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

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

Postby 4thcharacter » Sun Jan 21, 2018 6:53 am

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

Postby Machine-Reaper » Sun Jan 21, 2018 7:11 am

Yup, HP Minigun is a killer for Mass hordes (also had a plascharge rocket launcher)
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby ToxicFrog » Mon Jan 22, 2018 9:11 pm

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

Postby Machine-Reaper » Mon Jan 22, 2018 11:00 pm

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

Postby Churrupez » Sat Jan 27, 2018 10:03 pm

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

Postby Princess Viscra Maelstrom » Sun Jan 28, 2018 12:00 pm

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

Postby Yholl » Mon Jan 29, 2018 2:36 am

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

Postby 4thcharacter » Mon Jan 29, 2018 6:58 am

I thought having no "pickup" at the end's not a crime unless you start shoving items to your inventory via the "give" command?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Yholl » Mon Jan 29, 2018 8:39 am

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

Postby Princess Viscra Maelstrom » Mon Jan 29, 2018 11:24 am

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

Postby 4thcharacter » Mon Jan 29, 2018 11:50 am

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

Postby Churrupez » Thu Feb 15, 2018 8:02 am

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

Postby Churrupez » Thu Feb 22, 2018 2:47 pm

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

Postby Princess Viscra Maelstrom » Thu Feb 22, 2018 4:22 pm

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

Postby Churrupez » Thu Feb 22, 2018 5:21 pm

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?
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