Had a array index error while entering a deployed healing station. At a guess from following the zscript, this was because I had the Capsules as a weapon, but had deployed them all and so had no actual capsule balls.
https://horobox.co.uk/u/8HKZtu.png
Search found 123 matches
- Sun Sep 27, 2020 1:17 am
- Forum: Gameplay Mods
- Topic: Spaghetti Weapons [v1.5131632]
- Replies: 85
- Views: 36919
- Tue Jul 19, 2016 6:01 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
It's in gzdoom-<user>.ini, several lines beginning drpg_char_data_<n>=
- Tue Jul 19, 2016 12:43 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Either just start on a map rather than UAC Outpost, or in Doom RPG Options set up the Starting Map section.
- Mon Jul 18, 2016 7:57 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
This is completely incorrect. The SHA-1 file is based on the files the DoomRPG Launcher downloads, to check if your downloaded data is up to date. it has nothing to do with character save data.
- Mon Jul 18, 2016 7:17 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
What mods are you using?
Post your save data, I'll have a look at it.
Post your save data, I'll have a look at it.
- Sat Jul 16, 2016 10:11 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Pushed a new update to my fork.
Added a HUD for LegenDoom.
https://lh3.googleusercontent.com/-1n8x ... -01-02.png
Added a HUD for LegenDoom.
https://lh3.googleusercontent.com/-1n8x ... -01-02.png
- Sat Jul 16, 2016 12:24 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
It'll still be helpful anyway, thanks. :) I've just pushed a new update to my fork. This adds some more WadSmoosh support - making sure the game returns to the outpost on completing say, E4M8. I'd like to have the outro play and then have the game return to the outpost, but for now it just does a ...
- Sat Jul 16, 2016 9:47 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Edit: Turned the monster percentage back down to 100%, no mission on a level but I did get the dark fog special encounter. Somewhere after ten minutes (thanks autosaves), something happened where scripts broke again. I've got saves mid-level where everything is dandy and a save after where things ...
- Fri Jul 15, 2016 12:54 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 285129
Re: WadSmoosh - merge all official id releases into one PK3
For those struggling to set this up right, here's an example source_wads folder where everything works that you can refer to, also showing filesizes and last modified dates to compare. https://lh3.googleusercontent.com/-nMDggTXhc3o/V4kw6Vfi_RI/AAAAAAAAHss/I6fLPwDDacU/s0/explorer_2016-07-15_19-52-11 ...
- Thu Jul 14, 2016 7:15 pm
- Forum: Levels
- Topic: DUMP Episode 3: BFG Edition [map + weapons released]
- Replies: 1401
- Views: 190870
Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Last set! I've played all the maps now. MAP55 "The UAC Ocean Base - leodoom85" - uses Teleport_NewMap (1) instead of Exit_Normal. Linedefs 14727-14730 MAP66 "Stop your sins - mumblemumble" - needs air control when playing with GZDoom to be beatable. MAP69 "A Night at the Opera - Temin_Dump ...
- Thu Jul 14, 2016 7:10 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
It shouldn't, because I've gone over that section thoroughly when I fixed the increased monster counts - but I'll have another look at it, as it does seem to be the culprit.
- Thu Jul 14, 2016 4:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Before this happened, did you do a mission? Have an event happen? Last time the issue was in the Kill Reinforcements mission, but you're not the first to say this hasn't been eliminated entirely yet. With these, the more information I can get, the better. Edit- what if you play the level without ...
- Thu Jul 14, 2016 4:09 pm
- Forum: Levels
- Topic: DUMP Episode 3: BFG Edition [map + weapons released]
- Replies: 1401
- Views: 190870
Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Got another one. MAP54 "Winter In Summer - TehRealSalt" - this wall is blocking the player from entering the final arena. I think it's supposed to move into position after the player passes it? https://lh3.googleusercontent.com/-Iq8F_7ar0wk/V4gMQmn9asI/AAAAAAAAHrk/vXoJgAGPpx8/s0/SLADE_2016-07-14_23 ...
- Thu Jul 14, 2016 11:07 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548035
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I'm going to continue right on being that guy and use my third post to start throwing suggestions in (aren't I the worst). With regards to the xp curve- maybe an optional player-set cap on how high the curve will grow? Like, say the xp requirement stops growing after a player-set level (30, for an ...
- Thu Jul 14, 2016 8:10 am
- Forum: Levels
- Topic: DUMP Episode 3: BFG Edition [map + weapons released]
- Replies: 1401
- Views: 190870
Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
I'm just wondering, Term. Was the ending of your map changed for any reason? In your stream, we saw you get blasted by the Cyberdemon and later you said that you were meant to be killed by the Cyberdemon, which would end the map, but in the version in my build, I get a faceful of Arch-viles instead ...