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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Take One
Posts: 47
Joined: Tue Jul 03, 2012 3:09 pm

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

Post by Take One »

For what it's worth, the problems with the assembler and engineer suits have never happened to me, either, and I use them a lot. No idea what could be going on, there.
Pokky
Posts: 52
Joined: Mon Jun 20, 2016 7:41 am

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

Post by Pokky »

These problems only happened in gzdoom. I'm using zdoom and it seemed to work fine.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

a later GZDoom version might have broken it. it's either this, or the turrets fucking up due to entering another level in a hub. i think that's when it did happen to me, anyway.
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Viscra Maelstrom wrote:it's either this, or the turrets fucking up due to entering another level in a hub.
A hub would certainly affect them, although I wouldn't expect them to break. I'd have expected the turrets to simply remain in the level you left them in, because it's a hub. If you returned and destroyed them, I'd think it'd work fine. Or if you left that hub entirely.

Of course, this is entirely supposition on my part.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

i wasn't able to come back, since the hub i was in closed access to the level, and the turrets to destroy. there's not really that many Doom hubs out there that does this kind of thing, so i probably just ran into a very rare occurrence where the armor special broke and i couldn't do anything about it.
User avatar
Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am
Contact:

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

Post by Machine-Reaper »

Viscra Maelstrom wrote:i wasn't able to come back, since the hub i was in closed access to the level, and the turrets to destroy. there's not really that many Doom hubs out there that does this kind of thing, so i probably just ran into a very rare occurrence where the armor special broke and i couldn't do anything about it.
maybe you can test it out by starting a new game, going inside the hub and summoning the armour set and trying the process out again?
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

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

Post by Ribo Zurai »

The game crashes badly everytime I try to wear any armor in the new GZDoom stable build.
User avatar
skyrish10
Posts: 576
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Lireo, Encantadia

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

Post by skyrish10 »

Ribo Zurai wrote:The game crashes badly everytime I try to wear any armor in the new GZDoom stable build.
You know, That current stable version are currently an explosion. Get a older stable version instead (V2.11)
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

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

Post by Ribo Zurai »

skyrish10 wrote:
Ribo Zurai wrote:The game crashes badly everytime I try to wear any armor in the new GZDoom stable build.
You know, That current stable version are currently an explosion. Get a older stable version instead (V2.11)
Actually I didn't. Imagined that build would be stable. I will stick with ZDoom for now then.
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Mmm, thinking about it, the main post is in need of some editing. I'll update it now.

EDIT: There, the main post is no longer outdated, and says that DRLA is designed for ZDoom 2.8.1 and GZDoom 2.1.1.
User avatar
Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am
Contact:

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

Post by Machine-Reaper »

Also as of right now will the monsters pack be updated along as well or just the arsenel?

I personally really like the monsters in this mod and can't find any other monster packs besides outdated colourful hell
User avatar
Tranthula
Posts: 87
Joined: Tue Jul 12, 2016 9:06 pm
Location: Seabound

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

Post by Tranthula »

Machine-Reaper wrote:Also as of right now will the monsters pack be updated along as well or just the arsenel?
AS far as I can remember, Yholl stated that there would be new monsters for Armageddon and other difficulties. Still going to be unfinished though (is that right?), but it's getting there.
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Machine-Reaper wrote:Also as of right now will the monsters pack be updated along as well or just the arsenel?
You betcha. I'm actually working on it right now! Well, not right now, as I'm currently typing this message, BUT YOU GET THE DRIFT
Marrub and I teamed up to deploy a new Difficulty for people to play on - ADAPTIVE!
In this mode, the nasty enemy variants will become more and more common as you progress through the game, starting at UV-similar levels, and ending up at Armageddon. We currently have the first iteration of it working ingame, now we gotta fix it up and fine tune it and stuff.

And yeah, a whole bunch of new monsters, revamped monsters and other things await you in the next update.
User avatar
Tranthula
Posts: 87
Joined: Tue Jul 12, 2016 9:06 pm
Location: Seabound

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

Post by Tranthula »

Yholl wrote:Marrub and I teamed up to deploy a new Difficulty for people to play on - ADAPTIVE!
In this mode, the nasty enemy variants will become more and more common as you progress through the game, starting at UV-similar levels, and ending up at Armageddon. We currently have the first iteration of it working ingame, now we gotta fix it up and fine tune it and stuff.
Has anyone ever told you that you're awesome? Cause you and Marrub are basically giving something that I never even knew I wanted

Question though, are we going to be able to tune some settings ourselves with this new difficulty or nah?
User avatar
Marrub
 
 
Posts: 1193
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

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

Post by Marrub »

Tranthula wrote:Question though, are we going to be able to tune some settings ourselves with this new difficulty or nah?
Yep, for ease of balancing the difficulty I've added two CVars, which will have menu options as well.

The first is DRLA_adaptive_random_multiplier, which increases the speed at which enemies ramp up in difficulty.
The second is DRLA_adaptive_random_exponent, which decreases the ramp for which harder enemies are picked.
These seem similar, but think of an exponential curve (which it is.) The first makes the curve higher, and the second makes it curve lower.

... Shit, that still sounds like the same thing. Fuck English. I'M SURE SOMEONE WILL GET IT.

also I fell asleep while working on it so somehow bosses manage to not spawn at the moment whoops
Post Reply

Return to “Gameplay Mods”