(RLME)-Roguelike Monster Expansion BETA
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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.
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Thank you for this! This definitely adds some extra depth to the combo of DoomRLA/DoomRPG. How involved is the process of adding new creatures (independent of balancing), if you don't mind me asking? I've wanted to do something similar with other creature mods but have had no luck. I imagine it's because I'm migrating .pk3 content to .wad and failing miserably.
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
tituspullolegioxii wrote:Thank you for this! This definitely adds some extra depth to the combo of DoomRLA/DoomRPG. How involved is the process of adding new creatures (independent of balancing), if you don't mind me asking? I've wanted to do something similar with other creature mods but have had no luck. I imagine it's because I'm migrating .pk3 content to .wad and failing miserably.
It's not terribly hard once I got a look at the framework Yholl was already using with DRLA. From there I just added onto and at times replaced the spawn tables that Yholl already set up. As far as the .pk3 conversion, I'm not too sure how much that would complicate the process.
- Nems
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Killing monsters that are supposed to trigger certain events (i.e. Baron of Hell kill lowers walls in E1M8 and Cyberdemon kill is supposed to end the level in E2M8) don't work. I tried it without the mod and it works.
Aside from that I'm really enjoying this. Always like to see a more varied monster population in Doom and this mod along with DoomRLA does just that. :>
Aside from that I'm really enjoying this. Always like to see a more varied monster population in Doom and this mod along with DoomRLA does just that. :>
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants.Nems wrote:Killing monsters that are supposed to trigger certain events (i.e. Baron of Hell kill lowers walls in E1M8 and Cyberdemon kill is supposed to end the level in E2M8) don't work. I tried it without the mod and it works.
Aside from that I'm really enjoying this. Always like to see a more varied monster population in Doom and this mod along with DoomRLA does just that. :>
Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss?
- Nems
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
You're welcome. :> It was any boss variant from what I remember, whether it was just a normal/vanilla one or one from the mod.Ranik wrote:Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants.
Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss?
I'll play through those specific levels again to make sure.
EDIT: Yep, regardless of what spawns in maps like E1M8, E2M8, E3M8, etc. killing the boss or any of its variants doesn't trigger actions associated with those levels.
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Well Nems I finally got around to it after monthsNems wrote:You're welcome. :> It was any boss variant from what I remember, whether it was just a normal/vanilla one or one from the mod.Ranik wrote:Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants.
Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss?
I'll play through those specific levels again to make sure.
EDIT: Yep, regardless of what spawns in maps like E1M8, E2M8, E3M8, etc. killing the boss or any of its variants doesn't trigger actions associated with those levels.

All of the Doom 1 map triggers should be fixed. Including changes to existing monsters and some new monsters as well. 1.7 is up in the OP post. Waiting on Yholl to release the finished MP 7 so I can fully integrate them. DoomRPG also needs a new patch but I'm not sure if anyone is using that since it went on hiatus when a character save bug is still around.
- sir_firebrand
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Just found this and must say, it is really good. Made the game even more interesting and dynamic.
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
This has been dormant for a couple years but I can't help myself, this is a great addon so I gotta ask, will this ever be updated in the future?
Used it when I was messing around with DRLA monsters just by themselves with other gameplay mods, but recently I just slammed this with all the other DRLA related stuff and can't get enough of it.
Used it when I was messing around with DRLA monsters just by themselves with other gameplay mods, but recently I just slammed this with all the other DRLA related stuff and can't get enough of it.
- Zenon
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
*blows some dust off this seemingly long overlooked masterpiece*
My god.
It works with DRLAX, WildWeasel's soundpack and Kinsie's addons.
It's beautiful!
Also, Thanks Zonky for the bump, I wouldn't've found this otherwise
My god.
It works with DRLAX, WildWeasel's soundpack and Kinsie's addons.
It's beautiful!
Also, Thanks Zonky for the bump, I wouldn't've found this otherwise
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
I'm glad that me huffing copium introduced you to a nice lil' addon lmao, it is for sure an underrated one for DRLA
- AliciaPendragon
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Holy fuck I was looking for something to refresh drla
will add this to my loadorder and restart my BTSX E2 playthrough
will add this to my loadorder and restart my BTSX E2 playthrough
Re: (RLME)-Roguelike Monster Expansion BETA
Is 8 years of inactivity on updates a record? If not I can take the update down and give it a few more years.
Re: (RLME)-Roguelike Monster Expansion BETA
There are odds and ends that still need updates. Brightmap fixes. Code redesign etc etc. Most severe to me are Difficulty selector GUI and DRLA PDA need additions but it works without them. Just pick standard difficulty and you'll have a difficult that's basically "Standard+"