Search found 71 matches

by VicRattlehead
Sat Feb 15, 2014 5:03 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Wow okay then, I guess I must be remembering incorrectly how berserk previously worked in earlier versions of the mod. What then is the point of the berserk pack status icon in the HUD that vanishes after a set amount of time? Then there's also this: Marine Only 1 in 4 shots uses ammo, therefore 4x ...
by VicRattlehead
Fri Feb 14, 2014 9:33 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Seems like berserk lasts the entire level now, can't find anything about it in the changelog so I'm going to assume it's a bug.
by VicRattlehead
Fri Jan 24, 2014 3:51 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

I don't know how the speed bonus that the technical mod gives to the reload speed of each weapon is calculated, but it seems almost imperceptible in most weapons outside of shotguns and rocket launchers. In particular, I would have hoped that applying technical mod packs to the Revolver would make ...
by VicRattlehead
Fri Jan 10, 2014 7:47 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant. Yeah, I realised, like, 5 minutes after I uploaded it. I'm always forgetting stupid stuff like that. On that note, were you also able to speed up the reload of the plasmatic ...
by VicRattlehead
Fri Jan 10, 2014 1:05 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
by VicRattlehead
Thu Jan 09, 2014 6:49 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

I was thinking a higher rate of fire for pistols

Maybe increased knockback for shotguns

Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
by VicRattlehead
Wed Jan 08, 2014 3:46 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Reload animation of the heavy double shotgun gets weird when you apply technical mods to it

Also, have you considered allowing firestorm mods to be applied in all shotgun and pistol weapons and giving them a direct effect as opposed to just being used as a component for some assemblies?
by VicRattlehead
Mon Dec 30, 2013 6:46 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - Beta 5 HF9

-Unable to scrap Overcharged Plasma Shotgun and Nano Plasma Shotgun for mod packs -High Power Blaster displays bullet ammo count -Mod counters for Sniper and Firestorm mods overlap in seemingly all exotic and assembly weapons that can accept both mods -Nanomachic Blaster HUD text is colored as an ...
by VicRattlehead
Wed Dec 18, 2013 12:05 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - Beta 5 HF1

-Missing HUD icons for Judge of the Dead, Plasma Refractor and Plasma Rifle Mk. II
-Mod counter for the high power, burst and assault variants of the Battle Rifle and the Uzi doesn't turn yellow when maxed
-Applying an agility mod to the Burst Battle Rifle applies it to the Burst Uzi
by VicRattlehead
Wed Dec 18, 2013 7:53 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - Beta 5

I get a crash when reloading a high power battle rifle. All other variants of the weapon seem to work fine.

The new weapons are great, by the way.
by VicRattlehead
Wed Aug 21, 2013 1:47 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - Beta 1

Also, certain weapons that should be able to support a High Power mod according to the rules on the wiki should get them. For example, the Gatling Gun? It's not a shotgun, it certainly holds more than five rounds in the magazine, and it's got two mod slots open. Why not? In DoomRL, assembled ...
by VicRattlehead
Wed Aug 21, 2013 9:48 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - Beta 1

About the Sharpshooter perk not working properly, adding the FBF_NORANDOM flag seems to fix it. So instead of TNT1 A 0 A_FireBullets (6, 2, -1, (15), "BulletPuff") You have TNT1 A 0 A_FireBullets (6, 2, -1, (15), "BulletPuff",FBF_USEAMMO|FBF_NORANDOM) I don't mod Doom much myself so I don't know ...
by VicRattlehead
Tue Aug 20, 2013 12:26 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704583

Re: [WIP] DoomRL Arsenal - Beta 1

I'd like it better if reloading the combat shotgun worked similar to the reload sequence of the nailshotgun in Project MSX or the pump action in Lizard Squad where one press of the reload key would only load one shell and you can hold reload to continue loading more shells. It would make the combat ...
by VicRattlehead
Thu May 23, 2013 3:21 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805603

Re: Brütal Doom v0.18

The new floor/ceiling blood sprites show up colored white when using the Software sector light mode.

The Shotgunguy doesn't get knocked down when kicked.

One of the wounded states of the Zombieman doesn't give me a cruelty bonus when I kick his head off.
by VicRattlehead
Sat Mar 30, 2013 12:57 pm
Forum: Abandoned/Dead Projects
Topic: [Finished] The Russian Overkill - 3.0e
Replies: 1782
Views: 799030

Re: [Finished] The Russian Overkill

Reload function of the Katyusha seems to have stopped working.

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