DoomRL Arsenal - [1.1.5] [MP-B7.3]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
I don't really know if losing weapons every 9 levels is always a good thing. Especially if you're a technician who wants to get their hands on a good assembly..........
EDIT: You said that the guy who maintains the hud had fixed the problem with the text for the Piercing Chainsaw borking all weapon description text, right?...........
I downloaded fresh versions of all the DRLA things before starting a new game, including the hud. Still looks to be there...
EDIT: You said that the guy who maintains the hud had fixed the problem with the text for the Piercing Chainsaw borking all weapon description text, right?...........
I downloaded fresh versions of all the DRLA things before starting a new game, including the hud. Still looks to be there...
Last edited by Silentdarkness12 on Sun Oct 04, 2015 2:13 pm, edited 1 time in total.
-
- Posts: 114
- Joined: Wed Dec 17, 2014 4:23 am
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
If that's something you enjoy with DRLA, you might try Hellbound. I know it's not everyone's cup of tea, but I quite enjoy it as a mapset. The loss of your weapons every few maps made me stop playing it with DRLA though.Vict wrote:Anyway, change of topic: I like Doom 2 megawads that kill you on exit of certain levels (like every 9 levels) because I feel that it prevents me from becoming "Too powerful" in mods where you can amass crazy powerful weapons. Does anyone have some good suggestions for megawads that go well with this mod that feature good power balance, or resets to 0 every few maps?
And fwiw, I understand what you're saying Yholl, I'm not always happy at the way my critique comes across and if any of it's been out of line, you have my apologies.
Ultimately this is your hobby. You enjoying it should always be priority one.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
I love this mod when paired with DoomRPG! It just seems so right to combine these two mods into a stat-filled, gun-toating adventure. Keep up the good work
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Two quick bug reports:
1. Apparently firing a single barrel from the double shotgun, dropping it, and picking up another double shotgun has that shotgun loaded with only a single round, though it might be more of a quirk.
2. Big one I just came across: Holding a combat shotgun and picking up the red tracking map variation (Can't remember what it's called) printed the assembly for the Conqueror, but the assembly wasn't added to my list of assemblies until after I made it. This was tested on the test map.
1. Apparently firing a single barrel from the double shotgun, dropping it, and picking up another double shotgun has that shotgun loaded with only a single round, though it might be more of a quirk.
2. Big one I just came across: Holding a combat shotgun and picking up the red tracking map variation (Can't remember what it's called) printed the assembly for the Conqueror, but the assembly wasn't added to my list of assemblies until after I made it. This was tested on the test map.
- 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: DoomRL Arsenal - [1.01] [MP-B6.1]
It's probably likely that it's just not accounted for at the moment; seems like a bug to me, but the trick would be figuring out a way to account for that without allowing players to "cheat" extra ammo into double shotguns by dropping them.Vict wrote:Two quick bug reports:
1. Apparently firing a single barrel from the double shotgun, dropping it, and picking up another double shotgun has that shotgun loaded with only a single round, though it might be more of a quirk.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Oh, by the way, and you know who you are, I hope you know that all the shit you talk is relayed directly back to us and we think it's fucking hilarious. Hell, we're losing our shit on Teamspeak right now due to pure laughter.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
That actually has nothing to do with the HUD. I've found two oversights in weapon selection code that would cause that, fixed.Silentdarkness12 wrote:You said that the guy who maintains the hud had fixed the problem with the text for the Piercing Chainsaw borking all weapon description text, right?...........
Haha, whoops. It was giving the Nano-Shrapnel assembly instead for some reason. Fixed.Vict wrote:Big one I just came across: Holding a combat shotgun and picking up the red tracking map variation (Can't remember what it's called) printed the assembly for the Conqueror, but the assembly wasn't added to my list of assemblies until after I made it. This was tested on the test map.
- Doomguy914
- Posts: 312
- Joined: Tue May 26, 2015 8:06 pm
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Navar0nius wrote:I signed up just to quote this, because I'm having that problem too and nobody has posted a fix for it (as far as I can tell).Doomguy914 wrote:So how do we run this with DRPG? I've tried updating the launcher, but it will not run with 1.0 just with an update. Do I need gzdoom build from August instead of September? I get this error when trying to run it:
Script error, "DoomRL_Arsenal_1.0.wad:DEC_HPNB" line 667: Expected'), got','.
Actually I was just being an idiot when I got that error. I had the file path directed to the master.zip instead of the folder I extracted said master files too.
Oh and if Ed says you are doing something wrong, just better to listen to him. I found that out the hard way and made an ass of myself when I first came to this forum.
Last edited by Doomguy914 on Sun Oct 04, 2015 10:14 pm, edited 1 time in total.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Oh, yeah, be careful with that. I've honestly got plans to just completely rewrite the launcher with WPF and add better checking and whatnot to it, but we're swamped right now with the GDCC conversion and about 9000 other things that take higher priority on my todo list.Doomguy914 wrote:Navar0nius wrote:I signed up just to quote this, because I'm having that problem too and nobody has posted a fix for it (as far as I can tell).Doomguy914 wrote:So how do we run this with DRPG? I've tried updating the launcher, but it will not run with 1.0 just with an update. Do I need gzdoom build from August instead of September? I get this error when trying to run it:
Script error, "DoomRL_Arsenal_1.0.wad:DEC_HPNB" line 667: Expected'), got','.
Actually I was just being an idiot when I got that error. I had the file path directed to the master.zip instead of the folder I extracted said master files too.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
It causes all sorts of screwy behavior with uniques but there's really only a couple that can really exploit it.wildweasel wrote:It's probably likely that it's just not accounted for at the moment; seems like a bug to me, but the trick would be figuring out a way to account for that without allowing players to "cheat" extra ammo into double shotguns by dropping them.Vict wrote:Two quick bug reports:
1. Apparently firing a single barrel from the double shotgun, dropping it, and picking up another double shotgun has that shotgun loaded with only a single round, though it might be more of a quirk.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
When you do get around to updating the launcher, consider adding support for Wildweasel's DRLA sound addon and the RLME, perhaps?....Kyle873 wrote: Oh, yeah, be careful with that. I've honestly got plans to just completely rewrite the launcher with WPF and add better checking and whatnot to it, but we're swamped right now with the GDCC conversion and about 9000 other things that take higher priority on my todo list.
- Doomguy914
- Posts: 312
- Joined: Tue May 26, 2015 8:06 pm
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Ran into an error just now on the 1.01 update. I can't remove the Phoenix-B Device armor. It gives me the broken armor text, but the armor stays on afterwards. Really putting me into a bind on my playthrough. :/
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Yeah, sorry about that, an oversight on my part, fixed it a few days ago. To fix it, open your console and type "take RLIndestructibleArmorWorn", and then "give RL150ArmorWorn". This will cause the armor to act properly from then on, as long as you don't take it off and put it back on again.Doomguy914 wrote:Ran into an error just now on the 1.01 update. I can't remove the Phoenix-B Device armor. It gives me the broken armor text, but the armor stays on afterwards. Really putting me into a bind on my playthrough. :/
Patch should hopefully be up sometime soon.
- Doomguy914
- Posts: 312
- Joined: Tue May 26, 2015 8:06 pm
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Yholl wrote:Yeah, sorry about that, an oversight on my part, fixed it a few days ago. To fix it, open your console and type "take RLIndestructibleArmorWorn", and then "give RL150ArmorWorn". This will cause the armor to act properly from then on, as long as you don't take it off and put it back on again.Doomguy914 wrote:Ran into an error just now on the 1.01 update. I can't remove the Phoenix-B Device armor. It gives me the broken armor text, but the armor stays on afterwards. Really putting me into a bind on my playthrough. :/
Patch should hopefully be up sometime soon.
No worries! What you guys have done so far is simply amazing. I'm sure we can look passed a few errors here and there.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
if you put on the Antigrav Plasteel Boots while wearing a jetpack, the message will wrongly state that you've equiped the Antigrav Steel Boots instead. the boots doesn't change themself, though, the message is just incorrect.
the plasma infusion Chainsaw assembly also doesn't have a weapon-icon when selected.
the plasma infusion Chainsaw assembly also doesn't have a weapon-icon when selected.