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

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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Viscra Maelstrom »

it looks like the railgun doesn't get any substantial boosts when using basic mods on it, instead it gets the same tiny boosts as it did pre-1.1.
the jackhammer's nano function doesn't restore ammo when killing enemies that bleed bulletpuffs, like Lost Souls.
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Bofubutt
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Bofubutt »

This came up a while ago, but should the Gauss Rifle be using bullets or cells? While we determined that it's using bullets in the game, since it's assembled from energy weapons and fires an energy beam (and makes Nightmare Revenants blow up), it seems like it should be using cells.
saladofstones
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by saladofstones »

This isn't to be nit-picky, but I find the naming of the "assault" assembles to not match with what they actually do.

Assault weapons tend to be shorter-range, rapid-fire weapons. Most of the upgrades seem to remove the rapid-fire option and instead turn them more into marksman rifles, with a focus on high-power at the expense of rate of fire. I know there are already marksman weapons that drop, but maybe changing the name of the assembly to either Marksman or Sharpshooter.
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Yholl
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Yholl »

Bofubutt wrote:This came up a while ago, but should the Gauss Rifle be using bullets or cells? While we determined that it's using bullets in the game, since it's assembled from energy weapons and fires an energy beam (and makes Nightmare Revenants blow up), it seems like it should be using cells.
It fires bullets, not an energy beam, it's a gauss rifle. It accelerates metal. Nightmare Revenants explode from plasma or from being gibbed.
saladofstones wrote:This isn't to be nit-picky, but I find the naming of the "assault" assembles to not match with what they actually do.

Assault weapons tend to be shorter-range, rapid-fire weapons. Most of the upgrades seem to remove the rapid-fire option and instead turn them more into marksman rifles, with a focus on high-power at the expense of rate of fire. I know there are already marksman weapons that drop, but maybe changing the name of the assembly to either Marksman or Sharpshooter.
DRLA is based on DRL, and that's what the Assault Rifle assemblies more or less did in that.

In any case, we've already got future plans to alter the assembly to Precision, and all of them will receive scopes.
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fakemai
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by fakemai »

Script performance aside, LDL probably can nerf certain drops for DRLA. Specifically, armor where the standard trio don't compare to anything specialist or rare but show up ridiculously often, and also any weapon that Technician class can scavenge since it makes assemblies way too easy. That aside, bugs.
Spoiler:
Yholl wrote:It fires bullets, not an energy beam, it's a gauss rifle. It accelerates metal.
That it does, but it may not be a bad idea to have the charging side of it consume cells on top of bullets, at least as long as it's doing such massive damage and piercing when fully charged.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Machine-Reaper »

Yholl wrote: In any case, we've already got future plans to alter the assembly to Precision, and all of them will receive scopes.
I always wanted a Scope on my Minigun, now I can suture with lead
fakemai wrote: [*]High Power Nuclear BFG9000 lists "no class perk" for Demolitionist despite it literally making the weapon function as a BFG instead of a suicide button if you don't do the 2-bulk modpack thing.
its more of an easter egg then a perk cause its obviously supposed to not work normally in hands of a sane person, but an Insane person who hardly feels any Ballistic Concussion will make it work.
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Slax
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Slax »

Yholl wrote:In any case, we've already got future plans to alter the assembly to Precision, and all of them will receive scopes
Sniper's a good job, mate.
That's interesting and tasty sounding. Because ears can taste things.
I think my eyes just got hungry too because I'm imagining what the sprites will look like. Mmmmm...
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fakemai
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by fakemai »

Machine-Reaper wrote:its more of an easter egg then a perk cause its obviously supposed to not work normally in hands of a sane person, but an Insane person who hardly feels any Ballistic Concussion will make it work.
All classes can make it work right via 2 bulk modpacks since it needs 40 cells to fire but only holds 25. His perk halves the requirement to 20 so it works unmodded, and can be modded with other things on top of that like a normal HPBFG. Oddly, I noticed that normal BFG9000 (and presumably all affected weapons) don't list the half-ammo as a perk, since it's not classified as one, even though "Ammochain" is. It probably makes more sense to switch Fireangel to passive since it doesn't make as much sense to apply to weapons and is equally passive.

Also oddly, suicide mode bypasses iddqd god mode, but not invulnerability spheres, I thought they were equivalent with only god2 being able to survive extremes such as from telefrags. Same applies to nuke barrels and armageddon Pain Elementals, speaking of, I had another go at that MAP23 part, and realized how to bypass that one insta-kill so I take it back about "impossible".
Funky Gnoll
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Funky Gnoll »

Yholl wrote: In any case, we've already got future plans to alter the assembly to Precision, and all of them will receive scopes.
Hell yes. Precision Laser Rifle, here I come
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by LOLANONIMUS »

Hello I want to inform you that I can not download the compatibility patch of the RPG mode without name of Monkeybtm6 could you receive the link?
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Yholl
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Yholl »

LOLANONIMUS wrote:Hello I want to inform you that I can not download the compatibility patch of the RPG mode without name of Monkeybtm6 could you receive the link?
Can't do anything about it, I'll edit the main post.
retronutcase
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by retronutcase »

Been having a blast with DoomRLA, though I wonder if certain things might be possible with it that aren't currently implemented. I'll just list my thoughts in no particular order.

-Being able to set what map the game "loops" on. Right now it's Map 30 or nothing, but what if you're playing a Wad that only has custom levels up to Map 9 or something?

-Being able to tweak appearance rates for certain things. Sometimes I'd go through a map and it felt like not a single weapon mod showed up.

-Some boots feel a bit too contextual in their usage, like the ones that give you shockwave kicks. Perhaps a "quick kick" function could be mapped to the Zoom key, to give us something akin to Duke's Mighty Boot? A quick melee kick when we need it regardless of weapon?

-Optional setting for hitscan enemies to give them very fast projectiles instead. Something to make chaingunners and similar monsters less terrible in big open rooms, and to give you a better way to tell where they're firing from.
Last edited by retronutcase on Sun Jun 30, 2019 12:39 pm, edited 1 time in total.
Funky Gnoll
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Funky Gnoll »

Quick kick is not going to happen.
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Bofubutt »

I definitely don't expect every enemy replacement to be logical. Sometimes, you get a Nightmare Archvile in a spot where a normal Archvile appears where the normal Archvile is easily dealt with (or might be necessary to trigger an Archvile jump), but the Nightmare Archvile fries you instantly if you don't have the right items to kill it quickly. And sometimes, you get an area filled with obstacle things that that can protect you from the plasma shots fired by an Arachnotron, but not the chaingun fired by the Arachnosentinel (or, in other cases, let the chaingun commando shots through as intended, but reduce the plasma gun/tristar variants to ineffective free kills). And when RNG really hates you, you get one of the Cyberdemon replacements with a railgun on some elevated platform far across the map that just turns you into paste if you ever stop bobbing and weaving.
It fires bullets, not an energy beam, it's a gauss rifle. It accelerates metal. Nightmare Revenants explode from plasma or from being gibbed.
Good to know. Not sure why I forgot the gibbed part. It makes sense - I think my focus was more on what weapon needed to be modded to make the gauss rifle as well as how it's powered rather than what it actually does.
-Being able to tweak appearance rates for certain things. Sometimes I'd go through a map and it felt like not a single weapon mod showed up.
I have noticed that weapon mods drop at really low rates most of the time, while I usually end up with lots of armor mods appearing despite never using them. I've also noticed a few mapsets that don't use dead player sprites (like Sunlust) don't spawn any teleporters unless you're "lucky" enough to spawn some Shocktroopers. Something like this might be neat, but only if it can be done in a practical way without completely rewriting the item spawn code.

One suggestion I would make for the Machine Elemental and Nightmare Elemental: is there any way to make it need to be able to draw a direct path to the player (even one that it can't physically travel due to blocking sprites/sector heights/etc.) in order for them to start spawning things? I get that not needing line of sight is their thing, but there are certain mapsets where I end up with an endless stream of Lost Souls or Hellmines teleporting out of the ether because their Mommy is in a monster teleport sector completely closed off from the rest of the map that hasn't been triggered yet. It's bad enough that I actually get relieved when I see a Hellstorm Elemental on the tracking map instead of one of those guys.

One thing I noticed about a certain unique weapon:
Spoiler:
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Post by Viscra Maelstrom »

the Plasmatic Shotgun with two tech mods applies reloads quite a bit slower in comparison to the Heavy Shotgun with the same mods applied, making it somewhat inferior to use.
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