Search found 25 matches
- Thu Jun 20, 2024 2:41 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
- Replies: 291
- Views: 127694
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Just wanted to thank you for the amazeballs work on this great mod. Two minor quibbles: 1)Is there any way to turn down the likelihood of Dark Marty and exit camping Cyberdemons spawning when something demonic spawns on a map? This isn't like a "waah too hard" sort of thing, but Dark Marty is an ...
- Tue Jun 18, 2024 5:29 pm
- Forum: Gameplay Mods
- Topic: LegenDoom [3.0] - LDL [4.2]
- Replies: 661
- Views: 230820
Re: LegenDoom [2.8.3] - LDL [4.2]
Can anyone share Lite version 4.1? The Doom RPG Rebalance fork will not allow 4.2 for whatever reason.
- Thu Dec 07, 2023 4:31 pm
- Forum: Scripting
- Topic: How to fix monster "aimlessness"?
- Replies: 1
- Views: 608
How to fix monster "aimlessness"?
I am a complete noob at scripting looking to start trying to do one thing. I had a look at the wikis but frankly couldn't find something obvious to me as "the thing you are looking for is here" so apologies for what likely seems a dumb question. The wiki was not immediately transparent to me. I want ...
- Tue Nov 21, 2023 4:26 pm
- Forum: Mapping
- Topic: Mapping efficiently, a question for mappers.
- Replies: 3
- Views: 1102
Re: Mapping efficiently, a question for mappers.
Handy advice. Thanks for letting people in a bit on your process. Hopefully I can find my own stride.
- Tue Nov 21, 2023 10:27 am
- Forum: Mapping
- Topic: Mapping efficiently, a question for mappers.
- Replies: 3
- Views: 1102
Mapping efficiently, a question for mappers.
I'm just starting out and the thing that keeps nagging at me is I suspect I have a workflow issue. Instead of fully developing the bigger picture of the map and filling in with detail once the shape of the map is roughed in, I get distracted by details and 'pick' at it, getting caught in the weeds ...
- Tue Nov 21, 2023 9:41 am
- Forum: Gameplay Mods
- Topic: Smart Scavenger - A Resource/Mod (V3.2 Released! 11/23/14)
- Replies: 63
- Views: 39811
Re: Smart Scavenger - A Resource/Mod (V3.2 Released! 11/23/14)
Love this mod. Simple and elegant. Much needed QOL.
- Thu Jul 20, 2023 4:53 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
- Replies: 291
- Views: 127694
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
"Yeah, these bosses start appearing after finding demonic gear. Demonic Artifact drops out of this boss, It's for upgrading demonic weapons. If you are annoyed by these bosses you can disable them in DoomRPG -> DoomRLA settings (as said above)." I don't find them annoying. Maybe spongey, but not ...
- Tue Jul 18, 2023 12:15 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
- Replies: 291
- Views: 127694
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
"Edit2: Okay, so here's a better question: I have been doing Doom2TheWayIdDidIt, and after killing every monster on a level, a nightmare cyberdemon will spawn at the level start, and has done so for every single level so far. As this enemy drops a demonic rune each time it dies, I suspect something ...
- Sat Jul 15, 2023 5:00 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
- Replies: 291
- Views: 127694
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Holy moly it's getting updated again! Thanks for this, and also not making fun of my spectrum fanboying out in previous posts. Just a heads up that I just started playing it without adjusting the load order, and when I finally went back and put the load order like it's shown in the included image it ...
- Sat Dec 17, 2022 5:51 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
- Replies: 291
- Views: 127694
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
I am a huge fan of this mod and very grateful for your continued work on it. There is an UNHOLY amount of variables at play here and it cant be easy. That being said, I hope that with my hundreds of hours of playtesting and desire to help I could make a few suggestions without offending. Please ...
- Fri Aug 06, 2021 11:40 am
- Forum: Gameplay Mods
- Topic: [Addon] Explodable Props / Destroyable Decorations
- Replies: 5
- Views: 4628
Re: [Addon] Explodable Props / Destroyable Decorations
This squarely places the DooM and ATHF in the same universe. Inanimate object+anger= asplode. Lots of fun.
- Fri Aug 06, 2021 10:36 am
- Forum: Gameplay Mods
- Topic: [v1.7.2] Critical Shots - Headshots, Backstabs and Crits!
- Replies: 87
- Views: 53972
Re: [v1.7.1] Critical Shots - Headshots, Backstabs and Crits
I'm enjoying the hell out of this. It adds a skill based element as well some unpredictability to the combat which is great. It also has a lot of possibilities as far as RPG mods go. I use this this all the time.
- Wed Aug 04, 2021 9:24 am
- Forum: Scripting
- Topic: ACS check actor property for death?
- Replies: 9
- Views: 1106
Re: ACS check actor property for death?
You're a lifesaver. I'm familiar with the wiki. It's a valuable resource but a bit murky for those without more coding experience, like myself. This is not intended as a criticism of the wiki but my level of understanding. Is that library in front of the include header a reference to an external ...
- Tue Aug 03, 2021 9:27 am
- Forum: Scripting
- Topic: ACS check actor property for death?
- Replies: 9
- Views: 1106
Re: ACS check actor property for death?
Well, some progress was made, but the goal hasn't been reached. I'm trying my best to solve the problem on my own. I do not want to test anybodies' patience here but my reference level is really low. Any resources one could suggest as a bridge from the wiki and boiler plate example scripts to ...
- Sun Aug 01, 2021 3:36 pm
- Forum: Scripting
- Topic: ACS check actor property for death?
- Replies: 9
- Views: 1106
Re: ACS check actor property for death?
Thanks again. Well, now it compiles without errors, but does not execute the print when the conditions are met. script 3 (int tid) { if (GetActorProperty(monstNum[1], APROP_Health) < 1) { print (s:"Former Human Neutralized."); } } As I said previously the array is functional and has been used ...