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

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

Postby Yholl » Mon Sep 16, 2019 7:51 pm

Machine-Reaper wrote:I'm a very lucky guy!
what
Machine-Reaper wrote:Plasma Refractor is OOOP now against bosses of any sort, especially in ammo to damage ratio.
OOOP? what
Machine-Reaper wrote:Scientist should stop sulking.
what

your posts are really weird
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby DarkTalon25 » Mon Sep 16, 2019 11:20 pm

Yholl wrote:
Machine-Reaper wrote:I'm a very lucky guy!
what

Perhaps it was emhpasised for sarcasm for sarcasm
Yholl wrote:
Machine-Reaper wrote:Plasma Refractor is OOOP now against bosses of any sort, especially in ammo to damage ratio.
OOOP? what

Over-Over-Overpowered, maybe?
Yholl wrote:
Machine-Reaper wrote:Scientist should stop sulking.
what

... yeah I got nothing.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Ethril » Mon Sep 16, 2019 11:33 pm

this sure is a thread
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby comet1337 » Tue Sep 17, 2019 1:27 am

Yholl wrote:what

DarkTalon25 wrote:... yeah I got nothing.

guessing hes referring to the PDA entry
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Tue Sep 17, 2019 5:54 am

Yholl wrote:
Machine-Reaper wrote:I'm a very lucky guy!
what


I came to face an Legendary Abominanat at Map07, it took me 1 and half hour to kill him even with Angleic/Onyx Medic Armour backing me up,

I am very lucky to face the toughest thing in this mod and survive

Yholl wrote:
Machine-Reaper wrote:Plasma Refractor is OOOP now against bosses of any sort, especially in ammo to damage ratio.
OOOP? what


The Plasma Refractor now shoots a beam that if targeted at a monster will cause it to explode from inside the monster causing full solid 1100hp- damage, infact even if the monster moves around after getting hit, the shot still explodes from inside the monster.

each shot takes 10 cells so that means you can kill an abominanat in 12 shots which is 120 cells, that is very very OP (only against bosses tho or single monsters)

Yholl wrote:
Machine-Reaper wrote:Scientist should stop sulking.
what


your posts are really weird


Spoiler:


said Scientist gets a hug and pat on the back from me~

thank you DarkTalon25 and comet1337 for explaining my posts :mrgreen:
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby worldendDominator » Tue Sep 17, 2019 7:19 am

Machine-Reaper wrote:I came to face an Legendary Abominanat at Map07


Legendary as in Legendoom?
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Tue Sep 17, 2019 7:59 am

worldendDominator wrote:
Machine-Reaper wrote:I came to face an Legendary Abominanat at Map07


Legendary as in Legendoom?


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

Postby Princess Viscra Maelstrom » Sat Sep 21, 2019 12:35 pm

unequipping grappling boots seems to make the knockback effect permanent now.
disabling rarity beams in the options menu seems to disable the chime that uniques and other rare items gives off.

on the topic of uniques, has the drop rate for unique weapon sets been increased? several times now, i've got guns like the marathon shotgun, or one of the hellsing pistols, and not once have i been able to get the mate for the gun since the last update.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby fakemai » Sat Sep 21, 2019 1:06 pm

I'm pretty sure danger level is a factor, at higher DL, higher-end items are more likely. While adaptive was broken I always had it at max and with the RNG curse, so that helped in testing and finding bugs, while RNG curse only affected the separate DL for summoning Dark Marty so he was guaranteed next level if I made a master assembly or acquired any item that has a spawn message. It's why I was confused about how Adaptive was so boring earlier.

Machine-Reaper wrote:Scientist should stop sulking.

The flavour text for everything in this doesn't get nearly enough praise. Nor do silly details like the modpack effects on your fists, or trying to drop them, or the "work-around" for damaged armor dropping.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Sat Sep 21, 2019 2:04 pm

Viscra Maelstrom wrote:unequipping grappling boots seems to make the knockback effect permanent now.


I've equipped/unequipped grappling boots before and well it doesn't seem to work in my case (using Minigun/Autoshotgun cause a lot of knockback as usual) maybe the effect might remain for a single map?

Viscra Maelstrom wrote:on the topic of uniques, has the drop rate for unique weapon sets been increased? several times now, i've got guns like the marathon shotgun, or one of the hellsing pistols, and not once have i been able to get the mate for the gun since the last update.


the randomness of getting the other part of your set has been increased and you have a higher chance of getting the other part from a crate then just one spawning in the map. and Unique on the drop rate for me its quite very very low.
infact I've gone thru 10 maps and no unique stuff at all even with Legendoom ON, I've only gotten most of them thru Legendary Bosses and also for some reason a LOT of demonic artifacts.

say Yholl is it possible to make Legen Bosses only drop Demonic Artifacts if your carrying a Demonic Weapon?
The sounds those Artifacts make can be map wide and easily muffle other sounds.

also what is the other part of Nuclear Armour?
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Princess Viscra Maelstrom » Sat Sep 21, 2019 2:20 pm

it's possible that the grappling boots effect staying isn't because of me taking them off, but because i use the resurrect command. i haven't tested it yet, but it sounds like a case of resurrect causing problems with this, so the issue is with me. although, if resurrection is what breaks it, it probably breaks for multiplayer as well.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby TDRR » Sat Sep 21, 2019 2:23 pm

Viscra Maelstrom wrote:if resurrection is what breaks it, it probably breaks for multiplayer as well.

It shouldn't be as long as everything is handled correctly with RESPAWN scripts, and no, you can't account for resurrect, at least not with hacky loops checking if the player resurrected, which are kinda slow.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Sat Sep 21, 2019 2:24 pm

Viscra Maelstrom wrote:it's possible that the grappling boots effect staying isn't because of me taking them off, but because i use the resurrect command. i haven't tested it yet, but it sounds like a case of resurrect causing problems with this, so the issue is with me. although, if resurrection is what breaks it, it probably breaks for multiplayer as well.


possible, its funny that I've never consider DRLA for Multiplayer since Zandronum is what only comes to mind when speaking of Doom Multiplayer.

DRLA being made in mind with Coop play is quite an effort.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Simon-v » Sat Sep 21, 2019 2:38 pm

fakemai wrote:Nor do silly details like the modpack effects on your fists

Huh. It does something? I guess i got to try that sometime.
fakemai wrote:or the "work-around" for damaged armor dropping.

Wait, what? Aren't you supposed to unconditionally destroy those when trying to take them off?...
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby fakemai » Sat Sep 21, 2019 3:56 pm

Simon-v wrote:Huh. It does something? I guess i got to try that sometime.

It doesn't. Just, see what the listed effects are.
Simon-v wrote:Wait, what? Aren't you supposed to unconditionally destroy those when trying to take them off?...

Yes, I meant that there's like 10 or so silly messages for doing so. "Your armor smashing skill has leveled up!" and so on.
Machine-Reaper wrote:possible, its funny that I've never consider DRLA for Multiplayer since Zandronum is what only comes to mind when speaking of Doom Multiplayer.

I thought it made the most sense to so that you can have multiple classes do something! I have done co-op with a friend before and it seemed relatively stable even in GZDoom. On a LAN mind, it's probably awful over the Internet.
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