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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Thu Apr 18, 2019 12:28 am
by Gideon020
Neat, time to play around in the console in my playground run before I do another proper legit run.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Thu Apr 18, 2019 3:21 am
by Princess Viscra Maelstrom
huh, i didn't know the Energysaw got a different recipe. does it work the same as before?

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Thu Apr 18, 2019 5:16 am
by KILLER2
Yholl wrote:
KILLER2 wrote:Please for the love of God take care of yourself! We love you, and we love your mod, and I for one don't want you to suffer like this. I'm sure everyone agrees.
I very much appreciate your words. There's no need to worry, to put it simply, I just am physically unable to sleep when I'm not tired, which causes me to cycle to being nocturnal and back again every month or so. My body operates on a weirdly long sleep cycle which is out of sync with actual days. The only real issue is that I might end up being unable to concentrate on complex things for a day.

It doesn't affect me in any other way, so don't worry about any of that stuff happening, hehe.


I'm very happy to hear that :) Either way don't worry about us waiting, we've waited however long for 1.1., we can wait a bit more for the next patch :P

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Fri Apr 19, 2019 7:16 am
by KILLER2
Heyo guys I decided to take part in the Pewdiepie "Support creators" event on DLive and I will be streaming DRLA over there at 4PM UK time today (in about 1h40m after this post). Anyone interested can come watch the stream, have a chat or support me.
https://dlive.tv/1337_PH4N70M

I also made a discord server where you guys can ask me questions or vote on what I will be playing before the stream starts.
https://discord.gg/c2nh2zq

I'm not sure if I'm allowed to self-promote here, I'm sorry for any inconvenience.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Fri Apr 19, 2019 3:44 pm
by Jayrassic Park
At the risk of being contentless or asking about something already asked: I'm surprised the Heavy Hunting Shotgun doesn't have new sprites or sounds to differentiate it from the vanilla, while the Heavy Hunting Revolver does.

Also, the upgraded P90 (I forget the name or even the assembly recipe :V)'s invisibility secondary fire doesn't seem to work half the time.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Fri Apr 19, 2019 4:37 pm
by NickDoom
Yholl wrote:Seems cool, go for it.

DRLA-HereticReplacer_0.3.pk3

OK, this is the first semi-working version.
Can I somehow make ZDoom convert doom2.wad graphics to Heretic palette without copying the whole doom2.wad to my .pk3? If so, this version is ready for testing and balancing comments. Calling
Code: Select allExpand view
zdoom.exe -iwad heretic.wad -file doom2.wad (full DRLA set here) DRLA-HereticReplacer_0.3.pk3 (heretic pwad maps here)
corrupts the Heretic part of graphics. Can ZDoom work with WADs the same way as with .PK3s? Auto-convers palettes etc.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Fri Apr 19, 2019 6:23 pm
by wildweasel
The problem is that Doom2.wad does not store its graphics with their palette. The palette only exists once, within the IWAD, and all Doom format graphics read from that. Two PLAYPALs can't exist in tandem, since one overwrites the other. Mods get around this by using graphics in PNG format, which contains its own palette with the image data and ignores the IWAD palette.

So, you'll need to copy all the Doom graphics and convert them.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Fri Apr 19, 2019 10:13 pm
by StarController
NickDoom wrote:
DRLA-HereticReplacer_0.3.pk3

OK, this is the first semi-working version.


This is exciting! I've had dreams of playing Doom RPG + DRLA using Heretic or Hexen as another WAD to explore. This seems like a good first step. :D
How much converting do you want to do with this mod? Are you going to use Doom Monsters? Doom items?

If you want to keep the heretic items then you might start thinking about how to handle the Tome o' Power with DRLA. (I would suggest giving the doom weapons a simple power multiplier bump unless and until you get comfortable enough with modding to want to fiddle with each weapon to make it's powered-up version special).

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Sat Apr 20, 2019 12:42 pm
by NickDoom
Disclaimer.
I'm going to disagree, so if I sound rude, insulting, unthankful, aggressive etc., please blame my bad English. That's NOT what I'm trying to say.

wildweasel wrote:The problem is that Doom2.wad does not store its graphics with their palette. The palette only exists once, within the IWAD, and all Doom format graphics read from that. Two PLAYPALs can't exist in tandem, since one overwrites the other. Mods get around this by using graphics in PNG format, which contains its own palette with the image data and ignores the IWAD palette.


Please don't advocate logic flaws in software. There are already too many of them nowadays ;)
It's impossible to have different palettes in one WAD because of abovementioned restrictions. And it's impossible to convert PWAD images to IWAD palette if there's no PLAYPAL in that PWAD. Having two PLAYPALs in tandem is the questions of settings/compatibility, not of architecture. If PWAD have it's own PLAYPAL, it's usually designed to purposedly change the default (IWAD) one to a custom one. But it's no real reason why a PWAD having both PLAYPAL and graphic lumps can't be converted to IWAD palette exactly the same way as PNGs are converted. For compatibility reasons it must require an explicit order (to avoid confusing with the abovementioned default case, where we re-define a palette). For example, a key „-fileconv“ which is the same as „-file“ but instead of taking the PWAD\PLAYPAL.LMP and replacing the palette, it tells ZDoom to treat all lumps in this PWAD as PNGs with the PWAD\PLAYPAL.LMP palette (and convert to it into IWAD palette). So I've asked if such key, or setting, or DECORATE function, is already implemented in ZDoom. And lack of this option wasn't obvious for me (since the palette conversion is implemented, why don't use it fully?)

StarController wrote:How much converting do you want to do with this mod? Are you going to use Doom Monsters? Doom items?


It already replaces monsters and most items with DRLA ones (BTW should I make two separate sets, for DRLA 1.1.1 and for Mosters 7.1? It requires both mods now, because it replaces both Heretic monsters and weapons simultaneously). I've tried to create a very simple and compact replacer, changing as few DRLA features as possible. Just playing Heretic maps with DRLA gameplay. But some Heretic items (and all bosses) are left intact, according to my bad taste and completely different behavior (so maps relying on them can become unplayable if I replace them). Having them in DRLA gameplay, of course, affects the DRLA gameplay. Also, I don't always spawn Techno or Nightmare versions on corresponding skills: Heretic map settings such as „ghost“ versions overrides the selection. Ghosts are usually Nightmare monsters, Clinks are usually Techno(Cyber) monsters.

StarController wrote:If you want to keep the heretic items then you might start thinking about how to handle the Tome o' Power with DRLA. (I would suggest giving the doom weapons a simple power multiplier bump unless and until you get comfortable enough with modding to want to fiddle with each weapon to make it's powered-up version special).


I don't want to mess with DRLA that much yet :) And I already spawn the Supply Crate instead of that magic book. But if it'll grow into Heretic RL Arsenal someday (by me or as a fork…) :)

Currently, I need some balance and style critique, a lot of testing and, of course, a workaround with that stubborn ZDoom palette :)

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Sun Apr 21, 2019 8:59 am
by rockthemike13
Yholl wrote: Use the console, it'll be listed when you start the map.
The next update will add the maplump to the automap, sorry bout that.


Thanks Yholl! This mod is perfect for megawads, so I'm always trying to keep an eye out for that sweet "15" mark to see if I can dig up the usually obligatory secret levels. Thanks for the console tip, I didn't even notice or think of that.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Sun Apr 21, 2019 6:57 pm
by Churrupez
-You can't switch weapons if you hold the Reload button with Dual Uzis selected

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Sun Apr 21, 2019 7:38 pm
by Ethril
so stop holding the reload button when you want to switch away from your dual uzis

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Sun Apr 21, 2019 7:58 pm
by comet1337
though you can reload cancel if you reload only one of them
(i forget if it only applies to the left/right one)

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Mon Apr 22, 2019 3:15 am
by hammer oz
I KNEW IT

For a long time now I have been always thinking that there must be someway to get the HP nucler BFG working and the answer was well pretty simple just expand its storage capacity /me facepalms also while on the subject if the technician built it himself wouldn't he be able to get it working without requiring additional tinkering?

I also had another idea for its secondary or primary if you choose not to invest in it could be you can toss it while it overloads and use it as a mass room cleaning device. I also wanted to know if you do chose to invest in it does it do anything special? if not maybe you could add a faster charge time for those who get it working

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

PostPosted: Mon Apr 22, 2019 3:33 am
by Ethril
the HPNBFG doesn't really need anything special once you get it working; the fact that you have a High Power Nuclear BFG 9000 is pretty sweet in itself.
if you really want it to go faster, wear some Nuclear (Power)Armor