Search found 375 matches
- Thu Oct 02, 2025 11:37 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7027
- Views: 1715387
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Could someone post a working load order of all the recommended addons? I haven't used it for a while but it was probably just after DoomRL Arsenal in the load order. Also unless it's changed, you had to sell items to the shop in order to unlock them and loading a save game would revert the shop ...
- Thu Oct 02, 2025 8:00 am
- Forum: Gameplay Mods
- Topic: Spaghetti Weapons [v1.5131632]
- Replies: 87
- Views: 37555
Re: Spaghetti Weapons [v1.5131632]
That's a consequence of the type checking having to be stricter but it's a simple fix. AddItem needs to take class<Inventory> not class<Actor>, and the temporary assignment needs to change similarly. Try PMing the author, with a bit of luck it'll get through via E-mail.
- Thu Sep 11, 2025 4:32 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
The gameplay tips thing was fixed but you'll have to download master for now, go up to the main Gitlab page and click the blue Code dropdown button, download as ZIP, I don't think you'll have to rename it to PK3. As for the mana drops, maybe actually the above won't be necessary in future but also ...
- Mon Sep 08, 2025 10:14 pm
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
Gameplay options, unlock all shop items. I don't recommend this because all of those items will drop randomly throughout the game, and the shop will allow upgrading the ones that have them once you find one. The default selection does feel a bit sparse though, especially the artifacts.
- Sat Aug 23, 2025 6:26 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
So the most recent commit makes a change to the universal monster stuff. The upshot is it should be much harder now to softlock from monster death triggers failing but it does need to be tested against different monster mods. For now Riftweaver and Corpseblast will still destroy enemies prematurely ...
- Sat Aug 16, 2025 3:49 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
Drat. For now don't use SVE or at least don't break the slave-controling computer on MAP14, it won't work correctly. Up to you if you want to raise SVE generally up on Gitlab, I'll probably look into it in a week-ish though too since it was on my radar. EDIT: SVE MAP14 is now modified correctly at ...
- Fri Aug 15, 2025 11:09 pm
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
I don't actually have SVE to test with but Guncaster doesn't look to have any SVE-related support, while GZDoom supposedly only deals with a subset. It's probably possible at least. Actually can you do something? Load just sve.wad, no mods at all, open the console and do "mapchecksum map14". Is it ...
- Sat Aug 09, 2025 12:51 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
Take the parentheses away from the A_NoBlocking(); lines so it's just A_NoBlocking; instead. If you can't do that, for now just fetch the previous commit. I'm curious too why that makes a difference, no parens vs. empty. EDIT: Also sometimes dialogue gives items in Strife, for instances where it has ...
- Mon Aug 04, 2025 3:50 am
- Forum: Technical Issues
- Topic: CTD when playing Guncaster 4.0
- Replies: 4
- Views: 286
Re: CTD when playing Guncaster 4.0
As merlin86 points out you are not "just" loading those, so test it with just Guncaster and Colourful Hell and not all that other crap you're pulling in. I'm also using a couple of well-known map mods, but I can't reproduce your issue with either of those, saving and loading whenever I kill stuff ...
- Sat Aug 02, 2025 4:02 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
I'm definitely trying out some kind of monster mod after this initial Doom 2 rampage, probably Colourful Hell, and then the other IWADs, but there's a lot to check out. Immediately noticeable is that you can see your legs like in Vindicated, and also the Pulverizer, which, I am very much a fan of ...
- Fri Aug 01, 2025 3:14 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
All in the changelog and also some justification, including for the autocannon. Yes it is the same version that introduced Prophet but that only exists with the addon loaded and you do actually have to be directing the destruction so it's a lot more fun to whip out once in a while on a slaughtermap ...
- Wed Jul 30, 2025 8:23 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
You're not misremembering but it was one of a few things that were disabled in 3.777. They still seem to be in the mod as dead code though if you want to have a go reactivating it, no guarantees that it still functions correctly. Anyway Ironblast is much more entertaining to have helping out.
- Sat Jul 19, 2025 10:31 pm
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896338
Re: The Guncaster - 3.888b
It's a diff, but I screwed it up anyway, so you'd have to do the edits manually, you can open it in a text editor. Does anyone have a means to contact PB or anyone else involved with the mod? I'd rather not upload an unofficial one but honestly this has gone on for long enough. EDIT: Looks like it ...
- Mon Apr 28, 2025 2:50 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 213
- Views: 133214
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
This is an addon to DoomRL Arsenal so you can't load it by itself. This is the general order, use a loader like DoomRunner. LegenDoom Lite (optional) DoomRL Arsenal DoomRL Arsenal Brightmaps (optional) DoomRL Monsters DoomRL Monsters Brightmaps (optional) DRLAX Even with that though the mod needs to ...
- Fri Mar 28, 2025 6:30 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 213
- Views: 133214
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Code: Select all
drlax/zscript/DRLAX/familiars/FamiliarBase.zscript line 763
fams.Push(AllActorClasses[i]);
Change to:
fams.Push((class <DRLAX_FamiliarBase>)(AllActorClasses[i]));