DoomRL Arsenal - [1.1.2] [MP-B7.2]

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 - [1.1.1] [MP-B7.1]

Postby aqkko » Sun Aug 11, 2019 7:21 am

I'm just following up, just for your own information. I did what you said and was able to make the changes in Legendoom and Final Doomer. But oddly, deleting the two lines in RL Arsenal didn't seem to change anything.
aqkko
 
Joined: 11 Aug 2019

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

Postby Yholl » Sun Aug 11, 2019 5:53 pm

aqkko wrote:I'm just following up, just for your own information. I did what you said and was able to make the changes in Legendoom and Final Doomer. But oddly, deleting the two lines in RL Arsenal didn't seem to change anything.
Oh whoops, you're playing as Scout, aren't you? I totally forgot about changing him. Go to actors/classes/Scout.txt and delete the lines there, Scout has 10% faster movement, so it is redefined there as well.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

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

Postby Princess Viscra Maelstrom » Wed Aug 14, 2019 7:14 am

i just noticed some oddities trying to make a DRLA compat patch for KDiZD. in some of the levels, certain decorations in KDiZD seems to conflict with monsters from the monster pack and gets replaced with them. some of the corpses turns into Abominants, which isn't a problem because they're regular Abominants that can be killed with a console command. but some of the decorations turn into a front-facing only version of the Nightmare Cyberdemon that cannot be killed and constantly shoots rockets at you.

i'm totally stuck as to why it turns into this thing specifically, and i can't find the correct console command to kill it with. it probably won't become an issue once i turn it back into the respective corpse decoration, it's just really weird. is it something that's used in the test map?
User avatar
Princess Viscra Maelstrom
preeeeah
 
Joined: 04 Dec 2008
Location: plergleland

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

Postby Yholl » Wed Aug 14, 2019 7:39 am

Viscra Maelstrom wrote:i just noticed some oddities trying to make a DRLA compat patch for KDiZD.
It's a MapID conflict.
Apparently KDiZD uses the same numbers that I do for some things which uhhhhhh makes that a doozy to try and fix.

I don't see how you'll be able to solve that issue, sorry.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

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

Postby Ethril » Wed Aug 14, 2019 11:29 am

Viscra Maelstrom wrote: but some of the decorations turn into a front-facing only version of the Nightmare Cyberdemon that cannot be killed and constantly shoots rockets at you.

i'm totally stuck as to why it turns into this thing specifically, and i can't find the correct console command to kill it with. it probably won't become an issue once i turn it back into the respective corpse decoration, it's just really weird. is it something that's used in the test map?

sounds like it's the doom 64 titlemap cybie
Code: Select allExpand view
ACTOR RL64TitlemapCyberdemon : RLNightmareCyberdemon 3014
{
    //$Color 12
    //$Category Doom64Things
    Speed 0
    SeeSound ""
    -PUSHABLE
    +NOINFIGHTING
    +INVULNERABLE
    +PAINLESS
    +NONSHOOTABLE
   
    States
    {
        Spawn:
            NCYB E 1 A_Look
            Goto See
        See:
            NCYB E 1 A_Chase
            Loop
        Missile:
            NCYB E 12 A_FaceTarget
            TNT1 A 0 A_FaceTarget
            NCYB F 12 Bright A_CustomMissile("RLCyberdemonRocket", 50, -20, frandom(1,-1), CMF_OFFSETPITCH, frandom(1,-1))
            TNT1 A 0 A_MonsterRefire (0, "MissileWait")
            Loop
        MissileWait:
            NCYB E 1 A_FaceTarget
            TNT1 A 0 A_MonsterRefire (0, "MissileWait")
            Goto Missile
    }
}


(it's in the drla monster pack, in \actors\MonsterCompat.txt)

edit: i looked again and this also explains the abominants:
Code: Select allExpand view
ACTOR RL64MotherDemon : RandomSpawner 3013
{
   DropItem "RLAbominant"
}
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: Guidance Gate

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

Postby TDRR » Wed Aug 14, 2019 1:09 pm

Viscra Maelstrom wrote:i just noticed some oddities trying to make a DRLA compat patch for KDiZD. in some of the levels, certain decorations in KDiZD seems to conflict with monsters from the monster pack and gets replaced with them. some of the corpses turns into Abominants, which isn't a problem because they're regular Abominants that can be killed with a console command. but some of the decorations turn into a front-facing only version of the Nightmare Cyberdemon that cannot be killed and constantly shoots rockets at you.

i'm totally stuck as to why it turns into this thing specifically, and i can't find the correct console command to kill it with. it probably won't become an issue once i turn it back into the respective corpse decoration, it's just really weird. is it something that's used in the test map?

Tell people to load KDiZD last, which fixes the conflicts.
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

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

Postby YasuoProjectX » Sun Aug 18, 2019 8:34 pm

You feeling something amazing here...... (Hearing creepy eerie noise)
You've got a good feeling about this place... (Hearing creepy mist noise)
You feel a vile, yet unthreatening prescence here... (WTF IS THAT NOISE?)
Seems like something here is really cool...

what is that meaning of that dialogue?

Edit: Also im hearing a ghost sound? or some kind of creepy noise again?
User avatar
YasuoProjectX
 
Joined: 09 Oct 2018
Location: Ionia
Discord: Xx_SappHire_xX
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel with Vulkan Support

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

Postby rabid marine » Sun Aug 18, 2019 8:46 pm

YasuoProjectX wrote:You feeling something amazing here...... (Hearing creepy eerie noise)
You've got a good feeling about this place... (Hearing creepy mist noise)
You feel a vile, yet unthreatening prescence here... (WTF IS THAT NOISE?)
Seems like something here is really cool...

what is that meaning of that dialogue?

Edit: Also im hearing a ghost sound? or some kind of creepy noise again?

Those types of messages mean that a unique or above item has appeared in the level. Better check every nook and cranny, it wouldn't be good to miss out on some powerful equipment...

Unique and above items also periodically emit sounds to help you locate them, that might be the ghostly sounds you're hearing.
rabid marine
If there's such thing as overcast days, than what's an undercast day?
 
Joined: 31 Jul 2016

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

Postby YasuoProjectX » Sun Aug 18, 2019 8:59 pm

not some scary monsters with that message?

im scared if i saw that coming lol
User avatar
YasuoProjectX
 
Joined: 09 Oct 2018
Location: Ionia
Discord: Xx_SappHire_xX
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel with Vulkan Support

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

Postby OldRabbit » Tue Aug 20, 2019 1:43 am

This mod is the best I've seen. But I remember the mod at the time of the new year, but what I just saw is very cool. But you can fix the marine helmet when it raises the sphere of invulnerability
OldRabbit
 
Joined: 20 Aug 2019

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

Postby Sokoro » Sun Aug 25, 2019 1:56 am

Am I the only one who thinks that supply crates spawn too often? Is it possible to change it in the code so that they spawn with lower chance? I tried to find it, but no luck.

Also could you make it so that the protection for death exits by barrels is optional? it somehow breaks the immersion in some wads for me, when the wad says that you died and spawned in hell or stuff like that. I tried to find that in code too, but did not.

I guess both of these things are managed by acs?
User avatar
Sokoro
 
Joined: 13 Jul 2012

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Yholl » Sun Aug 25, 2019 2:12 am

THE YOLEWAVE HAS BEEN UNLEASHED
Enjoy the new update, with many bugfixes and updates! See the changelog for details.

OldRabbit wrote:This mod is the best I've seen. But I remember the mod at the time of the new year, but what I just saw is very cool. But you can fix the marine helmet when it raises the sphere of invulnerability
Thanks for the kind words. I'm afraid I have no idea what you're asking me to fix, though.

Sokoro wrote:Am I the only one who thinks that supply crates spawn too often? Is it possible to change it in the code so that they spawn with lower chance? I tried to find it, but no luck.
It's in several places, they spawn from powerups, each powerup has their own chance.
Sokoro wrote:Also could you make it so that the protection for death exits by barrels is optional?
I should make that a cvar, yeah.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Alptraum » Sun Aug 25, 2019 5:16 pm

I heard the mod got updated ^^
User avatar
Alptraum
 
Joined: 22 Apr 2019
Discord: Alptraum#6909
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby KILLER2 » Mon Aug 26, 2019 4:44 am

Congrats on the new update Yholl! I'll be sure to check it out.

Nice changelog on the Arsenal. I see some of my bug reports ended up being fixed. I'm also really happy to see spawns for OP things being nerfed accross the board. No nerf for Malek's, but at least now it should be super rare.

"Fixed one of the Revenant's sounds still being stereo, causing them to frighten Kegan."
Yes, THANK YOU! I CAN FINALLY PLAY THE MONSTERPACK WITHOUT BEING ANNOYED NOW! My name isn't even Kegan.
KILLER2
 
Joined: 09 Apr 2010

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Mon Aug 26, 2019 5:40 am

"unseen eyes notice your discovery"

I really don't understand this line since nothing happens after.

Also do Legendary Items make a more Higher Pitched Signal Sound then before?
User avatar
Machine-Reaper
commander tea cup reporting for duty!
 
Joined: 09 Aug 2013

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: anjinsanroland, Awario [RSS] and 7 guests