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

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Trar
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Trar »

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.
Soul Sucka
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Soul Sucka »

Congrats on the release! Hooray!
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Ryan Cordell
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Ryan Cordell »

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.
Used to be the case prior to v1.1, there was a keyboard-only PDA before it was revamped entirely.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Machine-Reaper »

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)
Spoiler:
I'm using GZDoom 3.5.0 if you don't mind.
KILLER2
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by KILLER2 »

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
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Machine-Reaper »

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
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.

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
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Yholl
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Yholl »

Machine-Reaper wrote:Also I wish to ask that how do Monster Entries get updated?
On monster death, doesn't matter what kills em.
Machine-Reaper wrote:and do they remain forever on your PDA or only in the current game your playing?
Current game only.
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
Yep, simple sprite conflict.
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
Nah nah, not at all.
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.
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Sokoro
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Sokoro »

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?
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Machine-Reaper »

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.
just reporting here that the FPS drops are now reduced to just hiccups (even with Nuke + Zombie Explosions in congested numbers)

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:
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Bofubutt
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Bofubutt »

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?
Someone64
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Someone64 »

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.
Trar
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Trar »

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?
rabid marine
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by rabid marine »

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?
information on assemblies and exotic modpack effects on unique weapons are carried over from game to game.
Trar
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Trar »

Dank, thank you.
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Redead-ITA
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Redead-ITA »

I have some slight issues with DRLA im gonna list the ones i found out on the gzdoom 2.1.1
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.
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