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

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

Postby Machine-Reaper » Mon Jan 01, 2018 3:36 pm

shadstarn wrote:how do we know when a new release is released ? i am new to zdlforum


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

Postby DarkTalon25 » Mon Jan 01, 2018 6:14 pm

4thcharacter wrote:Versions beyond 1.1 won't have any master assembly that doesn't need any exotics? Didn't you said that there will be a high capacity blaster and that thing that pierces enemy defenses and those would not require exotics?


If you're referring to the High Capacity assembly mentioned on page 366, it's a counterpart to the in-game High Power assembly, and as such is a Basic.

As for the defense-piercing weapon, I don't recall Yholl-sama talking about such a thing, but it probably would require an exotic mod.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby 4thcharacter » Mon Jan 01, 2018 6:28 pm

DarkTalon25 wrote:
4thcharacter wrote:Versions beyond 1.1 won't have any master assembly that doesn't need any exotics? Didn't you said that there will be a high capacity blaster and that thing that pierces enemy defenses and those would not require exotics?


If you're referring to the High Capacity assembly mentioned on page 366, it's a counterpart to the in-game High Power assembly, and as such is a Basic.

As for the defense-piercing weapon, I don't recall Yholl-sama talking about such a thing, but it probably would require an exotic mod.


He said what I mentioned on page 338. On the high capacity blaster thing, maybe that master assembly version of it can store more than your typical High Capacity assembly?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby DarkTalon25 » Mon Jan 01, 2018 7:05 pm

Ah, I see the blaster, but not the defense piercer. And the master version should have a high power counterpart. Wonder how that would work?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Yholl » Mon Jan 01, 2018 9:37 pm

4thcharacter wrote:Versions beyond 1.1 won't have any master assembly that doesn't need any exotics?
The Ripper still won't. Actually, looking at my list, there are quite a few later on that don't, but for 1.1 the Ripper will be the only one that doesn't require it.

shadstarn wrote:how do we know when a new release is released ? i am new to zdlforum
Dunno. Just check the topic title every now and then, I guess.

4thcharacter wrote:Didn't you said that there will be a high capacity blaster and that thing that pierces enemy defenses and those would not require exotics?
Spoiler: OH NO NOT secrets

A little sneeki-peeki at my list to clear that up. I never said pierces defences, I said reduces resistance, the difference is substantial.
One thing I did a while back was come up with a Master Assembly specific to every single Standard and Exotic weapon, those are two of them.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby chronoteeth » Mon Jan 01, 2018 11:32 pm

you know, from the thread title, but with ow much is posted in, i dont know the actual version this mod's at, ahaha
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby wildweasel » Mon Jan 01, 2018 11:53 pm

chronoteeth wrote:you know, from the thread title, but with ow much is posted in, i dont know the actual version this mod's at, ahaha

Publicly? It's still at 1.05. 1.1's been a long, long time coming.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby VOliver9 » Tue Jan 02, 2018 6:43 am

Hello, when I try to launch ZDoom 2.8.1 with DRLA and the monster pack, it says "failed to allocate -1 bytes from process heap" (if I remember correctly).

What's the problem?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Thexare » Wed Jan 03, 2018 5:11 am

Yholl wrote:One thing I did a while back was come up with a Master Assembly specific to every single Standard and Exotic weapon, those are two of them.

For that, do the Nuclear Plasma Rifle and Nuclear BFG count as seperate from their base models with their own unique Master Assembly, or do they share with the stock version?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Yholl » Wed Jan 03, 2018 8:12 am

VOliver9 wrote:Hello, when I try to launch ZDoom 2.8.1 with DRLA and the monster pack, it says "failed to allocate -1 bytes from process heap" (if I remember correctly).

What's the problem?
No idea, sorry. I've never heard something like that before, I wouldn't even slightly know what the issue is.

Thexare wrote:
Yholl wrote:One thing I did a while back was come up with a Master Assembly specific to every single Standard and Exotic weapon, those are two of them.

For that, do the Nuclear Plasma Rifle and Nuclear BFG count as seperate from their base models with their own unique Master Assembly, or do they share with the stock version?
Seperate. Every single Standard and Exotic has been brainstormed to have a Master Assembly unique to it, along with lots of others.
Again, this is just future thonkage. It won't be anytime soon.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby shadstarn » Wed Jan 03, 2018 9:02 am

what i am trying to ask is will the new release be added to the end of this post or will the old link be updated?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby VOliver9 » Wed Jan 03, 2018 9:19 am

Yholl wrote:No idea, sorry. I've never heard something like that before, I wouldn't even slightly know what the issue is.


Oh well. DRLA on its own works though. I will try redownloading the monster pack, maybe that will help.

Another bug: when I try to drop the double WSTE-M5 shotguns, it says "runaway script terminated", and the guns just disappear. It also says "modpack extracted from discarded weapon", so I guess it's only a problem with the Technician class (haven't tried with the other classes).
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Simon-v » Wed Jan 03, 2018 10:38 am

Could i have a list of assembly recipes and exotic mod effects that are changed from the current release in 1.1 and as such need to be invalidated from my internal knowledge database? Not the specific information, actually, but just their names will be fine. Don't really feel like either taking advantage of knowledge i'm technically not supposed to be having, nor doing a full player data reset.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby ToxicFrog » Thu Jan 04, 2018 11:19 pm

shadstarn wrote:what i am trying to ask is will the new release be added to the end of this post or will the old link be updated?


I would expect the thread title to be updated and the links in the OP to be changed to point to the new version.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Yholl » Fri Jan 05, 2018 11:00 am

VOliver9 wrote:Another bug: when I try to drop the double WSTE-M5 shotguns, it says "runaway script terminated", and the guns just disappear. It also says "modpack extracted from discarded weapon", so I guess it's only a problem with the Technician class (haven't tried with the other classes).
Just checked to make sure, looks like I fixed this at some point. Thanks anyway!

Simon-v wrote:Could i have a list of assembly recipes and exotic mod effects that are changed from the current release in 1.1 and as such need to be invalidated from my internal knowledge database? Not the specific information, actually, but just their names will be fine. Don't really feel like either taking advantage of knowledge i'm technically not supposed to be having, nor doing a full player data reset.
I really wish I could. Unfortunately I don't entirely remember, and apparently I didn't write it down either, like an idiot.

Off the top of my head, Plasma Infusion, Conqueror Shotgun, Zeus Cannon, Anti-materiel Rifle are different. I can't remember if there are others, sorry.

ToxicFrog wrote:
shadstarn wrote:what i am trying to ask is will the new release be added to the end of this post or will the old link be updated?


I would expect the thread title to be updated and the links in the OP to be changed to point to the new version.
Yup.
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