscra Maelstrom confusing me, suggesting loading 7z files instead of extracting them. I was half asleep and defaulted to PK7.

PK7 and 7z, while are the same thing, they should not be the same thing to your average end user. PK7 (like PK3 and WAD) suggests the file needs to needs loaded as is, while 7z (like zip) suggests it's just your mods distribution method and should be extracted. Never pack load wads in an archive. Your RAM will hate you if you do.
Yholl wrote:What am I supposed to send them in, a bloody singularity?
How could I ever disagree with this? :lol:
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Yholl »

Image
Big thanks to Ryan Cordell, who helped me finish up this guy. This guy loves to ambush you.

Got lots of stuff done today, incorporated a whole bunch of new sprites and stuff into Arsenal, and did a bit more work on Monsterpack Beta 5 as well. Progress ho~
I'm pretty much just waiting for some more things before I release the Arsenal patch, it's basically done, code-wise.
Ranik
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Ranik »

Yholl wrote:Image
Big thanks to Ryan Cordell, who helped me finish up this guy. This guy loves to ambush you.

Got lots of stuff done today, incorporated a whole bunch of new sprites and stuff into Arsenal, and did a bit more work on Monsterpack Beta 5 as well. Progress ho~
I'm pretty much just waiting for some more things before I release the Arsenal patch, it's basically done, code-wise.
An entire tier of tougher shock trooper humans with high powered or rare weaponry. That'll be fun of the Dwarf fortress variety. :)

Looking forward to the next release.
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Dracken
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Dracken »

hey yholl, not to sure what I'm doing wrong but I've notice every time I acquire a key card or skull key it tends to add a non working/redundant key card/skull key, usually have to cheat in a key card/ skull key in order to progress any level I'm using the latest gzdoom svn build with with the current build of the game, I've also tested this by playing through vanilla doom 2 levels seems to be having the same problem.
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wildweasel
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by wildweasel »

Dracken wrote:I'm using the latest gzdoom svn build with with the current build of the game
How new, exactly? Did you check for updates today?
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Dracken
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Dracken »

gzdoom-G1.9pre-714-g4297bd9.7z Jul 14 2014 01:05:50 is the current one available that I can see, and wads I'm using doomrl arsenal 7.8 and mp 4.5 *with the current hud mod as well*
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Yholl »

Dracken wrote:hey yholl, not to sure what I'm doing wrong but I've notice every time I acquire a key card or skull key it tends to add a non working/redundant key card/skull key, usually have to cheat in a key card/ skull key in order to progress any level I'm using the latest gzdoom svn build with with the current build of the game, I've also tested this by playing through vanilla doom 2 levels seems to be having the same problem.
Heh, don't look at me. My mod doesn't even touch keys.
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Slax
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Slax »

Oh lordy. Heavy minigunner?
I'm getting that "hide under the bed" feeling.
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Dracken
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Dracken »

my apologies should done this in the first I've wiped clean the gzdoom build and install a fresh one, iv just installed the svn build over the original gzdoom files sorry to waste time >.<
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Kostov
 
 
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Kostov »

DoomRPG is the cause of keys that don't work, not DoomRLA.
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edward850
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by edward850 »

There are plenty of well tested co-op map sets.

... This is not one of them.
Geonightman
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Geonightman »

Visual glitch discoverd Yholl. As Commando I made Dual Uzis with a Nano mod attached. When it would get to 64 ammo (the max) it visually loops them as being picked up from the bottom up like a A_Raise state but 2x as fast.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Yholl »

Geonightman wrote:Visual glitch discoverd Yholl. As Commando I made Dual Uzis with a Nano mod attached. When it would get to 64 ammo (the max) it visually loops them as being picked up from the bottom up like a A_Raise state but 2x as fast.
Oh god, yep, I see the problem, fixed.
Intificial
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Intificial »

Is the Double Shotgun Guy supposed to make XDeath (gib) sounds when he dies even normally?
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Post by Yholl »

Intificial wrote:Is the Double Shotgun Guy supposed to make XDeath (gib) sounds when he dies even normally?
Of course. What other noise will he make with an exploded head?
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