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.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I think if the PDA were controllable with the keyboard then there wouldn't be an issue playing with no vertical mouselook, but I don't know how possible that is.
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Congrats on the release! Hooray!
- Ryan Cordell
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Used to be the case prior to v1.1, there was a keyboard-only PDA before it was revamped entirely.Trar wrote:I think if the PDA were controllable with the keyboard then there wouldn't be an issue playing with no vertical mouselook, but I don't know how possible that is.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Thank you very very much for all your hard work!, I have never enjoyed myself as much as playing Doom over and over again with this Mod which changes the game everytime you start new.
Also I wish to ask that how do Monster Entries get updated?
(only by killing them personally or thru indirect kills as well?)
and do they remain forever on your PDA or only in the current game your playing?
another thing, Nuclear/Plasma Rifle MK II likes to leave behind Chandeliers on walls (disappear in a few seconds)
Also I wish to ask that how do Monster Entries get updated?
(only by killing them personally or thru indirect kills as well?)
and do they remain forever on your PDA or only in the current game your playing?
another thing, Nuclear/Plasma Rifle MK II likes to leave behind Chandeliers on walls (disappear in a few seconds)
Spoiler:I'm using GZDoom 3.5.0 if you don't mind.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I'm pretty sure you're only supposed to post bugs if both these conditions are true:
A. You're not playing any other wads that could clash with DRLA assets (i.e. replaced sprites, monsters, weapons etc.)
B. YOU'RE USING THE CORRECT VERSION OF (G)ZDOOM AS STATED IN THE FRONT PAGE
A. You're not playing any other wads that could clash with DRLA assets (i.e. replaced sprites, monsters, weapons etc.)
B. YOU'RE USING THE CORRECT VERSION OF (G)ZDOOM AS STATED IN THE FRONT PAGE
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Oh yeah, I stated that as well that I'm using 3.5.0 just incase cause DRLA 1.0 wasn't doing this before in my current game.KILLER2 wrote:I'm pretty sure you're only supposed to post bugs if both these conditions are true:
A. You're not playing any other wads that could clash with DRLA assets (i.e. replaced sprites, monsters, weapons etc.)
B. YOU'RE USING THE CORRECT VERSION OF (G)ZDOOM AS STATED IN THE FRONT PAGE
Now it is so I was just showing it (doesn't count as a bug either, its just visual)
also if you know DRLA has a strange capability of being highly compatible with newer versions of GZDoom and not even crashing once.
EDIT*
I just discovered that the Map pack I was playing with had a sprite replacement with the said Chandelier so that is what was causing it
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
On monster death, doesn't matter what kills em.Machine-Reaper wrote:Also I wish to ask that how do Monster Entries get updated?
Current game only.Machine-Reaper wrote:and do they remain forever on your PDA or only in the current game your playing?
Yep, simple sprite conflict.Machine-Reaper wrote:I just discovered that the Map pack I was playing with had a sprite replacement with the said Chandelier so that is what was causing it
Nah nah, not at all.KILLER2 wrote:I'm pretty sure you're only supposed to post bugs if both these conditions are true:
A. You're not playing any other wads that could clash with DRLA assets (i.e. replaced sprites, monsters, weapons etc.)
B. YOU'RE USING THE CORRECT VERSION OF (G)ZDOOM AS STATED IN THE FRONT PAGE
I want bug reports no matter what they're playing with, stuff like sprite conflicts are useful to know.
Getting reports from newer gzdooms is good too, I can sometime fix stuff for that. All that the "Use 2.1.1" stuff means is that I won't guarantee fixing something broken in newer gzdooms if it works fine in 2.1.1.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
So, Do I understand it correctly, that there are no sprites and no functional code for any other melee weapons than fists and chainsaw with its assemblies?
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
just reporting here that the FPS drops are now reduced to just hiccups (even with Nuke + Zombie Explosions in congested numbers)Yholl wrote: I want bug reports no matter what they're playing with, stuff like sprite conflicts are useful to know.
Getting reports from newer gzdooms is good too, I can sometime fix stuff for that. All that the "Use 2.1.1" stuff means is that I won't guarantee fixing something broken in newer gzdooms if it works fine in 2.1.1.
this basically means that fancy effects+ other large number of things is no longer causing any lag at all.
I can confirm this cause I was playing DRLA 1.0 just yesterday and lagging was quite prevalent even during very small effect congestion.
time to hit those 1000+ monster maps hehe...
Spoiler:
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Hmm. I'm using the correct version of GZDoom, but when I pick up computer area maps, I never get any information on assemblies. The only assemblies that appear are the ones I've built.
As far as the Bestiary goes, I end up getting a few entries, particularly in Armageddon, that just have an "A" sprite displayed instead of any actual graphics. Are those just placeholders for now?
As far as the Bestiary goes, I end up getting a few entries, particularly in Armageddon, that just have an "A" sprite displayed instead of any actual graphics. Are those just placeholders for now?
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
There's a specific type of computer area map that sometimes spawns that contain blueprints. There are different computer area maps that can spawn in general. Just gotta hope RNG gives you a blueprint one.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Based Yholo told me how to use the arrow keys to control the PDA, but now I have a new question. I know bestiary entries are not carried over between games, unfortunately, so I have to ask...what IS carried over?
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
information on assemblies and exotic modpack effects on unique weapons are carried over from game to game.Trar wrote:Based Yholo told me how to use the arrow keys to control the PDA, but now I have a new question. I know bestiary entries are not carried over between games, unfortunately, so I have to ask...what IS carried over?
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Dank, thank you.
- Redead-ITA
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I have some slight issues with DRLA im gonna list the ones i found out on the gzdoom 2.1.1
Adaptive difficulty spams ACS errors in the logs at the beggining of every game, don't know if it affects stuff or not though.
Spoiler:As for the stuff that is outside of the recomended Versions of GZdoom (aka latest version)
Adaptive difficulty spams ACS errors in the logs at the beggining of every game, don't know if it affects stuff or not though.