DoomRL Arsenal - [1.1.5] [MP-B7.3]

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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Bringing up weapons without adding "pickup" in the end also accounts the weapon count number and checks for equipment combos, so I'm failing to see anything wrong with it.

The weapons work well if you are just going to test them and you summon them that way, in my experience.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

disregarding "pickup" for weapons has worked just fine on my end. no weapon tokens are forgotten, and no elder gods have cast me into the abyss. maybe it breaks horribly in the 1.1 though, but it works without any problems now. it does however, not work for armor, boots or any other items.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

4thcharacter wrote:Bringing up weapons without adding "pickup" in the end also accounts the weapon count number and checks for equipment combos, so I'm failing to see anything wrong with it.
Princess Viscra Maelstrom wrote:disregarding "pickup" for weapons has worked just fine on my end. no weapon tokens are forgotten, and no elder gods have cast me into the abyss. maybe it breaks horribly in the 1.1 though, but it works without any problems now. it does however, not work for armor, boots or any other items.
Oh whoops, I think I brainfarted and misinterpreted summon as give for some reason, hahahaa. The magic of being sleepy I guess.

Summon would be alright for weapons, Give would be 1000% crime.
The weapons you are summoning are actually being deleted instantly and being replaced with the pickup versions, it's something I added a long time ago for DRPG.
And yes, it only works for weapons, as far as I remember.
Tokoshoran
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tokoshoran »

I don't know if this is from this mod or caused by DRPG, but sometimes when I pick up weapons that have a suffix (such as Assembled or Exotic) I instead get a little musical tune and the weapon gets deleted.
Soul Sucka
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Soul Sucka »

Not sure if this has been reported before, but pinky demons who are usually placed in teleport traps get stuck and don't teleport as intended. MAP13 of Doom II's rocket launcher trap is a good example.
Funky Gnoll
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

I remember that specific instance happening back in the '90s, it's not new.
Trar
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Trar »

I just want to say I absolutely love this mod and can't wait for the next release. I've been playing through Alpha Accident with it and those maps gel really well with the mod, since they already fit the roguelike aesthetic.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Trar wrote:I just want to say I absolutely love this mod and can't wait for the next release.
I'm glad to hear it!
Only a little bit of progress has been done recently, due to juggling 5 different projects and vast amounts of procrastination, but hopefully I can get back on track and get it out at some point in the near future.
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dljosef
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by dljosef »

Concerning the Colorful Hell mod, I made use of the Damage Numbers mod and I found the Scout having the highest single shot damage potential (No surprise there), particularly up against those black and whit bosses. (Most of them) A High-powered hunting revolver alone does 350 damage per shot, even with the four bullet clip size and decent reload speed.

And even funnier, certain enemies never flinch (Red spider mastermind for instance), so if you're in a sector that he'll never be alerted from (unless you use the legendoom lite mod) then he's practically an easy kill provided you got enough ammo.
Spoiler:
MrPyrite
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by MrPyrite »

Probably one of the most innovative mods out there to date. I love it and I recommend it to those who have quite the creative mind and just want to have some fun with all sorts of weapons. :D

Plus a bonus RL Arsenal Fact - While not an official weapon in the mod, Shotgun + 4 Technical Modpacks = Quake 1 Shotgun in a nutshell. Maybe you could make the Quake 1 Shotgun a thing in the mod? Just sayin'. :wink:
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

MrPyrite wrote:Probably one of the most innovative mods out there to date. I love it and I recommend it to those who have quite the creative mind and just want to have some fun with all sorts of weapons. :D
Thanks for the kind words, I'm glad you are enjoying it.
I can't really see much of a niche for the Q1 Shotgun, unfortunately.



Started up development again yesterday. Finished up the huds with some help from Sgt. Shivers, revamped the Chaingun to be far better animated, as well as reloading at the same speed as the Battle Rifle. Currently adding in a DoomRL-styled message system, logging messages when rare items or bosses spawn, or when events or other strange things happen. A few new sounds for rare item spawns.
Basic mods are 3x as effective on Unique+ weaponry now, should have the phase device menus be much more effective sometime soon.

DOIN STUFF
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TheNightATK300
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by TheNightATK300 »

Woah, that's gotta be alot of features to come by. Keep up the good work and best of luck for that update m8!
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ErrantMasa
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by ErrantMasa »

MrPyrite wrote:Probably one of the most innovative mods out there to date. I love it and I recommend it to those who have quite the creative mind and just want to have some fun with all sorts of weapons. :D
I'm no fan of Duke Nukem, but I am fond of one gun he's used; saves me on cleanup duty 8-)
Yholl wrote:DOIN STUFF
What's left before you'll release?
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Alright! How far until the next release?
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

ErrantMasa wrote:What's left before you'll release?
4thcharacter wrote:Alright! How far until the next release?
Not too much anymore, actually! Which is... kinda amazing to me, considering how long it's taken.
Just finished off the Technician's new ability to repair his armor when scavenging, which brings the new abilities up to uh... 3.5/5 done. Scout's isn't working right in multi, and haven't gotten to Demolitionist's yet.

Most of the stuff on the list is little fixes and nice crap, like

Code: Select all

add skull rocket to heavy revenant and f-mod revenant's launcher
increase hells reign ammo usage
fix plasma rifles recoil causing it to fire too far up
Probably the most complicated things I have to do now are remake the Hurricane Cannon, and do some extra attacks to the Armageddon Wildcard Boss, to make it more killtacular and make ryan happy.

I'm gonna go at this non-stop till it's done, plus we're almost done with Final Doomer, so it looks like both of these might come out quite soon. I'd say, maybe around a weekt? Gotta test stuff before I release.
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