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

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yum13241
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Re: DoomRLA EXTENDED [1.1] - Two new classes! More stuff!

Post by yum13241 »

Cutmanmike wrote: Tue Aug 08, 2023 3:23 am
AliciaPendragon wrote: Mon Aug 07, 2023 6:55 pmSick! Also dunno if its my laptop screen or not but the two new classes go off the screen, and I additionally cant see how difficult they are.
Damn, I may have to redesign the class select screen later.
Yeah, that's what happens when "disable menu clean scaling" is on. "Clean" scaling is not clean and makes the menus look squished. Btw, when drla is active, it forces the intermission screen to have this "clean" scaling.


In MENUDEF, you can force a scaling type.
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SiFi270
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Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by SiFi270 »

Went through a megawad without any mapinfo shenanigans and got the Adaptive Nomad achievement this time. This time, despite being just as thourough, I only saw gizmos on maps 3 and 4. I'll try another class soon.
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fakemai
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Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by fakemai »

Take One wrote: Wed Aug 09, 2023 1:30 pmMod packs were starting to replace ammo so frequently that I was often barely able to find enough ammo to kill anything.
Nomad's luck modpacks are placed alongside random ammo spots and don't actually replace them, I'm pretty sure anyway. However you will absolutely be hurt by losing all your ammo each map and the other issues you mentioned.
Take One wrote: Wed Aug 09, 2023 1:30 pmI completely forgot that Nanomanufacture could apply to missile launchers
It and Nanoshrapnel cover every standard and exotic ranged weapon except for the BFG9000, combat translocator, and nuclear-powered ones. It's exactly as broken as you think if you can put it on a minigun or tristar blaster, which I did the former for when testing the shield class alongside a dedicated backpack for cells, and that's probably his ultimate synergy. Unfortunately that wasn't until E2M8 and I would say he's a better idea in Doom 2 since 9 maps isn't enough to find buffs, and no red hitscan jerks means even getting a chaingun can be trickier!
Take One wrote: Wed Aug 09, 2023 1:30 pm or at least dramatically scale down the DangerLevel, but I don't know if this can be tweaked in any way without having to change how DRLA itself works.
The short of it is DL goes from 0 to 50. Every time you master assemble or pick up unique/demonic/legendary items, it increments. Exception: It will not go up for picking up a weapon you dropped, or ones from supply crates and possibly DRLAX gizmos. Basically, game the system by not picking up junk or assembling willy-nilly since adaptive is already harder than standard. You may want to check the monster pack settings since DL can also be set at a starting level and to go up by level, also I don't normally run LegenDoom Lite with Nomad just because it ordinarily causes serious problems e.g. Revenants in tight corridors. Finally make sure Curse of RNGseus is off! You can check what the DL is with console "pukename DRLA_CheckDangerLevel"
All of that said, Nomad simply doesn't work well on some types of maps. Generally if it isn't designed for pistol starts like most of the official IWAD ones, you're in for a sucky time.
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AliciaPendragon
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Re: DoomRLA EXTENDED [1.1] - Two new classes! More stuff!

Post by AliciaPendragon »

Cutmanmike wrote: Tue Aug 08, 2023 3:23 am
AliciaPendragon wrote: Mon Aug 07, 2023 6:55 pmSick! Also dunno if its my laptop screen or not but the two new classes go off the screen, and I additionally cant see how difficult they are.
Damn, I may have to redesign the class select screen later.
If I may suggest what to do for the class select screen, IIRC there was a Final Doomer addon which changed the class select screen to instead display the titlepic lump(i think thats what its called, I know its the title of the wad on the menu) to indicate what each class was (so BTSXGuy got the btsx title, vendettaguy Alien Vendetta's title, etc.) scrolling left to right

Maybe something based off that with the class card and their difficulty as the main selection?
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Cutmanmike
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Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by Cutmanmike »

Do you have a link to the mod so I can check it out?
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Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by AliciaPendragon »

Cutmanmike wrote: Sat Aug 12, 2023 12:45 am Do you have a link to the mod so I can check it out?
https://cdn.discordapp.com/attachments/ ... u_v1.0.pk3

Here you go. If not, try the Final Doomer zdoom forum its on the first post
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Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by Zonky »

Loving the new classes!

Do you think you'd be willing to document how you inject these new characters into DRLA? I'm mostly asking because I've been messing around with Zscript myself and would love to make my own pack of characters just for shits 'n' giggles, but also the possibility of even more people coming out of the woodwork with their own character packs is exciting to think about. Imagine the replay value!

Then again this is coming from someone who is chronically addicted to roguelikes, there's no such thing as "too much content" for me with these games lmao.
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Cutmanmike
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by Cutmanmike »

Zonky wrote: Mon Aug 14, 2023 2:44 pmDo you think you'd be willing to document how you inject these new characters into DRLA?
Adding playerclasses to DRLA follows the same process as adding an new class to the game (making the class actor, adding to the list via mapinfo etc). The main other differences are:
  • You probably want to copy an old class as a base as there are a ton of DECORATE related DRLA related stuff in there such as starting inventory items, states that the other classes use etc. While you could make your own playerpawn actor in zscript, I opt to copy the DECORATE format for consistency. I miss out a few things out of laziness though, such as punching player sprite frames.
  • Not mandatory but also in the class file I make my own "corrupted" variant. When the DRLA monsters attempt to make one of these spawn it defaults to scout. I use a spawn event to help the de-vile spawn the correct class (though it's hacky, needs updating later).
  • Unless you plan on changing the menu, you'll have to make class selection graphics and add them to the list of classes in MENUDEF. The graphics themselves are created in a TEXTURES lump, and animated in ANIMDEFS. It's a bit awkward.
  • The PDA has a player page with class information. These can thankfully be dynamically added using the LANGUAGE lump. Just follow the examples and replace PDA_CLASS_(actor)_NAME etc with the actor name if your player class actor.
There may be other things I'm forgetting, but other than that just make your class the way you would with any other (player sprites, mugshot definitions, sound definitions etc). You can use zscript for any other manipulation of the class, such as events or inventory items.

Anyway here's a new version with some fixes.
  • Fixed some scaling and consistency errors with the class selection menu.
  • Fixed Bunker occasionally getting 2x kills on enemies.
  • Fixed Nomad keeping splash damage immunity via certain armors.
  • Fixed Mechanoid and Phase Sisters using the wrong arm sprites.
  • Nomad can no longer reroll Shotguns into Plasma Shotguns.
  • Nomad can no longer reroll Rocket Launchers into random Superior weapons. Missile Launcher reroll chance also decreased.
  • The PDA now mentions Bunker's additional plasma damage with Chainguns and Miniguns.
  • Items that can craft weapons can now be used with modded weapons.
Download 1.1c
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Linz
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by Linz »

I like the option to make Assembelies guaranteed drops from bosses, although...could you possibly make it so that they drop other rewards when you have all aseemelies known?
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fakemai
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by fakemai »

The modpack recycler unfortunately is not affected by the technician familiar, and that's fine I was just hoping for an exploit with a recent playthrough where I had a double-sniper-double-nano weapon assembled. However it is still potentially powerful for the Mechanoid class if you find a modded weapon in-game (I think these only appear in DRLAX) or to scavenge from the special but bugged modpack that is still not disabled in LegenDoom Lite. Anyway I like the additional things in this mod a lot and thank you again for it.
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by AliciaPendragon »

Hey uh, funny bug report time.

I played through TNT Evilution for the fifth time (As my file got corrupted multiple times) with Nomad using corruption cards and such and after having to use the console to clear the level, I managed to get the achievement in the console, and it DID register Nomad's achievement for me but Technician did not unlock for me. At all. I checked achievements and everything and while the console registered it for me, telling me it unlocked. It didnt.

Is this a bug or am I stupid?

And can I just cheat the achievement in(and if so how) because I have been trying this achievement multiple times and I got it each time, and if I have to play TNT Evilution one more fucking time I am actually going to lose my shit. Tried through the ini and it didnt fucking work.
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Cutmanmike
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by Cutmanmike »

I found the problem, two achievements can't pop at the same time. I'll have to release an update to fix that.

If you can find DRLAX_familiarunlocks and add "Technitian|" to the end of it, it should unlock.
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AliciaPendragon
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by AliciaPendragon »

Cutmanmike wrote: Fri Aug 18, 2023 4:41 am I found the problem, two achievements can't pop at the same time. I'll have to release an update to fix that.

If you can find DRLAX_familiarunlocks and add "Technitian|" to the end of it, it should unlock.
Just did that now and it popped for me. Thank you.
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by AliciaPendragon »

Also as a heads-up

Any tips for killing 100 enemies in a single attack? because I am rather stumped on that. I know I did it before but idk how
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Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Post by Zenon »

AliciaPendragon wrote: Mon Aug 21, 2023 8:47 pm Also as a heads-up

Any tips for killing 100 enemies in a single attack? because I am rather stumped on that. I know I did it before but idk how
Mother-in-Law can probably do that quite easily

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