DoomRL Arsenal - [1.1.5] [MP-B7.3]
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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.
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.
Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
oh no not durla
beware for it contains the number 3, the most charismatic of squiggles
changelog and download in the main post, as always!
beware for it contains the number 3, the most charismatic of squiggles
changelog and download in the main post, as always!
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
Yholl wrote: - Buffed Minigun accuracy.
Spoiler:thanks you!
Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
Thanks for fixing that performance bug it's working a treat now. Gonna take it for a play in Maps of Chaos now with the usual Yholly Trinity.
Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
Do we still need DoomRL HUD mod ? Because everyone says you need that, and there is no link to it, AND the screenshots show a very different HUD from what's in the mod.
Actually, i've been playing this latest release, and i do have a couple of gripes.
One, i do like the manual reloading option for shotguns, so i keep pressing R to reload fully...unfortunately, in the latest release there is the option to turn on autoreload, and i wouldnt normally use it, but...autoreload is about twice as fast as when i manually hold down the R key. For combat shotgun, for instance. Literally twice as fast, so even if i like the manual reloading - if there's that much of a difference it seems silly not to use autoreload all the time.
And two, i've played about 10 or so maps with the latest release and i havent seen a single modpack. At all. Except the one Technician starts with and can make. In the previous release i've found i'd say about 2 modpack per 3 levels when playing a Doom1 episode. With the latest release there are 0 modpacks. Is it just my bad luck or was something radically changed ?
Actually, i've been playing this latest release, and i do have a couple of gripes.
One, i do like the manual reloading option for shotguns, so i keep pressing R to reload fully...unfortunately, in the latest release there is the option to turn on autoreload, and i wouldnt normally use it, but...autoreload is about twice as fast as when i manually hold down the R key. For combat shotgun, for instance. Literally twice as fast, so even if i like the manual reloading - if there's that much of a difference it seems silly not to use autoreload all the time.
And two, i've played about 10 or so maps with the latest release and i havent seen a single modpack. At all. Except the one Technician starts with and can make. In the previous release i've found i'd say about 2 modpack per 3 levels when playing a Doom1 episode. With the latest release there are 0 modpacks. Is it just my bad luck or was something radically changed ?
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Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
I think when the main mod updated to 1.1, the HUD mod got merged into it. As with your modpack issues, I think you're just unlucky. Last playthrough I did, I got 2 Nanos and a Firestorm, and a Unique to use them on.karry299 wrote:Do we still need DoomRL HUD mod ? Because everyone says you need that, and there is no link to it, AND the screenshots show a very different HUD from what's in the mod.
Actually, i've been playing this latest release, and i do have a couple of gripes.
One, i do like the manual reloading option for shotguns, so i keep pressing R to reload fully...unfortunately, in the latest release there is the option to turn on autoreload, and i wouldnt normally use it, but...autoreload is about twice as fast as when i manually hold down the R key. For combat shotgun, for instance. Literally twice as fast, so even if i like the manual reloading - if there's that much of a difference it seems silly not to use autoreload all the time.
And two, i've played about 10 or so maps with the latest release and i havent seen a single modpack. At all. Except the one Technician starts with and can make. In the previous release i've found i'd say about 2 modpack per 3 levels when playing a Doom1 episode. With the latest release there are 0 modpacks. Is it just my bad luck or was something radically changed ?
Last edited by DarkTalon25 on Mon Apr 13, 2020 3:08 am, edited 1 time in total.
Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
Confirming manual reloading is busted at the moment, the special messages also seem to be not working no matter the setting of the option.
- GeneralDelphox
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Re: DoomRL Arsenal - [1.1.3] [MP-B7.3]
Tried it out myself, and by god it just melts demons. I'm getting 720 damage in total when all pellets hit, and this is just without mods!-WSTE-M5 Shotgun is now affected by Sharpshooter.
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
1.1.4 hotfix update is out, sorry about all the broken reloading and messages and marties.
Seriously, the Combat Shotguns reload was the same as it's been for years, and it suddenly just... didn't work anymore. I went through it for ages and I couldn't work out how it was doing what it was doing.
In any case, replaced it with something more sensible that does the same thing, so they all should be fine now.
Seriously, the Combat Shotguns reload was the same as it's been for years, and it suddenly just... didn't work anymore. I went through it for ages and I couldn't work out how it was doing what it was doing.
In any case, replaced it with something more sensible that does the same thing, so they all should be fine now.
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Thanks for the fix. Much obliged.
Btw, why is it that you can check the stats of all the armor in your inventory AND on your person, but for the weapons you have to switch to each weapon and do it one by one ?
Btw, why is it that you can check the stats of all the armor in your inventory AND on your person, but for the weapons you have to switch to each weapon and do it one by one ?
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
guys i.have problem when i am trying to play doomrpg with doomrla.(i play without launcher) i cant see the aura and the health bar of the monster its only when i play with doom rla when i play with just.doomrpg everything is alright so if someone can help me and also when i kill monster credits d'oseant appear.
Last edited by rimkus-sama on Tue Apr 14, 2020 11:55 am, edited 1 time in total.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Say, what's the chance of encountering Dark Marty? I did a run where I met him in Dead Simple, before all enemies were killed, which I thought was a condition for his appearance, similar to the Artifact Guardian.
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
If you get your hands on a Unique item (Mods not included, i think?) Dark Marty has a chance to appear.DarkTalon25 wrote:Say, what's the chance of encountering Dark Marty? I did a run where I met him in Dead Simple, before all enemies were killed, which I thought was a condition for his appearance, similar to the Artifact Guardian.
If you get your hands on a Demonic item, the guardian cyberdemon has a chance to spawn
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
he will also appear after assembling or finding a Master Assembly weapon.Droober wrote: If you get your hands on a Unique item (Mods not included, i think?) Dark Marty has a chance to appear.
If you get your hands on a Demonic item, the guardian cyberdemon has a chance to spawn
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Droober wrote:If you get your hands on a Unique item (Mods not included, i think?) Dark Marty has a chance to appear.DarkTalon25 wrote:Say, what's the chance of encountering Dark Marty? I did a run where I met him in Dead Simple, before all enemies were killed, which I thought was a condition for his appearance, similar to the Artifact Guardian.
If you get your hands on a Demonic item, the guardian cyberdemon has a chance to spawn
I knew the Guardian Conditions, and figured there was a relation between Uniques/Master Assemblies and Marty's appearance, given the mod's Danger Level component. I was enquiring about the actual chances.Machine-Reaper wrote:he will also appear after assembling or finding a Master Assembly weapon.Droober wrote: If you get your hands on a Unique item (Mods not included, i think?) Dark Marty has a chance to appear.
If you get your hands on a Demonic item, the guardian cyberdemon has a chance to spawn
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
The guardian cybie is a 100% & Dark marty is a 50/50I knew the Guardian Conditions, and figured there was a relation between Uniques/Master Assemblies and Marty's appearance, given the mod's Danger Level component. I was enquiring about the actual chances.
Just a guess.