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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
aqkko
Posts: 3
Joined: Sat Aug 10, 2019 11:32 pm

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

Post by aqkko »

I'm just following up, just for your own information. I did what you said and was able to make the changes in Legendoom and Final Doomer. But oddly, deleting the two lines in RL Arsenal didn't seem to change anything.
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

aqkko wrote:I'm just following up, just for your own information. I did what you said and was able to make the changes in Legendoom and Final Doomer. But oddly, deleting the two lines in RL Arsenal didn't seem to change anything.
Oh whoops, you're playing as Scout, aren't you? I totally forgot about changing him. Go to actors/classes/Scout.txt and delete the lines there, Scout has 10% faster movement, so it is redefined there as well.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

i just noticed some oddities trying to make a DRLA compat patch for KDiZD. in some of the levels, certain decorations in KDiZD seems to conflict with monsters from the monster pack and gets replaced with them. some of the corpses turns into Abominants, which isn't a problem because they're regular Abominants that can be killed with a console command. but some of the decorations turn into a front-facing only version of the Nightmare Cyberdemon that cannot be killed and constantly shoots rockets at you.

i'm totally stuck as to why it turns into this thing specifically, and i can't find the correct console command to kill it with. it probably won't become an issue once i turn it back into the respective corpse decoration, it's just really weird. is it something that's used in the test map?
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Viscra Maelstrom wrote:i just noticed some oddities trying to make a DRLA compat patch for KDiZD.
It's a MapID conflict.
Apparently KDiZD uses the same numbers that I do for some things which uhhhhhh makes that a doozy to try and fix.

I don't see how you'll be able to solve that issue, sorry.
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

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

Post by Ethril »

Viscra Maelstrom wrote: but some of the decorations turn into a front-facing only version of the Nightmare Cyberdemon that cannot be killed and constantly shoots rockets at you.

i'm totally stuck as to why it turns into this thing specifically, and i can't find the correct console command to kill it with. it probably won't become an issue once i turn it back into the respective corpse decoration, it's just really weird. is it something that's used in the test map?
sounds like it's the doom 64 titlemap cybie

Code: Select all

ACTOR RL64TitlemapCyberdemon : RLNightmareCyberdemon 3014
{
    //$Color 12
    //$Category Doom64Things
    Speed 0
    SeeSound ""
    -PUSHABLE
    +NOINFIGHTING
    +INVULNERABLE
    +PAINLESS
    +NONSHOOTABLE
    
    States
    {
        Spawn:
            NCYB E 1 A_Look
            Goto See
        See:
            NCYB E 1 A_Chase
            Loop
        Missile:
            NCYB E 12 A_FaceTarget
            TNT1 A 0 A_FaceTarget
            NCYB F 12 Bright A_CustomMissile("RLCyberdemonRocket", 50, -20, frandom(1,-1), CMF_OFFSETPITCH, frandom(1,-1))
            TNT1 A 0 A_MonsterRefire (0, "MissileWait")
            Loop
        MissileWait:
            NCYB E 1 A_FaceTarget
            TNT1 A 0 A_MonsterRefire (0, "MissileWait")
            Goto Missile
    }
}
(it's in the drla monster pack, in \actors\MonsterCompat.txt)

edit: i looked again and this also explains the abominants:

Code: Select all

ACTOR RL64MotherDemon : RandomSpawner 3013
{
	DropItem "RLAbominant"
}
User avatar
TDRR
Posts: 815
Joined: Sun Mar 11, 2018 4:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Debian 12/ Manjaro
Graphics Processor: nVidia with Vulkan support
Location: Venezuela

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

Post by TDRR »

Viscra Maelstrom wrote:i just noticed some oddities trying to make a DRLA compat patch for KDiZD. in some of the levels, certain decorations in KDiZD seems to conflict with monsters from the monster pack and gets replaced with them. some of the corpses turns into Abominants, which isn't a problem because they're regular Abominants that can be killed with a console command. but some of the decorations turn into a front-facing only version of the Nightmare Cyberdemon that cannot be killed and constantly shoots rockets at you.

i'm totally stuck as to why it turns into this thing specifically, and i can't find the correct console command to kill it with. it probably won't become an issue once i turn it back into the respective corpse decoration, it's just really weird. is it something that's used in the test map?
Tell people to load KDiZD last, which fixes the conflicts.
User avatar
YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

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

Post by YasuoProjectX »

You feeling something amazing here...... (Hearing creepy eerie noise)
You've got a good feeling about this place... (Hearing creepy mist noise)
You feel a vile, yet unthreatening prescence here... (WTF IS THAT NOISE?)
Seems like something here is really cool...

what is that meaning of that dialogue?

Edit: Also im hearing a ghost sound? or some kind of creepy noise again?
rabid marine
Posts: 95
Joined: Sun Jul 31, 2016 8:18 pm

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

Post by rabid marine »

YasuoProjectX wrote:You feeling something amazing here...... (Hearing creepy eerie noise)
You've got a good feeling about this place... (Hearing creepy mist noise)
You feel a vile, yet unthreatening prescence here... (WTF IS THAT NOISE?)
Seems like something here is really cool...

what is that meaning of that dialogue?

Edit: Also im hearing a ghost sound? or some kind of creepy noise again?
Those types of messages mean that a unique or above item has appeared in the level. Better check every nook and cranny, it wouldn't be good to miss out on some powerful equipment...

Unique and above items also periodically emit sounds to help you locate them, that might be the ghostly sounds you're hearing.
User avatar
YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

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

Post by YasuoProjectX »

not some scary monsters with that message?

im scared if i saw that coming lol
OldRabbit
Posts: 1
Joined: Tue Aug 20, 2019 12:37 am

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

Post by OldRabbit »

This mod is the best I've seen. But I remember the mod at the time of the new year, but what I just saw is very cool. But you can fix the marine helmet when it raises the sphere of invulnerability
User avatar
Sokoro
Posts: 37
Joined: Fri Jul 13, 2012 10:41 am

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

Post by Sokoro »

Am I the only one who thinks that supply crates spawn too often? Is it possible to change it in the code so that they spawn with lower chance? I tried to find it, but no luck.

Also could you make it so that the protection for death exits by barrels is optional? it somehow breaks the immersion in some wads for me, when the wad says that you died and spawned in hell or stuff like that. I tried to find that in code too, but did not.

I guess both of these things are managed by acs?
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Post by Yholl »

THE YOLEWAVE HAS BEEN UNLEASHED
Enjoy the new update, with many bugfixes and updates! See the changelog for details.
OldRabbit wrote:This mod is the best I've seen. But I remember the mod at the time of the new year, but what I just saw is very cool. But you can fix the marine helmet when it raises the sphere of invulnerability
Thanks for the kind words. I'm afraid I have no idea what you're asking me to fix, though.
Sokoro wrote:Am I the only one who thinks that supply crates spawn too often? Is it possible to change it in the code so that they spawn with lower chance? I tried to find it, but no luck.
It's in several places, they spawn from powerups, each powerup has their own chance.
Sokoro wrote:Also could you make it so that the protection for death exits by barrels is optional?
I should make that a cvar, yeah.
User avatar
Alptraum
Posts: 116
Joined: Mon Apr 22, 2019 12:39 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Post by Alptraum »

I heard the mod got updated ^^
KILLER2
Posts: 436
Joined: Fri Apr 09, 2010 2:39 pm
Contact:

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Post by KILLER2 »

Congrats on the new update Yholl! I'll be sure to check it out.

Nice changelog on the Arsenal. I see some of my bug reports ended up being fixed. I'm also really happy to see spawns for OP things being nerfed accross the board. No nerf for Malek's, but at least now it should be super rare.

"Fixed one of the Revenant's sounds still being stereo, causing them to frighten Kegan."
Yes, THANK YOU! I CAN FINALLY PLAY THE MONSTERPACK WITHOUT BEING ANNOYED NOW! My name isn't even Kegan.
User avatar
Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am
Contact:

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Post by Machine-Reaper »

"unseen eyes notice your discovery"

I really don't understand this line since nothing happens after.

Also do Legendary Items make a more Higher Pitched Signal Sound then before?
Post Reply

Return to “Gameplay Mods”