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Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Sat Feb 23, 2013 1:34 pm
by Belisk
okay someone explain me WHY the HUD just doesn't show anything from the mod ?

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Sat Feb 23, 2013 3:29 pm
by -Ghost-
Did you check your hud scale? It might not be set to the right one. I think he uses the fullscreen HUD.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Sun Feb 24, 2013 1:10 pm
by Belisk
Alright i fixed it...

Turns out the sodding HUD scale had to be put on 11 for it to work...

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Sun Feb 24, 2013 4:33 pm
by Ribo Zurai
I wonder what happened to the project, it had been a long while without news. :?

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Fri Mar 22, 2013 2:07 pm
by karmakazi
DOOM RPG notes:
Spoiler:

EDIT:Sorry for the verbosity, it was one of my first posts and didnt think to spoiler it. I've been working on some cash sprites and some military medals for badges as well. hasnt been going too well, but I keep trying.

Re: Kyle873's Doom RPG Mod [v0.72]

PostPosted: Fri Mar 22, 2013 6:51 pm
by karmakazi
-Ghost- wrote:
Kyle873 wrote:Yessir. I don't touch the weapons (only DoomRPG-Extras does) so that you can play WADs which have their own weapons. Even better, my Strength stat uses the generic DamageFactor, so ANY custom weapon will be effected by it.


Cool. I almost got it working with Brutal Doom, but didn't gain any experience with kills. Must have to do with how the custom deaths are handled.


Ever get that rolling properly? I've been driving myself crazy about how damned awesome that would be. I need the marriage of BD and this mod to be happy good.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 5:31 pm
by -Ghost-
Yeah actually it's working fine for me now. I loaded BD before the DoomRPG and everything worked great. I occasionally saw enemies get gibbed and frozen mid-frame in the animation, but nothing major other than that.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 5:43 pm
by karmakazi
-Ghost- wrote:Yeah actually it's working fine for me now. I loaded BD before the DoomRPG and everything worked great. I occasionally saw enemies get gibbed and frozen mid-frame in the animation, but nothing major other than that.

Did you just put one above the other in the .ini? or do i have doomrpg load in the autoload and load bd with a command line at launch?
EDIT:Tried the above, and though i got it bd blood and weapons they reverted to vanilla ones on switching, and they had the same ol vanilla ai. what version of BD are you running?

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 6:41 pm
by -Ghost-
I'm running 18b and I use the Zdoom Launcher to order my files.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 6:53 pm
by karmakazi
Alas I has no windows.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 9:28 pm
by -Ghost-
I think you can also drag the wad files into the program or whatever you're running Doom through, but I'm not sure how the ordering works so you'd have to play around with it.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 10:38 pm
by Ribo Zurai
Is the mod still alive? It had been a while since the last update.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Mar 25, 2013 11:54 pm
by karmakazi
Ribo Zurai wrote:Is the mod still alive? It had been a while since the last update.

He's either hard at coding or hiding. Im new to this, but ive been poking around, changed the credit sprites and the EP. as ive said im new, so its a very amaturish affair, somehow my stuff is pixelated whereas the pre-existing stuff gets smoothed. My next order of business was to add officer ranks on top of the enlisted.

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Apr 01, 2013 5:30 pm
by isaacpop23
It won't let me summon marines any idea why? :?:

Re: Kyle873's Doom RPG Mod [0.8 Beta]

PostPosted: Mon Apr 01, 2013 7:18 pm
by karmakazi
isaacpop23 wrote:It won't let me summon marines any idea why? :?:

not yet implemented.