Search found 38 matches
- Tue Jan 03, 2017 5:21 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707842
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
IIRC the latest version of DoomRPG uses functions that are only in the yet-to-be-released beta version of DRLA, so it's not compatible with the current DRLA. i think they offer the legacy version of DoomRPG that is compatible with DRLA, in the OP of the DRPG thread. Ah that is a shame, I have spent ...
- Mon Jan 02, 2017 11:47 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707842
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Getting this script error anytime I try to run DoomRL with DOOMRPG. Haven't played Doom RPG+RL since July so I know a lot has changed, downloaded the latest GZDoom dev build as well. Anyone know what is going on? (Also tried running it on master branch and guinew.) Script warning, ":actors/skills ...
- Mon Jan 02, 2017 5:22 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Getting this script error anytime I try to run it. Haven't played Doom RPG since July so I know a lot has changed, downloaded the latest GZDoom dev build as well. Anyone know what is going on? (Also tried running it on master branch and guinew.) Script warning, ":actors/skills.txt" line 73: Tried to ...
- Fri Aug 12, 2016 1:56 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Quick question here, kind of sort of accidently made a extra-large stim with 950%+ toxicity which kills me on use. How do I scrap that stim or get rid of it without dying so I can use stims again? Thanks! Go to your key configuration under the Doom RPG controls section, and bind a key to "Dispose ...
- Thu Aug 11, 2016 11:45 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Quick question here, kind of sort of accidently made a extra-large stim with 950%+ toxicity which kills me on use. How do I scrap that stim or get rid of it without dying so I can use stims again?
Thanks!
Thanks!
- Sun Jul 05, 2015 3:50 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
I'm curious, what's this big update they are gearing up for? o.o Me actually getting around to finishing 1.0 of DRLA. It's been a long time coming, and it's kinda holding everything up and being a bother. When 1.0 comes out, the drlaupdate branch becomes master, and DRPG can start to convert to ...
- Sun Jul 05, 2015 3:17 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Hey guys, I know you're all gearing up for a huge launch but I was hoping if someone here could answer a question for me real quick: Are continues bugged? I'm running DRLA + Monsters. Situation: I'm running a "hell unleashed" anomaly and I think I'm handling it as best I can, loaded up a MASSIVE ...
- Mon Jun 22, 2015 7:21 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Yeah I saw that, however the only two branches I have are master, and drlaupdate, I uploaded the two pics above to show you my setup. You've downloaded drlaupdate, and simply switched the box to say master, expecting that to do something. You're still running drlaupdate. Best course of action here ...
- Mon Jun 22, 2015 6:48 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Yeah I saw that, however the only two branches I have are master, and drlaupdate, I uploaded the two pics above to show you my setup.
- Mon Jun 22, 2015 6:45 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Yeah I am, I have Doom RL Arsenal+Doom RL Arsenal - Monster Pack ticked on the left side where the patches are. On the right side I have DoomRL arsenal beta 7.74, DoomRL HUD, DoomRL Monsters Beta 5.2 ticked and whatever wad I want to use for maps. I still get the error though for some odd reason ...
- Mon Jun 22, 2015 6:19 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
OS: Windows 8.1 (NT 6.3) Build 9600 M_LoadDefaults: Load system defaults. Using program directory for storage W_Init: Init WADfiles. adding C:/Games/Doom/gzdoom.pk3, 607 lumps adding C:/Games/Doom/Doom2.wad, 2919 lumps adding C:/Games/Doom/Wads/DoomRL Arsenal Beta 7.94.wad, 3896 lumps adding C ...
- Wed Oct 22, 2014 5:08 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707842
Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B4.6]
Right? I am sitting here like a kid on Christmas eve just like, come on...come on... xDRastaManGames wrote:I can't wait a BETA 8.0 Release of mod and BETA 5.0 Release of monsters!
- Wed Oct 22, 2014 5:07 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547496
Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Scratch what I said before. My main suggestion for this mod right now is that there be a comprehensive manual / Readme that explains installation, mod features, what all the items, are and what they do. I'm left having to guess as I go along, and it's been a while since I've played (or tested) this ...
- Fri Oct 17, 2014 2:29 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707842
Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B4.6]
Ah ok, that's been something i've been curious of for a while now.
- Fri Oct 17, 2014 2:09 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707842
Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B4.6]
I'm somewhat surprised nobody's tried to port the monsters over to Z& I think a lot of the more complex ones use functions Z& doesn't have, and there's not much point porting the basic ones. Out of curiosity, what's the upcoming things for this mod? Hmm... here's some stuff from my changelogs so ...