Doom RPG SE [unofficial, bugfix-ish]

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR 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.

Doom RPG SE [unofficial, bugfix-ish]

Postby Sumwunn » Fri Feb 22, 2019 11:03 pm

Original thread. Please read this if you aren't familar with what Doom RPG is.
viewtopic.php?style=12&t=33292



Introduction:
Greetings!
This is a unoffical bugfix-ish continuation of DRPG.
In early 2017, after playing DRPG for a while and encountering quite a few bugs and with no devs in sight, I decided to.. become the dev!
In late 2017, with some knowledge of decorate and C, I started working on it and have been since. I've even received help from a few collaborators, yay!

The main goal of this fork is bugfixing/stability & optimisations.
Also some usability/gameplay tweaks have been made here and there.

Installation:
Compatible source ports:
GZDoom v3.7.0 or higher
LZDoom v3.83a or higher

None of the compatible mods are included, you must download those separately. Links to those are included under "Compatible Mods".
DRPG's launcher is the recommended method. Found here: https://github.com/Forevener/DRPGSEL/releases
It can download the mod for you and get it launched easy!

Manually:
https://github.com/Sumwunn/DoomRPG
- The mod itself, click "Clone or download" -> "Download ZIP", extract it, then read the wiki for help.
https://github.com/Sumwunn/DoomRPG/wiki

Compatible mods:
DoomRL Arsenal - [1.1.2] [MP-B7.2]
LegenDoom v2.6
Colourful Hell v0.97ccc
Custom version of Jimmy's Jukebox Instant Randomizer has been included which allows DRPG's map events and Outpost music to play.

Testing/Experiments:
There is an experimental branch where new (potentially unstable) features/settings are tested before they are merged into master.
Some of these may require feedback :).
https://github.com/Sumwunn/DoomRPG/tree/experimental

Changelog:
For all the changes:
Read my (now retired) CHANGELOG.txt, https://github.com/Sumwunn/DoomRPG/blob ... NGELOG.txt
And all commits past Mar 26, 2018
https://github.com/Sumwunn/DoomRPG/comm ... 16ecf46+69

Credits:
There's a lot of credits so I've provided links instead.
https://github.com/Sumwunn/DoomRPG/blob ... REDITS.txt

Notes:
I will of course attempt to keep mod compatibility up-to-date as quick as possible.
Only OpenGL renderer works properly, all others will crash in outpost, not sure why.
Consider all mods incompatible with DRPG unless stated otherwise.
Why "SE" you ask? It means "Sumwunn's Edition", it's just for differential proposes.
Probably forgot something.
Last edited by Sumwunn on Fri Nov 08, 2019 9:33 pm, edited 18 times in total.
User avatar
Sumwunn
Runaway script "_Sumwunn" terminated
 
Joined: 06 Jan 2018
Location: Snited Utates
Discord: Sumwunn#9562

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Forevener » Fri Feb 22, 2019 11:59 pm

Current experimental branch state:
merged
Last edited by Forevener on Fri Mar 08, 2019 1:28 pm, edited 1 time in total.
Forevener
 
Joined: 20 Sep 2015
Location: Ufa
Discord: Forevener#3317

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby deathfetish » Mon Feb 25, 2019 5:08 pm

a god among men
User avatar
deathfetish
 
Joined: 20 Feb 2019

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby 7HEPOW » Wed Mar 06, 2019 2:28 am

Running this along with Compendium and it's a blast. Can't find anything wrong for now. Been playing this for almost a week, though I still have to learn a bunch of stuff about the items, how everyhing works etc.

Two minor critique points would be the stat icons being hi-res compared to eveything else and the inventory showing up at the bottom left instead of centered. Thanks for this updated version! :)
User avatar
7HEPOW
 
Joined: 08 Aug 2017
Location: Germany
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby -Ghost- » Wed Mar 06, 2019 2:55 am

Great to see someone picked this back up!

I wish there was an easier way to run this, though. It's always been really clunky; I tried using this with the old DoomRPG Launcher, but it just kills me on map load.
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Forevener » Wed Mar 06, 2019 10:38 am

-Ghost- wrote:I wish there was an easier way to run this, though. It's always been really clunky; I tried using this with the old DoomRPG Launcher, but it just kills me on map load.

Oh, I should've shown that:
Spoiler:

You actually could select folders for launching in GZDoom - it's not supported by ZDL, but you still could use "-file" command line argument as shown in the screenshot.

Also, for those who are playing DoomRPG in multiplayer - you could take a look at the https://github.com/Sumwunn/DoomRPG/tree/very-experimental branch, where player reviving is implemented. Two notes, though:
1. It's not compatible with DRLA currently
2. It requires turning on "No respawn" in gameplay options.
3. It is considered a death (and respawn), so host should probably disable or tone down death penalties.
Forevener
 
Joined: 20 Sep 2015
Location: Ufa
Discord: Forevener#3317

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Xim » Wed Mar 06, 2019 1:22 pm

This is what I've been waiting for. DRPG was my favourite mod, glad to see someone revived it.

I did a quick test with LegenDoom, and some of the marines in the UAC base would be "Legendary" and start attacking me, then all hell broke loose in the base when I defended myself. :P
User avatar
Xim
 
Joined: 20 Feb 2009
Location: A wretched hive of scum and villainy

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby TimeGearCD » Wed Mar 06, 2019 2:43 pm

Hey, really cool to see this mod return.
I'm having some trouble getting the mod to run, however.
I'm pretty sure I followed the instructions perfectly, but every time I enter the game it immediately crashes.
This happens if I launch by a batch file, the DRPG launcher, or ZDL.
I am using the latest version of GZDOOM.
Not sure if this is helpful, but here's the crash report.
Spoiler:
Last edited by TimeGearCD on Wed Mar 06, 2019 5:10 pm, edited 1 time in total.
User avatar
TimeGearCD
 
Joined: 06 Mar 2019

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby YukesVonFaust » Wed Mar 06, 2019 3:55 pm

oh yeah, by the way, is this compatible with custom weapon mods?
User avatar
YukesVonFaust
Kicking Asses and Taking Names
 
Joined: 09 Feb 2015
Location: in your area, where else
Discord: Yukes von Faust#9009
Operating System: Windows Vista/7 64-bit

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby worldendDominator » Wed Mar 06, 2019 4:06 pm

TimeGearCD wrote:Hey, really cool to see this mod return.
I'm having some trouble getting the mod to run, however.
I'm pretty sure I followed the instructions perfectly, but every time I enter the game it immediately crashes.
This happens if I launch by a batch file, the DRPG launcher, or ZDL.
I am using the latest version of GZDOOM.
Not sure if this is helpful, but here's the crash report.

What files did you load? Also, try to do the same in a somewhat older version and see if it still happens.

YukesVonFaust wrote:oh yeah, by the way, is this compatible with custom weapon mods?

Only Doom Roguelike Arsenal and Legendoom are supported. Adding more compatibility is rather difficult.
What mods did you have in mind?
User avatar
worldendDominator
 
Joined: 17 May 2015

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby TimeGearCD » Wed Mar 06, 2019 5:49 pm

worldendDominator wrote:What files did you load? Also, try to do the same in a somewhat older version and see if it still happens.

Older versions of Gzdoom just result in parsing errors.
I loaded it vanilla, DoomRL, etc. and all results the same error.
Unless you meant older versions of DoomRPG, which I could run Kyle's original version.
User avatar
TimeGearCD
 
Joined: 06 Mar 2019

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby YukesVonFaust » Wed Mar 06, 2019 6:32 pm

worldendDominator wrote:
YukesVonFaust wrote:oh yeah, by the way, is this compatible with custom weapon mods?

Only Doom Roguelike Arsenal and Legendoom are supported. Adding more compatibility is rather difficult.
What mods did you have in mind?


Factotum, Ultra Crispy, Aracnocide, Flakes Doom, etc. (most of GAA1992's mods)
User avatar
YukesVonFaust
Kicking Asses and Taking Names
 
Joined: 09 Feb 2015
Location: in your area, where else
Discord: Yukes von Faust#9009
Operating System: Windows Vista/7 64-bit

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Sumwunn » Wed Mar 06, 2019 10:00 pm

7HEPOW wrote:Two minor critique points would be the stat icons being hi-res compared to eveything else and the inventory showing up at the bottom left instead of centered.

Huh, I never really noticed the inventory thing. I'd imagine the original devs did this so it wouldn't get in the way of DRPG's hud.
You can remove its entry in SBARINFO.txt if you want.
Hi-res icons? Do you mean they lack anti-aliasing? Dunno how to fix that. I'm all ears though.

-Ghost- wrote:I wish there was an easier way to run this, though. It's always been really clunky; I tried using this with the old DoomRPG Launcher, but it just kills me on map load.

The DoomRPG Launcher with my fork is unsupported. I don't know C# so if someone else wants to fix it up I'd happily accept a PR for it.
I also updated the wiki a bit with some more launch configurations.

Xim wrote:I did a quick test with LegenDoom, and some of the marines in the UAC base would be "Legendary" and start attacking me, then all hell broke loose in the base when I defended myself. :P

Hmm, that's new.
They just started attacking you on sight? Did you customise LD's settings at all? I'm not able to reproduce this so far. Are you running something else along with DRPG?

YukesVonFaust wrote:oh yeah, by the way, is this compatible with custom weapon mods?

Adding compatibility can be tricky, DRLA & LD have compatibilty built in to help. Although ZS may make things easier in regards to that.
If I'm going to attempt that for any mod, I think I'd give Complex Doom v26 a try. Or perhaps Flakes since it's just a weapons pack (I think? I'm not to update to date with the gameplay mods lately).

TimeGearCD wrote:snip

Put "+logfile log.log" into ZDL's command line box, launch GZDoom then post the log (found in GZDoom's folder) here (use https://paste.ee/).
Thanks!
User avatar
Sumwunn
Runaway script "_Sumwunn" terminated
 
Joined: 06 Jan 2018
Location: Snited Utates
Discord: Sumwunn#9562

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby TimeGearCD » Wed Mar 06, 2019 11:16 pm

Sumwunn wrote:Put "+logfile log.log" into ZDL's command line box, launch GZDoom then post the log (found in GZDoom's folder) here (use https://paste.ee/).
Thanks!

Cool, here's the pasted log:
Spoiler:
User avatar
TimeGearCD
 
Joined: 06 Mar 2019

Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Forevener » Thu Mar 07, 2019 12:22 am

TimeGearCD wrote:Cool, here's the pasted log:

Try the following things, please:
1. Remove zd_extra.pk3 from the load order
2. Check your DOOM2.WAD version
Forevener
 
Joined: 20 Sep 2015
Location: Ufa
Discord: Forevener#3317

Next

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Semrush [Bot], YamiFido and 8 guests