DoomRL Arsenal - [1.1.5] [MP-B7.3]
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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.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
edited VDPmonsterpack so enemies use DRLA damagetypes for projectiles and resistances, also made it so enemies can sometimes drop DRLA weapons and items https://www.mediafire.com/file/94xutjdq ... 2.pk3/file
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
been playing this recently.
would it be possible to add a similar pickup system to the armor and boots that you have with the backpacks?
picking up armor and boots then having to shuffle with the inventory to drop them gets a little bit unwieldy
would it be possible to add a similar pickup system to the armor and boots that you have with the backpacks?
picking up armor and boots then having to shuffle with the inventory to drop them gets a little bit unwieldy
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I really like this mod, my only complaint is that it's hard to compare between weapons since there's no in-game weapon stats to gauge from, sometimes you just have no idea if a gun that dropped is worth dropping something else you're carrying to make space for it. Otherwise, nice job!
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Is the check "GetLevelInfo(LEVELINFO_LEVELNUM) > 0" in DRLA_WeaponModpackTracker necessary? Said check isn't reliable (D2TWWRI extra levels, Wadsmoosh Plutonia/Evilution) and it'd be nice to at least have modpack status displayed for those. Unfortunately the same check is necessary for the scrolling weapon name since that will show up on TITLEMAP and such otherwise.
There are boring number stats for the basic weapons in the PDA, but it's best to shoot the toys at the baddies and figure out what classes can make best use of them. This is a fairly streamlined mod to play but it is not simple, or one that you're done with after a couple of playthroughs.dakka wrote:my only complaint is that it's hard to compare between weapons
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
On the discord channel of this mod and other mods from the Zdoom Comunity there's a page that list the stats between weapons kinda precisely, if you need.dakka wrote:my only complaint is that it's hard to compare between weapons since there's no in-game weapon stats to gauge from, sometimes you just have no idea if a gun that dropped is worth dropping something else you're carrying to make space for it
But as a general rule, higher tier/assemblies or modded weapons has better stats than base weapons, even on basic assemblies that doesn't appear to modify too much the weapon like stealth on shreeder weaponry. Depending of your class and what you have already, sometimes you want to take Superior or Higher tier weapons you fight, or leave them for your already adquired weapons.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Running DRLA with Compendium is giving me a wonky bug where I can't see the number of modpacks installed on my weapon nor the specific modpacks below the weapon icon on 95% of the maps. Odd. Wasn't sure to post this to Compendium or DRLA. At first, I thought it was just a global bug that affected it all the time, but then after hours of testing this around and trying to find out what the issue was in Slade, I noticed it only does this on most maps, not all of them. The only things I modified on Compendium was deleting font.wad (wasn't a fan of it) and removing the 3 KEYCONFIG lines where it kept trying to auto-bind the Daedulus controls.
Anyways, to reproduce, start as Technician, you're in HUBMAP. Add modpack to your basic assembled weapon from the start; boom, the numbers don't show up. Start a new game. Warp to a map that doesn't have this issue, like any of the Daedulus maps. Add the modpack to the gun, all of a sudden it works like it should. If you then warp BACK to a map that's got this issue, the HUD stays and won't update the change if you add a new one. So it seems like something is simply causing the DRLA HUD to not update when said modpack is added to gun. And whatever is causing it, only happens on certain maps. Not sure if Dynamo is active anymore, and surely if I see what the issue is I could just remove or fix whatever is conflicting here through slade, but I figured I post this to bring this to light to see if anyone can help figure out what's happening here.
Also, the guns behave as they should; they actually get upgraded, and the PDA reflects that if you plop it open and see what mods you have installed there; it just doesn't update on the HUD itself.
S.O.S. Help. If it's something obvious in Slade, I don't see it.
Anyways, to reproduce, start as Technician, you're in HUBMAP. Add modpack to your basic assembled weapon from the start; boom, the numbers don't show up. Start a new game. Warp to a map that doesn't have this issue, like any of the Daedulus maps. Add the modpack to the gun, all of a sudden it works like it should. If you then warp BACK to a map that's got this issue, the HUD stays and won't update the change if you add a new one. So it seems like something is simply causing the DRLA HUD to not update when said modpack is added to gun. And whatever is causing it, only happens on certain maps. Not sure if Dynamo is active anymore, and surely if I see what the issue is I could just remove or fix whatever is conflicting here through slade, but I figured I post this to bring this to light to see if anyone can help figure out what's happening here.
Also, the guns behave as they should; they actually get upgraded, and the PDA reflects that if you plop it open and see what mods you have installed there; it just doesn't update on the HUD itself.
S.O.S. Help. If it's something obvious in Slade, I don't see it.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Read my previous post here. It's that problem. If you want to change it on your end it should be safe but you will have to edit scripts/DRLALIB_Ryan.acs to remove those level number checks (there's multiple, just change them to 1 or true) and then recompile DRLALIB.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Read my previous post here. It's that problem.
Aha! So that was the issue, after all. I started looking at the scripts, anything to do with the maps, and I noticed this before but didn't actually notice anything off. Sure enough, this is what's causing it. Thanks for being a godsend."GetLevelInfo(LEVELINFO_LEVELNUM) > 0"
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
https://zdoom.org/wiki/MAPINFO/Map_definition#LevelNum
I'm actually assuming an engine bug in the case of D2TWWRI's secret maps, since they have the MAPxx numbering. That's not true of Wadsmoosh where say Plutonia is pl_MAPxx but it also wouldn't make sense if it's used for map changes to have multiple levels with the same number (Doom 2 uses MAPxx). Anyway for DRLA's usage I believe it's just a faulty heuristic to detect TITLEMAP and such where HUD should not be rendered, and I hope so and that it doesn't break maps to remove the check.
I'm actually assuming an engine bug in the case of D2TWWRI's secret maps, since they have the MAPxx numbering. That's not true of Wadsmoosh where say Plutonia is pl_MAPxx but it also wouldn't make sense if it's used for map changes to have multiple levels with the same number (Doom 2 uses MAPxx). Anyway for DRLA's usage I believe it's just a faulty heuristic to detect TITLEMAP and such where HUD should not be rendered, and I hope so and that it doesn't break maps to remove the check.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I go into detail about DRLA & DRPG in this video showcase!
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I Would really like to see universal compatability in this mod (being able to support all of zdoom's source ports, like QZDOOM, LZDOOM, GZDOOM etc.).I will also suggest adding new weapons & new mechanics (Like the nailgun & being able to dual-wield lighter weapons like pistols) & classes (btw, I saw some classes in the code that do not appear in-game, like the Medic, Sniper, Saboteur & Commando. I would highly suggest that you add them if you are looking for ideas about new classes.). Look, I'm not pressurizing you or anything, I'm just saying things that can improve what you are working on. Of course, you don't HAVE to do them or anything. I'm just saying the things I would like. If you see this, feel free to use my ideas without crediting me.
Peace,
-Doomperson 999
Peace,
-Doomperson 999
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Everytime i killed all 100% monsters the music changed into D_Demon1, what does this mean?? Also i know a lot of DRLA games (inc. Doom-RPG Rebalanced) and im not even stop playing this, thanks man!!
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Would using the "Change in-game difficulty to" option be a good one for preserving UV spawns in a mapset while possibly forcing the enemy variants to be a bit less deadly? The reason I ask is because I've been playing through some of my own maps which are very very doable in vanilla, but become downright impossible if certain enemy variants spawn in (looking at you, Agony Elemental and Aberrant).
Did you pick up any demonic weapons, by chance?Cygnus1337 wrote: ↑Mon Oct 10, 2022 12:13 am Everytime i killed all 100% monsters the music changed into D_Demon1, what does this mean?? Also i know a lot of DRLA games (inc. Doom-RPG Rebalanced) and im not even stop playing this, thanks man!!
Spoiler:
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Sorry for the long radio silence, my account has been deactivated for ages, hehehe.
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