DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

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Cutmanmike
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Re: CMM DoomRL Classes [0.2]

Post by Cutmanmike »

Try as I might, I can't reproduce the inventory carrying over. There might be a GZDoom/DRLA setting I'm overlooking related to inventory, not sure.
C-O-O-P-E-R wrote:When playing as a mechanoid, met devil arch-vile, when he fired a fireball that clones the main character, an error occurs (Called fromRLCMMClassesEvents.WorldThingSpawned at DoomRL_CMMClasses_0.2.pk3:zscript/drla_cmm/drla_cmm_misc.txt, line 12) :?
Oops! That's fixed now.

http://cutstuff.net/public/DoomRL_CMMClasses_0.3.pk3

I've also added the new mugshot and done some minor changes, like increasing the melee damage from technical mods (Mechanoid).
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SiFi270
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Re: CMM DoomRL Classes [0.3]

Post by SiFi270 »

I got a video of the backpack issue I was having if that helps.
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MsrSgtShooterPerson
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Re: CMM DoomRL Classes [0.3]

Post by MsrSgtShooterPerson »

Hello! Was just wondering - does this work with just the weapons pack or does it require the DRLA Monsters as well? I tried testing it on both LZ and GZDoom and I seem to be receiving these errors:
Spoiler:
The log records a lot more warnings but these are the 3 explicit errors I *think* it was pointing out (just playing DRLA 1.1.4 + this)

Thanks for the work on here! :D

[Edit]
Also, just throwing out a class idea - the "Marksman" :
Critical Shooter
Each Agility or Sniper mod pack installed on a non-shell/non-rocket weapon increases the damage of said weapon's first shot in the magazine to increase by 1.5x (additively stackable - stacks 0.5 more each time, includes packs already installed as part of assemblies).
Deep Breath
Crouching in place (or standing in place) for a few seconds raises the damage of a non-shell/non-rocket weapon by up to 2x - shooting and moving (excluding aiming) resets this cooldown.
Stealth Assassin
Using an Agility modpack while fists are equipped gives one partial invisibility (and/or notarget, honestly!) for 30 seconds. Modpack is consumed in the process.
Using a Sniper modpack while fists are equipped gives one quad damage for 30 seconds. Modpack is also consumed.

The idea here is honestly for those AAA-modded weapons (the assault family like assault chainguns, scoped rifles and so on) to be a bit more useful. Even with a class that makes modded weapons more damaging (technician), AAA-modded weapons still are rather... performance-challenged. The numbers I suggested are just roughs to bring out the concept out there - might be too weak or too powerful for bonuses. :D The perfect moment for the Marksman may practically mean destroying a cyberdemon in a shot or two - it's all about that perfect moment!
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Cutmanmike
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Re: CMM DoomRL Classes [0.3]

Post by Cutmanmike »

MsrSgtShooterPerson wrote:Hello! Was just wondering - does this work with just the weapons pack or does it require the DRLA Monsters as well? I tried testing it on both LZ and GZDoom and I seem to be receiving these errors:
I'll look into this. My current build works without the monster pack but the previous version I think required it (due to De-vile shenanigans).
MsrSgtShooterPerson wrote: Also, just throwing out a class idea - the "Marksman" :
Critical Shooter
Each Agility or Sniper mod pack installed on a non-shell/non-rocket weapon increases the damage of said weapon's first shot in the magazine to increase by 1.5x (additively stackable - stacks 0.5 more each time, includes packs already installed as part of assemblies).
I actually have something very similar to this in the works. I think everyone wants a class that benefits from using the assault line of weapons, but I can't think of a nice way to do it outside of editing the weapons themselves :)
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Re: CMM DoomRL Classes [0.3]

Post by MsrSgtShooterPerson »

Thank you for the response, Mike! I didn't realize you were on the DRLA Discord and have been making different classes since. :D

Just in case, I can confirm that the classes work just fine (the one available for download on this thread, specifically) on both GZDoom and LZDoom for as long as the monsters pack is first in the load order (it's been a while since I last played DRLA again so I don't even remember the proper load order anymore...) but may still fail if it's the weapons first, classes, then monsters pack last.

I was actually about to spout out something about a nanomachines guy but you pretty much nailed it in the Discord already. :D I do have a new idea though, just in case.
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Cutmanmike
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by Cutmanmike »

New update!
  • Added two new classes! See the first post for more info.
  • Fixed some bugs with Nomad's inventory/backpacks not being fully reset on map change.
  • Fixed certain weapons not triggering Mechanoid's passive when adding mod packs to them.
  • Buffed Mechanoid's damage slightly by increasing the amount of damage given by each specific mod pack.
  • Mechanoid's Nano Modpack effect changed slightly. Getting a full weapon set of nano mods will give you infinite ammo now ;)
Download: http://cutstuff.net/public/DoomRL_CMMClasses_0.4.pk3

Notes:
  • Without completely recoding the UI (not gonna happen) it's impossible to change the Phase Sister's mugshot on the fly, even in zscript. Sadly this is unlikely to change unless someone figures out some voodoo I'm not thinking of.
  • Nano maniac's mugshot isn't final and barely represents the class sprite but I couldn't find a suitable one. If anyone wants to donate one though be my guest :P
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by comet1337 »

he did it
he turned pistol starting into a class

also: you havent by chance been playing some binding of isaac recently, mike?
because im seeing some eden and t.laz vibes going on

im not really sold on the initial loadouts for the sisters, and the swap-on-teleport mechanic. i feel that encourages a lot of slow and boring cheese strats of retreating back to a teleporter when you have inventory to manage or get low on hp
i would even go as far as giving both a reserve phase device thats a seperate start-of-level-recharge variant, or give them a higher chance of finding normal phase devices
though i am a real sucker for dual characters
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Cutmanmike
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by Cutmanmike »

comet1337 wrote:because im seeing some eden and t.laz vibes going on
Yeah. If I see a fun mechanic in a game my brain always goes to "But what if in doom?" and we end up here.
comet1337 wrote:im not really sold on the initial loadouts for the sisters, and the swap-on-teleport mechanic. i feel that encourages a lot of slow and boring cheese strats of retreating back to a teleporter when you have inventory to manage or get low on hp
i would even go as far as giving both a reserve phase device thats a seperate start-of-level-recharge variant, or give them a higher chance of finding normal phase devices
though i am a real sucker for dual characters
Good ideas, I'll give them a think over after I've played a few rounds with them.
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by Zonky »

Aw hell yeah, thanks for the update!

Also while I'm commenting thought I'd ask, do you think it'd be possible to do a melee based character? I'd personally love to see that as someone running out of variety :D
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Cutmanmike
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by Cutmanmike »

Zonky wrote:do you think it'd be possible to do a melee based character?
I had one in the works but the options for melee are fairly limited as they just use the basic doom punch/chainsaw/short range hitscan stuff. Yholl is also working on the commando which is melee focused and he actually has more flexibility with editing the weapons since it's his project.

If you want a boost to your melee weapons, try playing the Mechanoid and slap technical mods on everything ;)
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by Zonky »

Cutmanmike wrote:
Zonky wrote:do you think it'd be possible to do a melee based character?
I had one in the works but the options for melee are fairly limited as they just use the basic doom punch/chainsaw/short range hitscan stuff. Yholl is also working on the commando which is melee focused and he actually has more flexibility with editing the weapons since it's his project.

If you want a boost to your melee weapons, try playing the Mechanoid and slap technical mods on everything ;)
oh shit I didn't even think about that, your too kind :oops:
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Cutmanmike
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Re: CMM DoomRL Classes [0.4] - Nano Maniac and Phase Sisters

Post by Cutmanmike »

Fixed a couple of bugs
  • Fixed a crash when loading a new level.
  • Fixed Phase Sisters being able to drop infinite phase devices.
  • Fixed Phase Sisters eventually being unable to pick up a phase device.
Download: http://cutstuff.net/public/DoomRL_CMMClasses_0.5.pk3
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Re: CMM DoomRL Classes [0.5] - Nano Maniac and Phase Sisters

Post by MsrSgtShooterPerson »

Hey Mike! Was just wondering - is it intentional for extra mods on assemblies for the Mechanoid (extra ones added to the assembly, not the ones consumed in the creation of) to not contribute to the power increase?
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Cutmanmike
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Re: CMM DoomRL Classes [0.5] - Nano Maniac and Phase Sisters

Post by Cutmanmike »

MsrSgtShooterPerson wrote:Hey Mike! Was just wondering - is it intentional for extra mods on assemblies for the Mechanoid (extra ones added to the assembly, not the ones consumed in the creation of) to not contribute to the power increase?
No that should be powering him up still. What mods/weapons were you using?
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Re: CMM DoomRL Classes [0.5] - Nano Maniac and Phase Sisters

Post by MsrSgtShooterPerson »

Cutmanmike wrote:
MsrSgtShooterPerson wrote:Hey Mike! Was just wondering - is it intentional for extra mods on assemblies for the Mechanoid (extra ones added to the assembly, not the ones consumed in the creation of) to not contribute to the power increase?
No that should be powering him up still. What mods/weapons were you using?
I recently ended up switching to GZDoom 4.6 GLES 3 (since I'm playing on my phone) - it looks like the issue is completely gone. Prior to this however, I was playing on LZDoom and for LZDoom in particular, I'd like to say there were more assemblies that didn't count modpack bonuses than ones that did (or more specifically, well, I haven't found any assembled weapon that allowed the bonuses to work at all at that time...)

Since it seems to be an LZDoom issue only though, I suppose nothing much to worry about but I'll keep an eye if any oddity comes across.

[EDIT]
On my current playthrough, I can confirm that an extra Bulk mod on a Hyperblaster does not grant plasma damage bonus (Classes 0.5 on GZDoom 4.6)

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