Nameless Lite RPG Mod 1.6.0 New spell system

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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby sirleviatan » Mon Jul 22, 2019 11:56 am

thanks for the mod, it's amazing, I use a pack of Metadoom:
viewtopic.php?t=53010
Nameless Lite RPG Mod 1.6.0
viewtopic.php?f=43&t=56272
and Colourful Hell 0.97ccc
viewtopic.php?t=47980
and it's a bestiality, thank you very, very much!
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby DarkkOne » Wed Aug 14, 2019 6:53 pm

So, there's a bit of an issue with Hexen: Wendigos give you 999 skill points and level 260-something. I'm *guessing* it's because they spawn a whole bunch of shattered bits when you kill them, and somehow those get treated as additional enemies you kill? Also the Hexen compatibility seems to be unaware of the way armor exists in Hexen?

Basically, it seems to loosely work in Hexen, but issues start cropping up once you're a little further in.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Wed Nov 27, 2019 5:25 am

Hey. So I found this neat, half-broken lil' mod recently and rather liked it. Tidy, minimal UI, handy spell system, simple but decent RPG-ish mechanics.

I'm no programmer, but I've been tinkering with it a bit. Fixed a couple things, added a few features. Thought I'd share.

I'm presumptiously calling this version 2.0. Hope the OP doesn't mind.

https://mega.nz/#!HTQSQKiD!DhvBflL3xyTc ... 4RKNdl5T0Y

Changelog:
Spoiler:


Included are a bunch of compatibility files for various things - mostly all they do is get Ammo Synthesis working for non-standard weapon sets. There's also a minimod that changes the language used for the spell system more towards science fantasy, for those who prefer modular tech abilities rather than spellcasting. Sufficiently advanced technology and all that. Also makes the spell icons into little chipset things.

As with the original, it works best if it's late in the load order. Optional files go after the main one, naturally.

Peace, all.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby monkeybtm6 » Wed Nov 27, 2019 2:26 pm

Ixcuazl wrote:Hey. So I found this neat, half-broken lil' mod recently and rather liked it. Tidy, minimal UI, handy spell system, simple but decent RPG-ish mechanics.

I'm no programmer, but I've been tinkering with it a bit. Fixed a couple things, added a few features. Thought I'd share.

I'm presumptiously calling this version 2.0. Hope the OP doesn't mind.

https://mega.nz/#!HTQSQKiD!DhvBflL3xyTc ... 4RKNdl5T0Y

Changelog:
Spoiler:


Included are a bunch of compatibility files for various things - mostly all they do is get Ammo Synthesis working for non-standard weapon sets. There's also a minimod that changes the language used for the spell system more towards science fantasy, for those who prefer modular tech abilities rather than spellcasting. Sufficiently advanced technology and all that. Also makes the spell icons into little chipset things.

As with the original, it works best if it's late in the load order. Optional files go after the main one, naturally.

Peace, all.



Oh i dont mind, you put in a lot more work than i would into this mod right now. Ill give it a test later today.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Fri Nov 29, 2019 3:32 am

Glad to hear it. Sometimes when you take someone's baby and add a few cool robot parts, people get all upset.

Parents these days, ugh. No respect for science.

Oh, right. Minor update:

https://mega.nz/#!HHx1WAKa!h7eJcmGrsDcO ... VSdlnN-weQ

Added a manual save and an option to cap XP given by a single enemy. The latter mostly 'cause I played through City of the Damned and that thing has 99999hp monsters that spawn and die offscreen each time the moon thing happens. Would be fine if they had -countkill set, but they don't.

Also, stats update when you open/close the menu, because now there's a bunch of ways that stats can change without spending points.

Edit: Fixed the link. Sorry about that.
Last edited by Ixcuazl on Fri Nov 29, 2019 3:12 pm, edited 1 time in total.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby BoneofMalkav » Fri Nov 29, 2019 9:29 am

Ixcuazl wrote:Glad to hear it. Sometimes when you take someone's baby and add a few cool robot parts, people get all upset.

Parents these days, ugh. No respect for science.

Oh, right. Minor update:

https://mega.nz/#!KOoTiCYY!GyDaiQGDCpFT ... WhOm0ExE-w

Added a manual save and an option to cap XP given by a single enemy. The latter mostly 'cause I played through City of the Damned and that thing has 99999hp monsters that spawn and die offscreen each time the moon thing happens. Would be fine if they had -countkill set, but they don't.

Also, stats update when you open/close the menu, because now there's a bunch of ways that stats can change without spending points.


All I get from the link is "The file you are trying to download is no longer available."
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby tyrantkyng » Fri Nov 29, 2019 9:04 pm

Going to give the 'fixed' version a go. See if it works with some mods I use. Either way thx for the courtesy to upload it!
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Sun Dec 01, 2019 12:06 am

Realised I'd made an error in the language overrides for the Hexen, Strife and Ashes minipatches. Easy enough to fix yourself if you prefer, but I've uploaded fixed versions here.

Edit: Managed to miss Claw ammo in the Heretic patch, too. That plus the above three are in here, along with a patch for Cold as Hell. Fixed a sprite error in the sci-fi module, too.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Fri Dec 06, 2019 5:53 am

Saved up enough fixes for an actual update. File's here.

Changes ACS, so it's not save compatible if anyone's actually using this.

Changelog 2.0.2:
Spoiler:
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Thu Jan 02, 2020 3:23 am

Finally admitted that sometimes cutting features is better than adding them. Added a new stat, though. Yeah, I know.

RPGL 2.0.3

Changelog:
Spoiler:


Originally added the heal spells because I found it reassuring to have them but not use them. Thing is, if you actually use them it makes the game less fun, so they really shouldn't be there at all. Gameplay flows a bit better now that you've no reason to slow down and use spells to recover, and can't just ignore pickups at higher levels of energy regeneration.

I'd still recommend the blue armour replacing submod if you're decent at doom/heretic/etc and you're not running an extra-difficult wad. Means you have a reason to invest in durability, and gives you a handicap to counter the extra defensive options you get from spells.


Edit: Two minor fixes; one to a sprite offset and another to fill in a missing entry in the language file for the scifi patch (for mana knots, the stormy looking orbs). No version change; updated the file itself, so redownload if either of those is annoying you.
Last edited by Ixcuazl on Sun Jan 05, 2020 4:32 am, edited 1 time in total.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby AvzinElkein » Thu Jan 02, 2020 4:55 am

Ixcuazl wrote:Finally admitted that sometimes cutting features is better than adding them. Added a new stat, though. Yeah, I know.

RPGL 2.0.3

Changelog:
Spoiler:


Originally added the heal spells because I found it reassuring to have them but not use them. Thing is, if you actually use them it makes the game less fun, so they really shouldn't be there at all. Gameplay flows a bit better now that you've no reason to slow down and use spells to recover, and can't just ignore pickups at higher levels of energy regeneration.

I'd still recommend the blue armour replacing submod if you're decent at doom/heretic/etc and you're not running an extra-difficult wad. Means you have a reason to invest in durability, and gives you a handicap to counter the extra defensive options you get from spells.

Weird. It seems that it doesn't keep track of Hexen's armor properly, since the bar remained at 0 after getting the Platinum Helm.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Thu Jan 02, 2020 5:50 am

AvzinElkein wrote:Weird. It seems that it doesn't keep track of Hexen's armor properly, since the bar remained at 0 after getting the Platinum Helm.


Yeah, Hexen uses a different system for armour. The UI looks for BasicArmor rather than HexenArmor, so it'd always read 0. Should be fixable, actually; give me a minute to mess around with SBARINFO...

Here: Hexen Patch for 2.0.3.

Also makes the key bar less terrible and re-replaces another source of armour (rare orbs from Siphon).

It's not perfect, since the green bar doesn't fill, but it'll show your current AC rather than 0. Getting the bar to work properly might require some workaround scripting. Should be doable, but... another time, maybe.

Should really have dummied out the armour spell in the Hexen patch for the old version, but I never really ran this with Hexen except to make sure it worked. Not a problem with the new version, hopefully.

Edit: Fixed the inventory item position. Removed the empty space where the portrait isn't, but forgot to move the item display to match.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby AvzinElkein » Thu Jan 02, 2020 3:17 pm

Question: Why'd you remove the ammo-regen spells?
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby Ixcuazl » Thu Jan 02, 2020 5:26 pm

AvzinElkein wrote:Question: Why'd you remove the ammo-regen spells?


Partly for the same reason as the heal/armour spells, and partly because it solves the need for compatibility patches for every wad/mod that doesn't use the standard four ammo types.

I could retool it to use PowerInfiniteAmmo, I suppose. Or I could make an alternate version if you like; one that still has the ammo spell. Easy enough to do.
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Re: Nameless Lite RPG Mod 1.6.0 New spell system

Postby AvzinElkein » Thu Jan 02, 2020 5:28 pm

I don't see which skill gives you extra ammo.
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