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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

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

Postby Slax » Fri Dec 28, 2018 5:54 am

MrPyrite wrote:The Direct Hit

Spoiler: Close enough
User avatar
Slax
Saucy.
 
Joined: 19 Oct 2010
Location: Window office.

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

Postby TTK_86 » Sat Dec 29, 2018 10:55 am

Slax wrote:
Spoiler: Hmm


What is the name of the WAD you're playing in that video? Looks like something i would like to try out =)
User avatar
TTK_86
 
Joined: 07 Aug 2011
Location: Finland

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

Postby worldendDominator » Sat Dec 29, 2018 12:34 pm

TTK_86 wrote:What is the name of the WAD you're playing in that video? Looks like something i would like to try out =)

I think it's Doom II Reloaded.
User avatar
worldendDominator
 
Joined: 17 May 2015

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

Postby Yholl » Sat Dec 29, 2018 10:18 pm

MrPyrite wrote:I just came up with an idea if TF2's Direct Hit made it into this Mod:
eheheheheheheeh

Bofubutt wrote:That's a really neat glimpse into the adaptive system's inner workings. What really interests me is that I saw a menu option stating that you could change what map you go to after killing the Icon of Sin - does this mean you can theoretically cycle back through an IWAD/megawad and keep pumping up the difficulty?
Yeah. It likes to fight me tooth and nail though, bloody thing. Basically it'll only work on MAP30 of a vanilla megawad. If you try it on anything like Compendium or something that mixes things up a bit, it just won't work.
Thanks for reminding me about this, I've gotta disable part of it before release otherwise bad things will occur.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

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

Postby Slax » Sun Dec 30, 2018 10:14 am

Spoiler: Last one for now
User avatar
Slax
Saucy.
 
Joined: 19 Oct 2010
Location: Window office.

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

Postby Princess Viscra Maelstrom » Tue Jan 01, 2019 4:17 pm



i have discovered the secret to all-encompassing power

(i found this out when i tossed away a weapon i had put modpacks on, then got one of the same weapon, put modpacks on it, then held reload to salvage ammo from the weapon i had dropped; this added the modpacks of the old weapon on top of the new weapon, giving me mods over the limit like in the screenshot.)
User avatar
Princess Viscra Maelstrom
 
Joined: 04 Dec 2008
Location: plergleland

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

Postby Yholl » Tue Jan 01, 2019 11:35 pm

Viscra Maelstrom wrote:i have discovered the secret to all-encompassing power
Hehehe, thankfully I fixed that a long time ago.

If you're interested, it's technically a P4B4T4 missile launcher, the agilities on it are completely overridden by the powers. The bulk and technical are of course, seperate.
If it had exotic mods on it too, it'd end up as a B4T4S2F2N2 missile launcher, the firestorms and snipers would override the powers and agilities together.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

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

Postby Princess Viscra Maelstrom » Wed Jan 02, 2019 6:33 am

i did notice that my rockets weren't super fast, but instead had the force of a hail mary and reloaded nigh instantly. not too surprising considering you're not supposed to be able to stack mods to infinity, but certainly amusing to see my missile launcher grow powers beyond what it was supposed to. :P
User avatar
Princess Viscra Maelstrom
 
Joined: 04 Dec 2008
Location: plergleland

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

Postby ALLEN2 » Thu Jan 03, 2019 3:25 am

Will this upcoming version be compatible with the latest revision of DoomRPG on the github?
User avatar
ALLEN2
 
Joined: 03 Jan 2019

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

Postby Bofubutt » Thu Jan 03, 2019 1:51 pm

ALLEN2 wrote:Will this upcoming version be compatible with the latest revision of DoomRPG on the github?


That's probably more a question for whoever's working on DoomRPG (if anyone is) than for this thread, honestly.

That being said, I do think it'd be really cool if someone made a simplified version of DoomRPG that interfaced with this. I feel like it got a little too unwieldy later in its development cycle. But that's probably for another thread as well.
User avatar
Bofubutt
 
Joined: 10 Nov 2015
Location: IT'S NOT A TUBA

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

Postby BoneofMalkav » Thu Jan 03, 2019 1:52 pm

Bofubutt wrote:
ALLEN2 wrote:Will this upcoming version be compatible with the latest revision of DoomRPG on the github?


That's probably more a question for whoever's working on DoomRPG (if anyone is) than for this thread, honestly.

That being said, I do think it'd be really cool if someone made a simplified version of DoomRPG that interfaced with this. I feel like it got a little too unwieldy later in its development cycle. But that's probably for another thread as well.


Yeah, DoomRPG's still being worked on here - https://github.com/Sumwunn/DoomRPG

Edit: Not sure if DoomRPG Launcher works with it, but using Doom Exicutor works just fine for it.
User avatar
BoneofMalkav
Six O'Clock on a Christmas Morning...
 
Joined: 22 May 2014
Location: Citadel Station - Medical Bay
Discord: BoneofMalkav #5547
Twitch ID: BoneofMalkav

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

Postby ALLEN2 » Thu Jan 03, 2019 9:02 pm

BoneofMalkav wrote:
Bofubutt wrote:
ALLEN2 wrote:Will this upcoming version be compatible with the latest revision of DoomRPG on the github?


That's probably more a question for whoever's working on DoomRPG (if anyone is) than for this thread, honestly.

That being said, I do think it'd be really cool if someone made a simplified version of DoomRPG that interfaced with this. I feel like it got a little too unwieldy later in its development cycle. But that's probably for another thread as well.


Yeah, DoomRPG's still being worked on here - https://github.com/Sumwunn/DoomRPG

Edit: Not sure if DoomRPG Launcher works with it, but using Doom Exicutor works just fine for it.

off-topic but thanks for linking that, the last build from two years ago has been buggy for me and i still play it
User avatar
ALLEN2
 
Joined: 03 Jan 2019

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

Postby NickDoom » Mon Jan 07, 2019 7:22 pm

Yholl wrote:it'd end up as a B4T4S2F2N2 missile launcher


Dual N <3 ^___^
In DoomRL, I sometimes install multiple N on Nuclear BFG, making it recharge x4 faster :)

BTW can kick be binded to the Use key? If you have a door or a switch in front of you, you Use it. If you have no, you Kick (without switching to Fists). Almost as the above-mentioned Legacy AltFire. Can such thing be done or it's beyond the DECORATE abilities?

And, speaking about AltFire, I suggest to allow throwing a rocket with bare hands (use it as a grenade). Switch to Fists, press Reload and Fire (or Reload again if you changed your mind and want to punch instead). Rocket (or it's detached warhead) rolls on floor until timed fuse ignites. Kaboom! :)

Maybe detach a warhead on first Reload, preparing it for throwing. And attach it back on second one. I can make the animation.
NickDoom
 
Joined: 20 Nov 2018
Location: English is not my first language, sorry.

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

Postby DarkTalon25 » Mon Jan 07, 2019 8:46 pm

Is there any disadvantage to possessing the Demonic weapons besides the Nightmare Artifact Guardian encounters? The weapon and upgrade descriptions imply such, but I haven't had any, so...
DarkTalon25
 
Joined: 13 Mar 2015

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

Postby Bofubutt » Mon Jan 07, 2019 9:35 pm

DarkTalon25 wrote:Is there any disadvantage to possessing the Demonic weapons besides the Nightmare Artifact Guardian encounters? The weapon and upgrade descriptions imply such, but I haven't had any, so...


Kind of an edge case, but waving Death's Gaze around carelessly will aggro friendly creatures (and piss off the friendly Marines in the DoomRPG outpost).
User avatar
Bofubutt
 
Joined: 10 Nov 2015
Location: IT'S NOT A TUBA

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: dannymarina, QuickWolf, Samarai1000, Solid-Head, TiberiumSoul and 11 guests