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

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

Post by lwks »

Sokoro wrote:Does anyone have the old 1.05 version? I deleted mine and I would like to compare some values.
Yes I have, I'll be sending it to you by PM.

By the way, are both this MOD and Legendoom "finished"?

Also, if I download this Update will I keep all the Assemblies I've discovered on my PDA? (I know I won't be able to play the same SaveGame) And if I update GZDoom to a newer version, how can I bring said progress to the new version?
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Marrub
 
 
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Marrub »

lwks wrote:By the way, are both this MOD and Legendoom "finished"?
Far from it. There are still several classes planned, among many other things including tons of melee weapons. We are past beta, though, as the base features are all finished.
lwks wrote:Also, if I download this Update will I keep all the Assemblies I've discovered on my PDA? (I know I won't be able to play the same SaveGame) And if I update GZDoom to a newer version, how can I bring said progress to the new version?
Yes, you will. In order to move progress to a newer version, copy your ini file to the new version.
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lwks
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by lwks »

Marrub wrote:Far from it. There are still several classes planned, among many other things including tons of melee weapons. We are past beta, though, as the base features are all finished.
So all those years and we're out of Beta just about now? Cool, guess I'll have something to look up to for the rest of my life then :lol:
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Marrub
 
 
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]

Post by Marrub »

lwks wrote:
Marrub wrote:Far from it. There are still several classes planned, among many other things including tons of melee weapons. We are past beta, though, as the base features are all finished.
So all those years and we're out of Beta just about now? Cool, guess I'll have something to look up to for the rest of my life then :lol:
No, 1.0 was released several years ago now. Which means you have even longer to wait. :P
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Yholl
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Yholl »

KILLER2 wrote:Some way to view the full description of armors in the PDA would be useful in case you can't remove your current armor without destroying it, since the description contains useful info like armor specials etc.
The tooltips tell you what the armor specials are, amongst many other things. Just mouse over them.
lwks wrote:By the way, are both this MOD and Legendoom "finished"?
LegenDoom is, DRLA will continue for who knows how long. The amount of planned stuff is staggering.
lwks wrote:So all those years and we're out of Beta just about now? Cool, guess I'll have something to look up to for the rest of my life then :lol:
It's been out of beta for years, this is 1.1.1. The 1.0 release was a long time ago. Monsterpack is of course, still in beta because the enemy roster is not finished.
Soul Sucka
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Soul Sucka »

If you have no ammo left to reload the Burst Minigun with, pressing the reload button instead makes the minigun spin around for half a second, which doesn't do anything, but isn't consistent with all weapons not reacting at all to the reload button if you aren't able to reload due to being out of inventory ammo.
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sebastianali
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by sebastianali »

interesting mod...
you can add rpg mechanics like level up and character save plz?
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Marrub
 
 
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Marrub »

sebastianali wrote:interesting mod...
you can add rpg mechanics like level up and character save plz?
You're looking for Doom RPG which is mostly compatible with this mod.
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Bofubutt
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Bofubutt »

Yholl wrote:Anyway, new big ol' bugfix update is here. Thank you very much for your patience, and for putting up with all this broken crap all this time.
Honestly, nobody has room to complain. It's a staggering amount of work that you've done, with so many variables and environmental factors to consider. Testing is probably the hardest, most time-consuming part of software development.
KILLER2
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by KILLER2 »

I found a bug. If you enable "fancy projectiles" that enables "bullet ricochets" accompanied with sounds, but the same bullet ricochet sounds play on the revenant's missle trail which is a big confusing and annoying. Also, the "loud revenant wake up noise" bug that was reported a few replies ago is still happening.
Either way, I'm having a TON of fun with this mod! Great work! Playing it with Colourful Hell and with your own monsterpack (+LegendoomLite for added spiciness hehe), I gotta say, you've done wonders with that adaptive difficulty. Ramps up really well.

P.S.:Making the legendary mancubus shoot rockets is NOT OK! YOU ARE A BAD PERSON!
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sebastianali
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by sebastianali »

Marrub wrote:
sebastianali wrote:interesting mod...
you can add rpg mechanics like level up and character save plz?
You're looking for Doom RPG which is mostly compatible with this mod.
thanks but i know the kyle rpg. yes, is compatible with doom rl but has a lot of bugs like crashes or hud glitches.
also if you play doom rl with the kyle rpg the weapons that the game give you for completing missions are broken. you complete two or three missions and boom! you win infinite bfg :(
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wildweasel
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by wildweasel »

sebastianali wrote:
Marrub wrote:
sebastianali wrote:interesting mod...
you can add rpg mechanics like level up and character save plz?
You're looking for Doom RPG which is mostly compatible with this mod.
thanks but i know the kyle rpg. yes, is compatible with doom rl but has a lot of bugs like crashes or hud glitches.
also if you play doom rl with the kyle rpg the weapons that the game give you for completing missions are broken. you complete two or three missions and boom! you win infinite bfg :(
Try Sumwunn's fork, which has aimed to fix things: viewtopic.php?f=19&t=63766
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affandede
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by affandede »

I like to see myself as a good Doom player but holy hell, those Bruiser Brothers are buffed. You are basically dead if the map you are playing decides to throw them at you on an open field.
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Sokoro
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Sokoro »

I was looking at Death's Gaze code and there is:

Code: Select all

TNT1 A 0 A_JumpIfInventory("RLSharpshooterPerk",1,2)
	TNT1 A 0 A_FireBullets (2, 2, -1, (10*random(5,6)), "RLDeathsGazePuff", FBF_NORANDOM)
    Goto FireFinish
	TNT1 A 0 A_FireBullets (1, 1, -1, (80), "RLDeathsGazePuff", FBF_NORANDOM)
    Goto FireFinish
Is it intended to do 50-60 damage for normal characters, but only 80 damage with scout? because that is only 1.5x multiplier bonus.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Machine-Reaper »

affandede wrote:I like to see myself as a good Doom player but holy hell, those Bruiser Brothers are buffed. You are basically dead if the map you are playing decides to throw them at you on an open field.
just don't use fire weapons against them and always use cover.
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