DoomRL Arsenal - [1.1.5] [MP-B7.3]
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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.
- 4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Is it easy to create your own bestiary entries for other monster packs out there?
I have no problem filling out most of the descriptions for CH right now.
I have no problem filling out most of the descriptions for CH right now.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Love the new HUDs, and I'm glad there's a way to turn off that scrolling weapon name, as that could be distracting at times. How close to completion will the next monster pack release be?
Spoiler:
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Yholl mentioned an Adaptive skill before, which starts out at a UV-equivalent difficulty-level, and gradually increasing into Armageddon. i guess that's the one it's referring to.
i for one enjoy the fact that it's only the zombies dropping items, as opposed to have every single enemy in the game drop billions of pick-ups. it makes the experience feel more like Doom, rather than a RPG with a bunch of loot-drops and stuff. i guess you could have things like revenants dropping rockets, and arachnotrons dropping cells, like in the Doom Roguelike, but it doesn't feel necessary.
i for one enjoy the fact that it's only the zombies dropping items, as opposed to have every single enemy in the game drop billions of pick-ups. it makes the experience feel more like Doom, rather than a RPG with a bunch of loot-drops and stuff. i guess you could have things like revenants dropping rockets, and arachnotrons dropping cells, like in the Doom Roguelike, but it doesn't feel necessary.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
And if you really want demons dropping stuff, play with LDL. I don't think I've played DRLA without it since it came out. The only thing more fun than fighting one of Yholl's sadistic monstrosities is finding out it's Legendary...
Ahem. Anyway. Looking neat as heck! I have to ask though, did some of the existing monsters get updates? There are a few tricks hinted at in there that I've never personally come across. I guess it might just be luck on my part though...
Ahem. Anyway. Looking neat as heck! I have to ask though, did some of the existing monsters get updates? There are a few tricks hinted at in there that I've never personally come across. I guess it might just be luck on my part though...
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
If that were it, then there would be no need for a 5th Skill category, as it only utilises monsters from other difficulties and doesn't have new monsters uniquely associated with it.Viscra Maelstrom wrote:Yholl mentioned an Adaptive skill before, which starts out at a UV-equivalent difficulty-level, and gradually increasing into Armageddon. i guess that's the one it's referring to.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
wutRedead-ITA wrote:but that cyberdemon mk2 needs to have a better sprite for the leg like seriously did they just added a camo system to his legs to look like they weren't cybernetic?
Both his legs are cybernetic.
No, sorry. I don't know the exact details, but it'd likely need to be expanded manually. It's not mod friendly.4thcharacter wrote:Is it easy to create your own bestiary entries for other monster packs out there?
I'll release it at the same time as DRLA 1.1, as they're quite tied into each other. As far as progress on the monster pack goes, It's only missing one monster, and a bit of polish, really. Arsenal needs the Huds finished, as well as revamps of a few guns and unique weapon modding, as well as a few odds and ends. It's not altogether thaaaat much, but it's basically a champion heavyweight demotivator at this point, considering how many times it's broken my enthusiasm for getting it finished over the past year.Soul Sucka wrote:How close to completion will the next monster pack release be?
I know I apologize a lot for how long it's taking, but I really am sorry, it should never have taken even half as long as it has.
Doesn't help that my other mods feel far more polished and less fusterclucky, too.
Heh, well spotted. While Ryan and I have discussed a completely unfair difficulty beyond Armageddon, where I drop all attempts to be fair to the player even slightly, we haven't really decided whether it'll happen or not.Soul Sucka wrote:Also, I see that the Skill category in the PDA lists 5 skills, yet Armageddon is only skill 4... is that a hint towards a new skill level that's even harder than Armageddon?
What that extra page actually is is for the Special monsters, that don't fit in the normal categories. This is stuff like the Elite Former Scout, which don't specifically replace a certain enemy.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I didn't word my question properly, I'm sorry. All of these tidbits of info are very appreciated though!
The current version of the monster pack is missing a few monsters on Technophobia and Armageddon. I was just wondering if the next release will have those skill levels completed without any missing monsters, or if there monsters left to do that you'll save for a later release.
The current version of the monster pack is missing a few monsters on Technophobia and Armageddon. I was just wondering if the next release will have those skill levels completed without any missing monsters, or if there monsters left to do that you'll save for a later release.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
That sounds interesting. You could add the option to start with a random Legendary in this difficulty, like you do for Armageddon starting with an Unique.Yholl wrote: Heh, well spotted. While Ryan and I have discussed a completely unfair difficulty beyond Armageddon, where I drop all attempts to be fair to the player even slightly, we haven't really decided whether it'll happen or not.
Last edited by Ribo Zurai on Thu Jun 29, 2017 5:52 am, edited 1 time in total.
- TootsyBowl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Alright, I really want to play this, but grabbing GzDoom 2.1.1 just to play this isn't really up my alley. So I have 2 questions:
1: Will this work with GzDoom 3.0.0+? I fully understand that it's not supported, but is it functional?
2: Why was this never updated to support the newer versions of GzDoom? Did newer versions remove something critical? Is it because SoloSpaghetti's gone? Is it just too complex or time-consuming?
Sorry if they've been answered already, but I don't feel like combing through 300+ pages of replies to find my answer.
1: Will this work with GzDoom 3.0.0+? I fully understand that it's not supported, but is it functional?
2: Why was this never updated to support the newer versions of GzDoom? Did newer versions remove something critical? Is it because SoloSpaghetti's gone? Is it just too complex or time-consuming?
Sorry if they've been answered already, but I don't feel like combing through 300+ pages of replies to find my answer.
- wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
1. You may encounter crashes with certain types of armor, if I've understood the rest of the thread correctly. You'll want to go get ZDoom 2.8.1 for guaranteed functionality.TootsyBowl wrote:Alright, I really want to play this, but grabbing GzDoom 2.1.1 just to play this isn't really up my alley. So I have 2 questions:
1: Will this work with GzDoom 3.0.0+? I fully understand that it's not supported, but is it functional?
2: Why was this never updated to support the newer versions of GzDoom? Did newer versions remove something critical? Is it because SoloSpaghetti's gone? Is it just too complex or time-consuming?
Sorry if they've been answered already, but I don't feel like combing through 300+ pages of replies to find my answer.
2. It was - the problem is, the update that fixes the problems 3.0.0+ has with it also includes some serious overhauls of many things that are just not done yet. The two are basically inseparable, so a "maintenance" release is unlikely.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I think some will be missing, sorry. I've never been able to get sprites for the Cyber-Caco, or the Armageddon Hell Knight and bosses.Soul Sucka wrote:The current version of the monster pack is missing a few monsters on Technophobia and Armageddon. I was just wondering if the next release will have those skill levels completed without any missing monsters, or if there monsters left to do that you'll save for a later release.
Ho boy, bit of a landmine you trod on there.TootsyBowl wrote:Why was this never updated to support the newer versions of GzDoom? Did newer versions remove something critical? Is it because SoloSpaghetti's gone? Is it just too complex or time-consuming?
Well, basically, I have enough trouble working on stuff due to my own incompetence; I flat out refuse to have to deal with all the broken crap of newer versions. I'm certainly not alone there.
They add nothing I'm interested in, they attempt to get rid of things I like, they break things I use. I could end up spend half a day or more trying to get some simple thing to work. Is it because I did it wrong? Or will it turn out to be some stupidly broken thing I've been wasting my time against?
Even 2.8.1/2.1.1 has a whooole bunch of broken stuff, but because I've worked with it for so long, I'm pretty familiar with them, and can avoid them. It's rare for me to encounter a new one, so most of the time, if something doesn't work, it's because I screwed up, which I can deal with.
Here are some examples; I had to replace some code in FinalDoomer because CheckClass stuff was just broken in all newer versions. Or, like wildweasel said, Armor in DRLA 1.05 just outright crashes in newer versions, while it doesn't in 1.1. I DIDN'T EVEN CHANGE ANYTHING IN THEM.
This is a simple hobby, I am not a programmer, I have no special talents, I can barely even do simple maths. I simply want to have fun making these mods, not deal with an endless parade of mysterious explosions.
- SiFi270
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I thought the Holo-bots from STRAIN would make good cyber-cacos.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I can make the sprites just in case if you need help in making the remaining demons, also just incase I wanted to ask that can I upgrade the sprites of the MK II Cybie with cool rockie launchers?
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
They don't really fit stylistically, plus they're also not Cacodemons.SiFi270 wrote:I thought the Holo-bots from STRAIN would make good cyber-cacos.
Sure, if you want. That's a lot of work though, and I am terrifyingly picky about quality, so bear that in mind. Sorry if I sound disinterested, I just won't get myself hyped over something that may or may not happen, heh.Machine-Reaper wrote:I can make the sprites just in case if you need help in making the remaining demons
I'd be very very happy if you did go through with it and made something glorious.
wutMachine-Reaper wrote:also just incase I wanted to ask that can I upgrade the sprites of the MK II Cybie with cool rockie launchers?
It already has giant claw gun arms, what more could it possibly need?
- Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
do not worry I myself am very demanding of quality as well so I shall provide you the best sprite material I can (will take time tho all the more better)Yholl wrote: [Sure, if you want. That's a lot of work though, and I am terrifyingly picky about quality, so bear that in mind. Sorry if I sound disinterested, I just won't get myself hyped over something that may or may not happen, heh.
I'd be very very happy if you did go through with it and made something glorious.
Two tri-barrled Rocket launcher with laser guides or TOS-1 Missile RackYholl wrote:wut
It already has giant claw gun arms, what more could it possibly need?
Spoiler:or else we can just stick the MIRV launcher on him just for reference