Search found 14 matches
- Wed Jul 20, 2016 6:36 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Y'might be best off just including the save*.zds file, gzdoom-*-ini, and oblige map together in a zip and uploading that somewhere. On another note, I lost another character to runaway scripts. "Consume You" plus "Kill Auras," and it's been a long time since my last hard backup. The latter's more to ...
- Sun Jul 17, 2016 10:54 am
- Forum: Gameplay Mods
- Topic: LegenDoom [3.0] - LDL [4.2]
- Replies: 661
- Views: 231458
Re: LegenDoom [1.5]
Goddamn, I fail reading comprehension. I was just about to redact my post.
- Sun Jul 17, 2016 9:57 am
- Forum: Gameplay Mods
- Topic: LegenDoom [3.0] - LDL [4.2]
- Replies: 661
- Views: 231458
Re: LegenDoom [1.5]
Say, err, what's the ideal version of GZDoom to be using for Legendoom? I tried updating to a more recent version and I get a wall of "ACS: I don't know what $weapontype$weaponmodifier is" messages about every ten seconds. So that'd be like "I don't know what ChaingunHunting is." It still -seems- to ...
- Sun Jul 17, 2016 8:56 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Crud, that would explain why I found so many gothic armors while wearing the boots! I was wondering if there was a set bias in there. All's well then, except that I keep destroying my own turret now. Edit: Finished another level, no map event, no starting map weight, no monster population increase ...
- Sat Jul 16, 2016 2:13 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Crud, that would explain why I found so many gothic armors while wearing the boots! I was wondering if there was a set bias in there. All's well then, except that I keep destroying my own turret now. Edit: Finished another level, no map event, no starting map weight, no monster population increase ...
- Sat Jul 16, 2016 1:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Erh. I seem to have found the legendary Angelic Boots in a locked "common" loot chest in the first secret level. I'm pretty sure it shouldn't do that. On the bright side, they go great with my naturally found angelic armor! Edit: Curiously, unless the turret absorbs a chunk of the damage you receive ...
- Sat Jul 16, 2016 10:39 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
You're gonna love this part- I tried breaking everything with the before-break save, let the game run for ten minutes or so to see what would spawn up, no luck reproducing. The after-break save is properly broken, but I dunno that I can identify why. I did try doing a 'kill monsters' on the broken ...
- Sat Jul 16, 2016 7:06 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I don't follow- weapon spawns won't be the same every time, so if you're waiting on a spot for a nuclear plasma rifle to pop up, you might be disappointed. That said, I've got exotic weapons as random spawns (plasma shotgun), as mission rewards, and straight from the store (missile launcher). Heck ...
- Fri Jul 15, 2016 4:46 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Tanksy, have you tried switching up hosting roles? Where you host and your friend joins, to see if it'll crash you too? Subenji- another thing that maybe comes up with my crash is that I have "starting map weight" notched from one to two under the game difficulty options. I'm not really sure if that ...
- Thu Jul 14, 2016 5:25 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
It was "Kill Monsters" the first time and "Kill Reinforcements" the second. Shot in the dark, but I don't suppose have spawn rates above normal is throwing anything for a loop? I have it at 130%. Everything turned out okay when I abandoned the mission before starting the next level and running it ...
- Thu Jul 14, 2016 4:35 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
It was assembled armor, so don't search too hard. In going back to check, I might've run into a spot of save corruption. I've got pretty much everything DoomRPG in a state that gzdoom considers runaway as soon as I use the teleport skill or advance to the next stage. Here is a pastebin dump of the ...
- Wed Jul 13, 2016 7:17 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
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 ...
- Wed Jul 13, 2016 6:29 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Well, gee, I really am that guy. Let me just throw more DoomRLA things at you and see what sticks, eh? Sorry about that. Keep up the good work.
- Tue Jul 12, 2016 7:33 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547528
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I've been following DoomRPG for a few years now, I'm super grateful that you've picked up the torch, subenji. Really love what you've done with the mod. Of course, being -that guy,- I'm also here to ask if anyone's able to get the latest versions of doomrpg, doomrla/monsters, and legendoom to play ...