Kyle873's Doom RPG Mod [0.10.0 Beta]

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Tanksy
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Joined: Mon May 16, 2016 1:14 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tanksy »

I'd second that. Get a fresh thread going for Subenji.

About the crates: Are you sure they don't use the Randomizers.txt at all?

I'd take a look in script files and alter them, but the compiler for the scripts just flat out refuses to work for me regardless of what version of Python I try it with so I have no idea how I'd be able to see changes I make to the .c/.h files.
Nerdevar
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Joined: Tue Jun 07, 2016 2:21 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Nerdevar »

I can't view my armor info even if I press the key for it... help?

EDIT: I didn't have the HUD... got it now.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Sorry for the lack of messages, I've had an unexpectedly busy week.

In fact the current plan, discussed with Kyle873, is for my fork to be merged into the main branch once I'm happy that it's ready for the less technically inclined to use it. That way the DoomRPG launcher will auto-update.
This is still Kyle's mod, and who knows what might happen in the future - I just want to keep the lights on. :D
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Void Weaver
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Void Weaver »

I just leave it here:
Yholl wrote:
Void Weaver wrote:4. Nuclear Power Armor set doesn't protect you from radiation after the nuke explosion (DRPG_DRLA) while protection from toxic areas does work. But maybe that's intended?
Don't look at me, it's not my nuke, I can't do crap about that.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Thanks for that, added to my todo list.

Update on work today, after dealing with some error spam from the latest gzdoom build (which did reveal one area that I was able to optimize code too), DRPG standalone has been stable in my testing. I'm just now about to retest with DRLA, though I still expect there to be a stability issue with both loaded.
However, knowing the problem is with the 2 mods interacting narrows things down, so hopefully I can find this sucker!
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Well after handling all the error spam I could (I came across one instance, where withdrawing a modded weapon from your locker still generated a bunch of ACS warnings - but these are coming from DRLA's code, not DRPG) the mod seems to have been stabilized!
There were a few cases of an incorrect script being accessed that I've prevented, which may have been the cause of the memory corruption. I've been testing the mod all day and not ran into a single script termination.
I've pushed the updated code to github. If you guys could test this one thoroughly - looking for issues that make the game unplayable, I'd very much appreciate it. If nothing goes wrong, this would be a suitable point to merge the code in for the auto-updater and DRPG launcher.

Oh one thing of note though - there's a known issue with gzdoom (since an early April build) that may affect turrets if you save your game. Certain values are not being saved into the savegame file correctly - something the turret relies on heavily. Technical details/discussion here: http://forum.zdoom.org/viewtopic.php?f=2&t=52428
This is something that needs to be fixed in engine. In the meantime, performing a DRPG character save is immune to this issue, as it only affects savegame files.
It can also affect loot crates, but only if there are a LOT of them on a map. (over 120!)
Savegames are safe to use otherwise, the specific type of variable isn't used otherwise in DRPG.
Soledge
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Soledge »

I keep on getting this issue and I don't know what to do.
Spoiler:
Moderator's Note: Spoiled the error log.
Tanksy
Posts: 143
Joined: Mon May 16, 2016 1:14 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tanksy »

Sounds excellent, Subenji, I'll try out the update with my friend and play through some wads and see if we encounter any errors again.
Soledge wrote:I keep on getting this issue and I don't know what to do.
Are you loading the Doom RLA wads with the DoomRPG content?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Soledge wrote:I keep on getting this issue and I don't know what to do.
adding C:/Users/GabeFair/Desktop/GZDoom/gzdoom.pk3, 613 lumps
adding Doom2.wad, 2919 lumps
adding C:/Users/GabeFair/Desktop/GZDoom/DoomRPG/DoomRPG, 84 lumps
adding C:/Users/GabeFair/Desktop/GZDoom/DoomRPG/DoomRPG-Brightmaps, 782 lumps
adding C:/Users/GabeFair/Desktop/GZDoom/DoomRPG/DoomRPG-RLArsenal, 27 lumps
adding C:/Users/GabeFair/Desktop/GZDoom/DoomRPG/DoomRPG-RLMonsters, 8 lumps
You're missing Doomrl_arsenal_1.05.wad, doomrl_arsenal_hud_1.05.wad and doomrl_monsters_beta_6.2.wad. Load them before anything DoomRPG.

I've just pushed a couple more bugfixes to the fork. Nothing major, fixing a typo that caused extra shop icons and cleaning up character data some more as data could be accidentally carried over in MP between characters.
Edit: 15:20GMT Pushed a new update - some faulty copypasta with the HUD code, preventing the last 4 mod types from displaying.
Soledge
Posts: 6
Joined: Thu Jun 09, 2016 2:22 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Soledge »

How do I actually load them? Because when I try to put where the wad/pk3 folder is, when I refresh it, it just not there anymore.
StarController
Posts: 57
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by StarController »

Soledge wrote:How do I actually load them? Because when I try to put where the wad/pk3 folder is, when I refresh it, it just not there anymore.
Are you using the DoomRPG launcher from the first post? I have the mod .wads in the same place as my GZDoom.exe and doom2.wad, and they show up in my 'mods patches' tab of the launcher just fine.
Soledge
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Joined: Thu Jun 09, 2016 2:22 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Soledge »

Ok figured it out, but I still get the same error

ANIMDEFS: Can't find FIRESK00

Execution could not continue.

Script error, ":animdefs.txt" line 11:
Unknown texture FIRESK99
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Those textures are part of the DoomRPG installation. (They're in DoomRPG-master/DoomRPG/textures/events) If it can't find them, there's an issue with your DoomRPG folder.
How are you attempting to load the mod? DoomRPG launcher? Command line? Some other way?
Soledge
Posts: 6
Joined: Thu Jun 09, 2016 2:22 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Soledge »

Using the DoomRPG launcher
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

I just tested with a fresh install, and the launcher downloaded the mod and launched correctly. Could you try running check for updates in the launcher again?
What version of GZDoom are you using?
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