Doom RPG SE [unofficial, bugfix-ish]

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

Postby Sumwunn » Fri Apr 26, 2019 11:46 am

Scottvrakis wrote:So.. I'm not sure if this has been answered before, because I've been scouring Google and I can't find heads nor tails of an answer.. What do you do with the key card drops you can get in the Outpost Arena? I can't see any door for them.


Thought this seemed familiar...
viewtopic.php?style=12&f=45&t=33292&p=938882&hilit=key#p938882
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Sir Swerving » Sat Apr 27, 2019 4:49 am

Perhaps there could be more credit tiers, With only 1k credits sometimes a player pukes out a rainbow sea that can result in some lag, Silver&Gold maybe?
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Edward-san » Sat Apr 27, 2019 8:16 am

Hey, the mod is interesting! I can give some feedbacks for it:

1) I see these warnings when I load just DoomRPG:

Code: Select allExpand view
Script warning, ":actors/modules.txt" line 24:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, ":actors/marines/powersuit.txt" line 498:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 500:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 502:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 504:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 506:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 508:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 510:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1044:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1047:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1050:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1053:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1056:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1059:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1062:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1065:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1068:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1070:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1072:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1074:
Numeric type expected, got "None"
Script warning, ":actors/marines/powersuit.txt" line 1119:
Numeric type expected, got "None"


2) If I also include DoomRPG-Extras, I get these warnings, too:
Code: Select allExpand view
Script warning, ":actors/extras/weapons/shotgun.txt" line 37:
Unknown class name 'DRPGDarkBlueAuraInfiniteAmmo' of type 'Inventory'
Script warning, ":actors/extras/weapons/shotgun.txt" line 79:
Truncation of floating point constant 7.500000
Script warning, ":actors/extras/weapons/shotgun.txt" line 85:
Truncation of floating point constant 12.500000
Script warning, ":actors/extras/weapons/shotgun.txt" line 91:
Truncation of floating point constant 17.500000
Script warning, ":actors/extras/weapons/shotgun.txt" line 98:
Unknown class name 'DRPGDarkBlueAuraInfiniteAmmo' of type 'Inventory'
Script warning, ":actors/extras/weapons/ssg.txt" line 45:
Unknown class name 'DRPGDarkBlueAuraInfiniteAmmo' of type 'Inventory'
Script warning, ":actors/extras/weapons/ssg.txt" line 80:
Unknown class name 'DRPGDarkBlueAuraInfiniteAmmo' of type 'Inventory'
Script warning, ":actors/extras/weapons/plasmarifle.txt" line 43:
Unknown class name 'DRPGDarkBlueAuraInfiniteAmmo' of type 'Inventory'


3) After the game is loaded, there are additional messages when the Titlemap and the outpost maps are loaded:
Code: Select allExpand view
TITLEMAP - Unnamed

Incorrect data format for conversation script in maps/titlemap.wad.


Code: Select allExpand view
OUTPOST - UAC Outpost

Incorrect data format for conversation script in maps/outpost.wad.


That's it - I also noticed GZDoom crashes on different issues, these will be reported at the bugs forum.
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Keldian » Mon Apr 29, 2019 5:36 am

Not compatible with crapi.wad .
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Scottvrakis » Thu May 02, 2019 3:03 am

Sumwunn wrote:
Scottvrakis wrote:So.. I'm not sure if this has been answered before, because I've been scouring Google and I can't find heads nor tails of an answer.. What do you do with the key card drops you can get in the Outpost Arena? I can't see any door for them.


Thought this seemed familiar...
viewtopic.php?style=12&f=45&t=33292&p=938882&hilit=key#p938882


Thanks man, I appreciate it. Do you have any idea where specifically in the base it is or..?
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Zhs2 » Tue May 07, 2019 8:34 pm

Bump. Thanks you for keeping Doom RPG alive, I must be the only guy who plays it with DoomRPG-Extras instead of all that fancy DoomRLA+Monsters+LegenDoom and whathaveyou but it's still quite fun. Wanted to leave a quick report here since I don't have the time to personally investigate why this happens, but apparently in GZDoom 4.1.1 the Outpost map causes GZDoom to outright close if you switch to "Doom Software Renderer" in the middle of a game, and outright crashes GZDoom thanks to being the titlemap while Vulkan is enabled (+vid_enablevulkan 1) when launching. Perhaps it is one of the textures since loading the map all by itself without the rest of DoomRPG doesn't seem to cause the crashes?

Edit: Posted a report.
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby lucker42 » Wed May 15, 2019 12:21 pm

Who is interested, you can try rebalance Doom RPG. You can download it here:

https://github.com/WNC12k/DoomRPG-Rebalance

What's changed:

The formula is to increase damage per character level and strength;
Formulas to increase health and energy;
Formula increase the capacity of the backpack per level Capacity;
Slightly changed the mechanics of getting buffs from chemistry (Stims);
Modified drop credits to decrease;
Changed the random spawn shit on the map;
Changed prices in no clothing left on some species weapons and chemistry (Stims);
Changed bonuses from the arena;
The cost of use of skills;
Bonuses from the use of Aug.

PS: the Rebalance was done "by itself" to increase the hardcore.

Recommended difficulty: Hell.

The basis of the rebalance is the latest version of Doom RPG: https://github.com/Sumwunn/DoomRPG

Be sure to use in conjunction with Doomrl and DoomRL Monsters latest versions.
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Sumwunn » Thu May 16, 2019 9:33 pm

Sir Swerving wrote:Perhaps there could be more credit tiers, With only 1k credits sometimes a player pukes out a rainbow sea that can result in some lag, Silver&Gold maybe?


I like this! Always up for more variation.

Edward-san wrote:Hey, the mod is interesting! I can give some feedbacks for it:

1) I see these warnings when I load just DoomRPG:

Code: Select allExpand view
-snip-


2) If I also include DoomRPG-Extras, I get these warnings, too:
Code: Select allExpand view
-snip-


3) After the game is loaded, there are additional messages when the Titlemap and the outpost maps are loaded:
Code: Select allExpand view
TITLEMAP - Unnamed

Incorrect data format for conversation script in maps/titlemap.wad.


Code: Select allExpand view
OUTPOST - UAC Outpost

Incorrect data format for conversation script in maps/outpost.wad.


That's it - I also noticed GZDoom crashes on different issues, these will be reported at the bugs forum.


Powersuit warnings:
Looks like Yholl's coding, heh.
You can safely ignore those (the module one too).

Extra's warnings:
Yikes! Will fix.

Map warnings:
Hmm, I'm not seeing those with GZDoom v4.1.2 Modern. I'll save all of DRPGs maps with the latest Slade when I next commit for what its worth.

Scottvrakis wrote:Thanks man, I appreciate it. Do you have any idea where specifically in the base it is or..?


Honestly I have no idea lol.

Zhs2 wrote:Bump. Thanks you for keeping Doom RPG alive, I must be the only guy who plays it with DoomRPG-Extras instead of all that fancy DoomRLA+Monsters+LegenDoom and whathaveyou but it's still quite fun. Wanted to leave a quick report here since I don't have the time to personally investigate why this happens, but apparently in GZDoom 4.1.1 the Outpost map causes GZDoom to outright close if you switch to "Doom Software Renderer" in the middle of a game, and outright crashes GZDoom thanks to being the titlemap while Vulkan is enabled (+vid_enablevulkan 1) when launching. Perhaps it is one of the textures since loading the map all by itself without the rest of DoomRPG doesn't seem to cause the crashes?

Edit: Posted a report.


I quite like extras myself. I feel like leveling up of the player/monsters stands out more (in terms of difficulty/balance) than with DRLA. I quite like LegenDoom for that as well.
I think the crashing was fixed in v4.1.2? DRPG brings out the most obscure bugs it seems.

lucker42 wrote:-snip-


Ohhhh Interesting changes. How would say this affected DRPG by itself? Too hard without DRLA?
Did this affect the difficulty of assassination missions (most will insta-kill the player)?
I'll try this tomorrow.

-----------------

Also has anybody here managed to play through a megawad (32 maps) without crashing? I've noticed a few crashing reports are with people playing Lexicon (32+). So I'm thinking DRPGs map array is overflowing, causing the crashing.
If anyone here crashes with Lexicon. Please post how many levels you played and if you returned to the hub or not. Thanks!

EDIT:
HP Regen bug is fixed (so sorry, my fault, I broke it when making use of WorldThingDamaged).
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Tanksy » Sun Jun 09, 2019 2:34 pm

When I try to compile with the compile.bat, it seemingly works till I get ingame and there's no graphics for things, and a lot seems broken. All I did was add in a sound effect that plays on a skill use and ran the compily.bat file (after installing python etc). Is there something I'm missing? There's no instruction on how to build it on the github.
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby EricaOnline » Wed Jun 12, 2019 8:50 pm

Tanksy wrote:When I try to compile with the compile.bat, it seemingly works till I get ingame and there's no graphics for things, and a lot seems broken. All I did was add in a sound effect that plays on a skill use and ran the compily.bat file (after installing python etc). Is there something I'm missing? There's no instruction on how to build it on the github.


What are you aiming to do? Did you want to have it play a different sound from the default one, or add an extra sound that plays simultaneously? If it's the first, you're probably better off just replacing the file directly in DooomRPG\DoomRPG\sounds\skills\.

(I assumed from the fact that you're trying to replace a sound that you've already managed to get the mod running normally at least once, but... you do know that you don't have to compile the git at all, right? You just grab the whole loose thing and load it as a directory - or, preferably, use Forevener's custom launcher.)
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Sumwunn » Fri Jun 14, 2019 3:57 pm

Tanksy wrote:When I try to compile with the compile.bat, it seemingly works till I get in-game and there's no graphics for things, and a lot seems broken. All I did was add in a sound effect that plays on a skill use and ran the compile.bat file (after installing python etc). Is there something I'm missing? There's no instruction on how to build it on the GitHub.


Apologies for the lack of instructions, I'll write some proper ones. One day.
I have compile.bat setup so I can compile in a portable environment. It also runs AStyle over all of DRPG's source files to keep formatting consistent.
Since you have Python installed you should be able to run compile.py directly. You'll need GDCC (the compiler) first though.

First create a folder within DRPG's Utilities folder called "gdcc" then download GDCC from Links.txt contained within Utilities. Extract all the files into the gdcc folder and make sure you haven't extracted a folder within a folder (gdcc/gdcc etc).

For reference:


If you just want to replace a sound, look in SNDINFO.txt for references and the sound folders and you should find what you're looking for, most of the sound names are named well enough.
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Sir Strange » Thu Jun 27, 2019 5:30 am

Hello, when I try and play this with Colorful hell and LegenDoom, I don't get colorful hell monsters but I get LegenDoom weapons and monsters. When I run just Colorful Hell, I get the monsters, so its not that. I generated a log so that might help. GZDoom is 4.1.3


Code: Select allExpand view
Script warning, "ColourfulHell97CCC.pk3:decorate/shotgunners" line 307:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/shotgunners" line 309:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/shotgunners" line 311:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/shotgunners" line 313:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/spectres" line 452:
Unknown class name 'Drt13' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/cacodemons" line 411:
Unknown class name 'Null' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/cacodemons" line 484:
Unknown class name 'Null' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/thepains" line 2579:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/thepains" line 2706:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/thepains" line 2711:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/thepains" line 2716:
Unknown class name '' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate/zombies" line 645:
Unknown class name '0' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate" line 972:
Unknown class name 'RLChaingunPickup' of type 'Actor'
Script warning, "ColourfulHell97CCC.pk3:decorate" line 985:
Unknown class name 'RLClip' of type 'Actor'
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 52:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 105:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 111:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 118:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 124:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 131:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 137:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 144:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 150:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 157:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 160:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 163:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/baseweaponpickups.dec" line 166:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 26:
Unknown class name 'champion_DarkRedToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 27:
Unknown class name 'champion_RedToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 28:
Unknown class name 'champion_OrangeToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 29:
Unknown class name 'champion_YellowToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 30:
Unknown class name 'champion_DarkGreenToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 31:
Unknown class name 'champion_GreenToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 32:
Unknown class name 'champion_CyanToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 33:
Unknown class name 'champion_BlueToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 34:
Unknown class name 'champion_IndigoToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 35:
Unknown class name 'champion_VioletToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 36:
Unknown class name 'champion_PinkToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 37:
Unknown class name 'champion_MagentaToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 38:
Unknown class name 'champion_BlackToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 39:
Unknown class name 'champion_GreyToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 40:
Unknown class name 'champion_WhiteToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 41:
Unknown class name 'champion_BronzeToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 42:
Unknown class name 'champion_SilverToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monsterstats.dec" line 43:
Unknown class name 'champion_GoldToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 24:
Unknown class name 'champion_DarkRedToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 25:
Unknown class name 'champion_RedToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 26:
Unknown class name 'champion_OrangeToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 27:
Unknown class name 'champion_YellowToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 28:
Unknown class name 'champion_DarkGreenToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 29:
Unknown class name 'champion_GreenToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 30:
Unknown class name 'champion_CyanToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 31:
Unknown class name 'champion_BlueToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 32:
Unknown class name 'champion_IndigoToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 33:
Unknown class name 'champion_VioletToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 34:
Unknown class name 'champion_PinkToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 35:
Unknown class name 'champion_MagentaToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 36:
Unknown class name 'champion_BlackToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 37:
Unknown class name 'champion_GreyToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 38:
Unknown class name 'champion_WhiteToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 39:
Unknown class name 'champion_BronzeToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 40:
Unknown class name 'champion_SilverToken' of type 'Inventory'
Script warning, "LegenDoom_2.5.pk3:decorate/monstervisuals.dec" line 41:
Unknown class name 'champion_GoldToken' of type 'Inventory'
Script warning, ":actors/modules.txt" line 24:
Self pointer used in ambiguous context; VM execution may abort!

The thing I find the most interesting is that it says that they can be played together here https://github.com/Sumwunn/DoomRPG/wiki
Sir Strange
 
Joined: 27 Jun 2019

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

Postby Sumwunn » Thu Jun 27, 2019 5:10 pm

Hmm, those errors are unrelated to DRPG.

You're probably just missing the patches.

Load order for LD & CH w/ DRPG will look like this:
legendoom.pk3
colourfulhell.pk3
DoomRPG\DoomRPG
DoomRPG\DoomRPG-Brightmaps (If you want)
--- The patches which make everything work:
DoomRPG\DoomRPG-LegenDoom
DoomRPG\DoomRPG-ColourfulHell

An image for reference:
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Re: Doom RPG SE [unofficial, bugfix-ish]

Postby Sir Strange » Thu Jun 27, 2019 6:32 pm

Oh, I didn't know that you had to load the files aswell! Thanks
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Joined: 27 Jun 2019

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

Postby Crimsondrgn » Fri Jun 28, 2019 3:28 pm

Would it at all be possible to add in higher-end summons for when you're using Doom Roguelike Arsenal's monster pack? Feels a bit weird to have so many variants of enemy types unable to be allies as well, including bosses like the bruiser brothers. With how powerful the player can get on their own, I don't think it would be all that broken to allow such a thing.
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