its sad to see less people know about "Goodbye Galaxy."Homor wrote:
Oh, wow. You were right. It was set on "Goodbye Galaxy."
It's really embarrassing the problem was so easy to solve and not a glitch at all. Thank you for helping.
DoomRL Arsenal - [1.1.5] [MP-B7.3]
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.
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.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
It's one of the most fun game modes, at least for a few levels until you inevitably run out of ammo.Machine-Reaper wrote:its sad to see less people know about "Goodbye Galaxy."Homor wrote:
Oh, wow. You were right. It was set on "Goodbye Galaxy."
It's really embarrassing the problem was so easy to solve and not a glitch at all. Thank you for helping.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
While I'm here: what's the proper way to get this and DoomRPG running at the same time? I've had it work before somehow, but lately I can't get it to go. Is there a specific load order for the mods, or should it work as long as all the mod files and patches are loaded?
- ErrantMasa
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
No need for embarrassment! I bet I've done worse!Homor wrote:
Oh, wow. You were right. It was set on "Goodbye Galaxy."
It's really embarrassing the problem was so easy to solve and not a glitch at all. Thank you for helping.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Why HP NukeBFG can kill me even when I'm invulnerable? It's soooo against the original spirit of DRL…
Costly, one-time weapon which can be used only with an invulnerability sphere… It's not literally the same weapon (and it shouldn't be), but it's a significant part of DRL universe.
Costly, one-time weapon which can be used only with an invulnerability sphere… It's not literally the same weapon (and it shouldn't be), but it's a significant part of DRL universe.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
No, the point of that weapon is to mod it into usability. It's a totally useless weapon until you do that, by design. As far as DRL tropes go, nuking an entire level was always my least favourite thing anyways. It's just non-interactive and boring.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Of course, not an entire level. At most, «reaching around a corner» feature (but not too far). It's a „last chance mode“ and I don't suggest it as a main purpose of the assembly. It's a very rare case to really need such an option.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Check back through the DRPG thread, eventually you'll find a link to a build that'll work.Homor wrote:While I'm here: what's the proper way to get this and DoomRPG running at the same time? I've had it work before somehow, but lately I can't get it to go. Is there a specific load order for the mods, or should it work as long as all the mod files and patches are loaded?
Alternatively, there is a fork done by Sumwunn that you can try, you'll have to find it yourself though.
Oversight. I fixed it for 1.1.NickDoom wrote:Why HP NukeBFG can kill me even when I'm invulnerable?
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I have annoying problem, sometimes when I pick up a weapon, its just dissapear, instead adding it to my inventory. It happens very frequently, how to fix that? I play mod with reccomended GZDoom build.
- wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
If you already have six weapons and the weapon you are picking up is common, this is by design. You are absorbing the weapon for its ammo. If you want the gun, you will have to drop something else first.BcSeed7 wrote:I have annoying problem, sometimes when I pick up a weapon, its just dissapear, instead adding it to my inventory. It happens very frequently, how to fix that? I play mod with reccomended GZDoom build.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Ok thanks, I realize that I have full slots, but that weapons dissaperance was weird. Thanks for clearing things up.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
…or you already have the same one. Even if it's modded. I've installed a wrong mod and tried to pick another BFG up. And I've forgot to drop the mis-modded (is it a word? Is it a right word?) one first, lol.and the weapon you are picking up is common
In Heretic, pickups can have hit points. One HP = one ammo. Can weapons be unloaded this way, instead of disappearing? If (ammo<max), you pick the weapon up and immediately drop it. Maybe even pick up things only with „Use“, as special backpacks?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Has anyone successfully gotten DoomRLA/RPG working together in GZ3Doom?
I feel like as much time as I've spent in RLA/RPG, in VR I'd probably never want to stop playing.
I feel like as much time as I've spent in RLA/RPG, in VR I'd probably never want to stop playing.
- TDRR
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Use ViveDoom, GZ3Doom is based on GZDoom 1.8.10 which is way too old.TrollanKojima wrote:Has anyone successfully gotten DoomRLA/RPG working together in GZ3Doom?
I feel like as much time as I've spent in RLA/RPG, in VR I'd probably never want to stop playing.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
You made the Bayonetta's feet pistols? O_oYholl wrote:It'd be a vast amount of work, and completely incompatible with some guns.
Can „Use“ key on monsters (like on special backpacks) activate the quick kick attack instead of the „Zoom“ key? Or even „Use-when-it's-nothing-to-use“ (no switches, no walls, no special backpacks etc. in the Use radius).TDRR wrote:Not really, just making a base weapon actor with a Zoom state that is the fist doing it's punchy animation and then A_Jump("Ready", 255) to go back to the ready state. Then you need to make weapons inherit from this actor and give their ready state the "WRF_ALLOWZOOM" and that's it, quick and easy punch attack.
EDIT: Nevermind, now i remember that the Zoom key is already used up.
OK, but curiosity kills me: can such thing be made? Is it even possible with Decorate?Yholl wrote:There will be no quick attacks or grenade keys or anything like that in DRLA.