Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Posted: Mon Jan 01, 2018 2:36 pm
subscribe to this topic for just 4.99$ (inclusive of taxes)shadstarn wrote:how do we know when a new release is released ? i am new to zdlforum
subscribe to this topic for just 4.99$ (inclusive of taxes)shadstarn wrote:how do we know when a new release is released ? i am new to zdlforum
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.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?
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?DarkTalon25 wrote: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.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?
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.
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.4thcharacter wrote:Versions beyond 1.1 won't have any master assembly that doesn't need any exotics?
Dunno. Just check the topic title every now and then, I guess.shadstarn wrote:how do we know when a new release is released ? i am new to zdlforum
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 secretsA little sneeki-peeki at my list to clear that up. I never said pierces defences, I said reduces resistance, the difference is substantial.
Publicly? It's still at 1.05. 1.1's been a long, long time coming.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
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?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.
No idea, sorry. I've never heard something like that before, I wouldn't even slightly know what the issue is.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?
Seperate. Every single Standard and Exotic has been brainstormed to have a Master Assembly unique to it, along with lots of others.Thexare wrote: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?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.
Oh well. DRLA on its own works though. I will try redownloading the monster pack, maybe that will help.Yholl wrote:No idea, sorry. I've never heard something like that before, I wouldn't even slightly know what the issue is.
I would expect the thread title to be updated and the links in the OP to be changed to point to the new version.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?
Just checked to make sure, looks like I fixed this at some point. Thanks anyway!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).
I really wish I could. Unfortunately I don't entirely remember, and apparently I didn't write it down either, like an idiot.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.
Yup.ToxicFrog wrote:I would expect the thread title to be updated and the links in the OP to be changed to point to the new version.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?