DoomRL Arsenal - [1.1.5] [MP-B7.3]

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

You fought them at the same time with the minigun?

Anyway, I'm going to play Tech this time. A certain SC soundtrack should definitely fit and help me, heh. Hope I get lucky like the one recently with Marine...
User avatar
Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am
Contact:

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Machine-Reaper »

Yup, HP Minigun is a killer for Mass hordes (also had a plascharge rocket launcher)
User avatar
ToxicFrog
Posts: 229
Joined: Thu Oct 05, 2017 10:09 am
Preferred Pronouns: She/Her
Operating System Version (Optional): NixOS
Contact:

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by ToxicFrog »

Bubuche wrote:
Yholl wrote:I haven't responded in a while because dear god what a wall of text this page is aaaaaaaaaaaaaaaaa
Bubuche wrote:Also, the Mysterious Magnum modify the content of supply crate. But you likely already know this, and I am not sure if it's a bug or not.
The content of those crate seems to also be modified by burning flammes, and even player speed. It's hard so say for this last one.
I have no idea what you are talking about, sorry.

If you fire at a supply crate (the gray box which contains items and sometime are barking etc => rlsupplycrate), you'll get some time.
If you then load and fire at the crate, you'll get the same items.
If you then load and run, jump, fire, whatever => still doesn't change the contain of the crate.

BUT if you use the mysterious magnum, fire then reload (and so do something involving randomness) the content of the supply crate will not be the same.
The mysterious magnum is the gun which change its projectile every time you reload it.

Same thing with flame. If you open a supply crate while fire is extinguishing, you can change the content of the crate.
And also whether you open a crate or not in a level will impact items you'll find in the next level.
This is a natural consequence of how pseudo-random number generation works. Every time you ask for a new random number, it updates the state of the PRNG so that you get a different one next time. I assume, based on this behaviour, that crates don't roll the dice to see what items are inside until you actually open them; this means that if you do something else that uses up random numbers, the crate will get different numbers, and thus different items, when opened.

Similarly, whether you open a crate or not affects the state of PRNG and thus, the contents of other crates.

That said...I don't see why this is a problem. You aren't going to notice this behaviour unless you're savescumming to repeatedly reroll crates until they give you what you want, and if you're going to do that it's much less tedious to just open the console and teleport the items you want into your hands that way.
User avatar
Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am
Contact:

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Machine-Reaper »

I thought firing, punching and kicking used to change content of crates until I realized savescumming is the only way to get Reality Distortion Array...
Churrupez
Posts: 27
Joined: Sat Mar 25, 2017 9:41 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Churrupez »

Bugs: I tried to make a Conqueror Shotgun, and I had a Bulk/Agility/Firestorm-modded Combat Shotgun. When I applied the Power mod, the prompt to make the Conqueror Shotgun didn't appeared.
Using the mods in other orders worked fine, finishing the assembly in the Power mod is the problem.

Also, if you wear Tactical Boots, you can inmediately move after using a teleporter, instead of freezing for a bit. Not sure if that's intentional or not.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

the conqueror assembly combination has been addressed a couple times already. if it happens to you when making the assembly again, type in "summon rlconquerorshotgun" in the console to get around this issue for now.

i think the tactical boots thing happens because it just makes you faster than average, and that doesn't play well with teleporters? i'm not sure.
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Churrupez wrote:Also, if you wear Tactical Boots, you can inmediately move after using a teleporter, instead of freezing for a bit. Not sure if that's intentional or not.
It's a side effect of how they work. Is amusing.
Viscra Maelstrom wrote:if it happens to you when making the assembly again, type in "summon rlconquerorshotgun" in the console to get around this issue for now.
RLConquerorShotgunPickup
PICKUP
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

I thought having no "pickup" at the end's not a crime unless you start shoving items to your inventory via the "give" command?
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

4thcharacter wrote:I thought having no "pickup" at the end's not a crime unless you start shoving items to your inventory via the "give" command?
Oh yeah, you're right, I forgot I added stuff that automatically converts them to pickup.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

yeah, i omit "pickup" everytime i summon weapons because i'm a lazy sod. hey, at least i remember to do it with armors and items! :P
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Yeah, with armors it I can agree with Yholl if he said it's a crime. It's a crime of the highest order. If you summon an armor w/o "pickup", pick the thing you brought up while having no armor you'll get a hud telling you have 99999999999% armor points or something else

And I think the armor you'll be wearing won't even be present in the info nor the hud.
Churrupez
Posts: 27
Joined: Sat Mar 25, 2017 9:41 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Churrupez »

-Missile Launcher's HUD mods page says a Firestorm mod increases its firerate, but it actually increases AOE radius (like with a Rocket Launcher).

-Energysaw doesn't alert monsters (not sure if that's intended, but it does a lot of noise).

Edit: also, Incineration Device Launcher doesn't have a weapon description (this was already reported, but it was as back as version 1.0, maybe it was forgotten).

Edit 2: Electric Boogaloo: Nuclear Onslaught's HUD mods pages are empty.

I'm not sure if I should keep reporting all these HUD things, since it's going to get a huge overhaul in 1.1... It might be already more or less fixed.
Churrupez
Posts: 27
Joined: Sat Mar 25, 2017 9:41 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Churrupez »

-Nano Battle Rifle's firing sound sounds really bad compared to the regular one, it seems to have a lot of "noise", it doesn't sound right to me.

-Some weapons that are missing it's HUD icons:
Spoiler:
Like I said before, I'm not sure if this is worth reporting, but I leave it here in case it's useful.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

all of the nanomachic weapons makes a bit of noise each time they fire. i think it's supposed to represent the nanocore inside the weapon producing new ammo on the fly. i don't think the battle rifle's firing sound is any different aside from that though.
Churrupez
Posts: 27
Joined: Sat Mar 25, 2017 9:41 am

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Churrupez »

Viscra Maelstrom wrote:all of the nanomachic weapons makes a bit of noise each time they fire. i think it's supposed to represent the nanocore inside the weapon producing new ammo on the fly. i don't think the battle rifle's firing sound is any different aside from that though.
I see, it's just that that noise sounded almost like "static" (as if it was low quality) when I used it, other Nano weapons that I used sounded fine. Maybe it's just me.

-Sharpnel Cannon's Mods page says a Firestorm mod increases it's fire rate, but it does nothing. Maybe it gets a shotgun-like (pushback-close damage) bonus?
Post Reply

Return to “Gameplay Mods”