That may be the case. This is my GZDoom 4.7.1 with DRLA 1.1.5, so I can confirm that it should work, at least!mamaluigisbagel wrote:Yup, I updated it a day ago or so, and even after re-downloading I still have that problem. Wonder if I have to delete my config file again and start clean or something...
DoomRL Arsenal - [1.1.5] [MP-B7.3]
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.
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.
-
- Posts: 65
- Joined: Sat Apr 18, 2020 8:36 pm
- Graphics Processor: nVidia with Vulkan support
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
-
- Posts: 524
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I figured it out, it was due to my mouse sensitivity. I use a VERY low sensitivity (0.8 both vertical and horizontal) and having it like that, even with the PDA sensitivity maxed causes the mouse to get stuck. Once I raised my sensitivity from 0.8 to 2.5, it was movable again.
-
- Posts: 23
- Joined: Fri Mar 20, 2020 3:06 am
- Location: Phobos
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Bug report: putting a power modpack in Death's Gaze lv3 causing it to override the damage boost from the third artifact. Checked with DamNums Mod.
-
- Posts: 1
- Joined: Fri Feb 25, 2022 5:55 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Nuclear weapons / blaster, all of the self charging ammo weapons not charging ammo. dunno why.
Using GZDoom v4.7.1.
Pic is my load order
:::::EDIT::::: I fucked up a lil because i had the option: Gameplay Restricctions: No Weapon Recharging
Using GZDoom v4.7.1.
Pic is my load order
:::::EDIT::::: I fucked up a lil because i had the option: Gameplay Restricctions: No Weapon Recharging
You do not have the required permissions to view the files attached to this post.
-
- Posts: 6
- Joined: Tue Mar 15, 2022 12:40 am
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
what in the hell is the greenish yellow icon in the top left?
EDIT: It is the renegade's free shot indicator
EDIT: It is the renegade's free shot indicator
Last edited by greet on Tue Mar 15, 2022 10:03 am, edited 1 time in total.
-
- Posts: 6
- Joined: Tue Mar 15, 2022 12:40 am
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
How does armor repairing work? I read that the technician can "scavenge" items to repair armor, but I was playing as the scout and it seemed like that was happening to me. I didn't actually see what I picked up to repair it, but it was repaired nonetheless.
Also, are scouts only able to carry one armor and boots in addition to the ones they are wearing? I wish the wiki was more detailed, but I get it, it's a free a doom mod. Pretty darn good one at that though!
Also, are scouts only able to carry one armor and boots in addition to the ones they are wearing? I wish the wiki was more detailed, but I get it, it's a free a doom mod. Pretty darn good one at that though!
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Finding an armor bonus on the ground (the classic Doom helmet pickup) will repair the armor you're wearing by a small-ish percentage. If you manage to get your damaged armor back up to its full capacity, you can then take the armor off without it being destroyed.
Carry capacity defaults to 2 armors or boots in the inventory bar (they occupy the same counter), or 4 if you've found a backpack.
Carry capacity defaults to 2 armors or boots in the inventory bar (they occupy the same counter), or 4 if you've found a backpack.
-
- Posts: 524
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
To expand on what I reported, it seems the PDA mouse works fine as long as mouse sensitivity is set to 1.0 or above. Anything lower causes the mouse to stop moving no matter how much you throw your irl mouse around. Can we get a fix for this? I can't stand using high sensitivities, and having to go into the menu, raise it, go out, bring up PDA, close PDA when done, open menu, lower sens, back out to game is so annoying.
-
- Posts: 6
- Joined: Tue Mar 15, 2022 12:40 am
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I need help deleting the technician "oof" sound.
I was able to do this with every other class, but the only sound files for technician in Slade are laugh, pain, and death. I did a quick check through the other directories to see if it was misplaced but I couldn't find anything.
Does anyone know where to find this file?
I was able to do this with every other class, but the only sound files for technician in Slade are laugh, pain, and death. I did a quick check through the other directories to see if it was misplaced but I couldn't find anything.
Does anyone know where to find this file?
-
- Posts: 1955
- Joined: Mon Dec 17, 2012 11:08 am
- Location: Here, stupid.
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Took down some minor compat and mutator dropbox files from the main post due to the second hand effects of ransomware
thankfully DRLA has a lot of its main files hosted on other servers, and I'm very grateful for those.
thankfully DRLA has a lot of its main files hosted on other servers, and I'm very grateful for those.
-
- Posts: 6
- Joined: Wed Oct 26, 2016 9:29 am
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Co-op Weapons Lost Bug:
You're probably already aware of this; but when playing multiplayer, and having the Keep Weapons DMFlag unchecked, despite losing your weapons on death, DoomRL Arsenal doesn't let you pick-up extra weapons equivalent to the amount you lost. If I'm correct, this is because the wad also ties them to your inventory, as when I checked the DMFlag: Lose Entire Inventory, the bug was fixed; however, all your inventory is also lost.
I thought a nice workaround + enhancement to this, if possible, would be to add a slider setting. This would set how many random weapons the player will drop on death, with the default value of 0 dropping nothing. You could also have a toggle setting which prioritises the weapon that the player is currently holding. Armour and boots could also have their own toggles as well, if possible. This would then add a large range for how punishing dying could be, in a multiplayer game!
You're probably already aware of this; but when playing multiplayer, and having the Keep Weapons DMFlag unchecked, despite losing your weapons on death, DoomRL Arsenal doesn't let you pick-up extra weapons equivalent to the amount you lost. If I'm correct, this is because the wad also ties them to your inventory, as when I checked the DMFlag: Lose Entire Inventory, the bug was fixed; however, all your inventory is also lost.
I thought a nice workaround + enhancement to this, if possible, would be to add a slider setting. This would set how many random weapons the player will drop on death, with the default value of 0 dropping nothing. You could also have a toggle setting which prioritises the weapon that the player is currently holding. Armour and boots could also have their own toggles as well, if possible. This would then add a large range for how punishing dying could be, in a multiplayer game!
-
- Posts: 15
- Joined: Sat Jan 22, 2022 8:50 pm
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
how does one make a monster replacer compatible with this?
-
- Posts: 349
- Joined: Mon Feb 12, 2018 12:26 am
- Graphics Processor: Intel (Legacy GZDoom)
- Location: Australia
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Depends. DRLA by itself doesn't alter the monsters, and already replaces the items with its own which also extends to ones dropped by vanilla monsters, so unless you do something weird you won't have to try. That said there are some things DRLM adds that are worth supporting.
- Damage types. Bullets, fire, plasma, melee. Give them as appropriate for enemy attacks, you may also want to add weakness/resistances as some of the monsters have in DRLM.
- Special death states. For DRLA specifically I think it's just for two of the legendary weapons (spoiler after this list) but there's also ones for Guncaster (melty Tiberium death for example) if you want to look at supporting that.
- Drops. Not much to say here, the different shotgunners drop different flavours of DRLA shotgun for example. Again, Guncaster stuff too (dosh mainly).
- LegenDoom Lite. Beyond standard buffing, DRLM actually gives alternate attacks to legendary enemies. It gets REALLY scary with some of them.
- Damage types. Bullets, fire, plasma, melee. Give them as appropriate for enemy attacks, you may also want to add weakness/resistances as some of the monsters have in DRLM.
- Special death states. For DRLA specifically I think it's just for two of the legendary weapons (spoiler after this list) but there's also ones for Guncaster (melty Tiberium death for example) if you want to look at supporting that.
- Drops. Not much to say here, the different shotgunners drop different flavours of DRLA shotgun for example. Again, Guncaster stuff too (dosh mainly).
- LegenDoom Lite. Beyond standard buffing, DRLM actually gives alternate attacks to legendary enemies. It gets REALLY scary with some of them.
Spoiler:
-
- Posts: 15
- Joined: Sat Jan 22, 2022 8:50 pm
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
how do you set damage types?
-
- Posts: 349
- Joined: Mon Feb 12, 2018 12:26 am
- Graphics Processor: Intel (Legacy GZDoom)
- Location: Australia
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
How do you look at the mods in question and determine that for yourself?