DoomRL Arsenal - [1.1.5] [MP-B7.3]

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Patriot1776
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Patriot1776 »

I know this is off from the current talk of enemy replacements for this mod, but something I think would be worthwhile for this mod if you could implement a 'reject weapon' list. What this would do is that this would be a menu option or a CVAR where you could list maybe just two weapons per slot that WILL NOT be picked up after you set it. This would prevent the player from picking up basic weapons that the player considers to be no more than trash and clutter when they are not carrying a full complement of six weapons. It gets really old after awhile having to toss aside junk pistols and basic shotguns from dead zombiemen/shotgun guys because you've already found something better in those weapon classes, but still don't have a full complement of six weapons, and it would be a boon to be able to set a menu option or CVAR such that pickups of such 'junk' weapons in that list is rejected whenever you walk over them.
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RikohZX
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by RikohZX »

Or you could make it so you have to manually pick up weapons instead when standing overtop of them, which would be more DoomRL-like and thus (mostly) prevent the issue of accidentally picking up junk weapons altogether. But I dunno what disadvantages that might have other than distracting a player in a gunfight possibly.
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-Ghost-
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by -Ghost- »

Lava Grunt wrote:Suggestion: do you think you could make the regular shotgun require manual reload? It was one of the challenges it gave you in Doom RL; having to use a turn pumping it or instead pull out a different weapon or run away. Using a turn pumping it in this case could be paying attention and being disciplined with it to keep it ready at all times.
I hope it'd be optional. I can see what you mean, as it's a good mechanic in the actual RL, but in regular Doom it's usually a pain. I've played mods where people remove the autofire from the shotgun and it makes it horrible when you have to fight a Baron or something with a shotgun in some early level. It's actually what stops me from using the combat shotgun currently, because the reload just feels awkward for me. I've been meaning to try and switch it to a regular one, but I'm not sure how in SLADE.
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Triple S
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Triple S »

RikohZX wrote:Or you could make it so you have to manually pick up weapons instead when standing overtop of them, which would be more DoomRL-like and thus (mostly) prevent the issue of accidentally picking up junk weapons altogether. But I dunno what disadvantages that might have other than distracting a player in a gunfight possibly.
I was actually thinking about asking for a manual pickup system, kinda like the one in Hideous Destructor.
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Abba Zabba
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

-Ghost- wrote:
Lava Grunt wrote:Suggestion: do you think you could make the regular shotgun require manual reload? It was one of the challenges it gave you in Doom RL; having to use a turn pumping it or instead pull out a different weapon or run away. Using a turn pumping it in this case could be paying attention and being disciplined with it to keep it ready at all times.
I hope it'd be optional. I can see what you mean, as it's a good mechanic in the actual RL, but in regular Doom it's usually a pain. I've played mods where people remove the autofire from the shotgun and it makes it horrible when you have to fight a Baron or something with a shotgun in some early level. It's actually what stops me from using the combat shotgun currently, because the reload just feels awkward for me. I've been meaning to try and switch it to a regular one, but I'm not sure how in SLADE.
I'm thinking a better idea would be to go the HD route and make the shotgun pump with alt-fire; giving the player the option to use it rapidly if they are focused enough or still clunky and slow if they don't feel real pressed.
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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

WALL OF TEXT DETECTED
DEPLOYING FLARES

insightguy wrote:
Yholl wrote: Spider Overmind

Fires a mini-missile minigun. Also fires a pinpoint laser from it's eye that you must hide from. Has 4x the health of a Spider Mastermind.
sounds OP as fuck, any plans on weaknesses or blind spots for it?
Should be easier than the Nightmare version by far, in a large arena, simple circle-strafing will evade the mini-missiles, and the laser will have a large well telegraphed charge up so you can hide from it. This is in order to require changes of tactics when fighting it in a large area. The laser is probably barely dodgable anyway.
Patriot1776 wrote:I know this is off from the current talk of enemy replacements for this mod, but something I think would be worthwhile for this mod if you could implement a 'reject weapon' list. What this would do is that this would be a menu option or a CVAR where you could list maybe just two weapons per slot that WILL NOT be picked up after you set it. This would prevent the player from picking up basic weapons that the player considers to be no more than trash and clutter when they are not carrying a full complement of six weapons. It gets really old after awhile having to toss aside junk pistols and basic shotguns from dead zombiemen/shotgun guys because you've already found something better in those weapon classes, but still don't have a full complement of six weapons, and it would be a boon to be able to set a menu option or CVAR such that pickups of such 'junk' weapons in that list is rejected whenever you walk over them.
ACS isn't my thing, so I have no idea how to go about something like this, but it would likely require an immense amount of effort to make.

But seriously, other people have had this sort of reaction, what's the deal here? If you have 5 awesome weapons that you are currently using, and you pick up a shotgun you don't want, then you have 5 awesome weapons and a shotgun. The game gives selection preference to the rarer weapons, I really don't see what the problem is, unless it's some weird "oh god the lesser weapon has tainted my flesh, I must cleanse myself of my sins" or something.
RikohZX wrote:Or you could make it so you have to manually pick up weapons instead when standing overtop of them, which would be more DoomRL-like and thus (mostly) prevent the issue of accidentally picking up junk weapons altogether. But I dunno what disadvantages that might have other than distracting a player in a gunfight possibly.
Triple S wrote:I was actually thinking about asking for a manual pickup system, kinda like the one in Hideous Destructor.
This would break maps like Deus Vult II that give you weapons through Voodoo dolls, etc. One of my design goals is to remain as compatible with as much stuff as possible.
Lava Grunt wrote:Suggestion: do you think you could make the regular shotgun require manual reload? It was one of the challenges it gave you in Doom RL; having to use a turn pumping it or instead pull out a different weapon or run away. Using a turn pumping it in this case could be paying attention and being disciplined with it to keep it ready at all times.
-Ghost- wrote:I hope it'd be optional. I can see what you mean, as it's a good mechanic in the actual RL, but in regular Doom it's usually a pain. I've played mods where people remove the autofire from the shotgun and it makes it horrible when you have to fight a Baron or something with a shotgun in some early level. It's actually what stops me from using the combat shotgun currently, because the reload just feels awkward for me. I've been meaning to try and switch it to a regular one, but I'm not sure how in SLADE.
Lava Grunt wrote:I'm thinking a better idea would be to go the HD route and make the shotgun pump with alt-fire; giving the player the option to use it rapidly if they are focused enough or still clunky and slow if they don't feel real pressed.
Yeah, unless someone can come up with a super amazing argument in favor of changing the shotguns and rocket launchers to this mechanic or some other one, I'm unlikely to change it. Can you imagine how utterly annoying it would be to fire a Shotgun with 4 Technical mods on it? It'd be like the assualt weapons, except you only get a shot every other click, and you have to click super fast.
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Triple S
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Triple S »

Huh, I didn't know that some levels gave weapons via voodoo dolls. Actually I didn't even know that was possible.

Pretty inventive, haha. Gotta love all those neat mapping tricks for vanilla/limit-breaking. I really need to get around to playing through the two Deus Vult WADs, don't I?
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Abba Zabba
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

Play with HD's shotgun and you'll see what I mean.
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twinkieman93
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by twinkieman93 »

Lava Grunt wrote:Play with HD's shotgun and you'll see what I mean.
I have, and I have to say that needlessly complicating things for the sake of realism and ball-crushing difficulty is a hallmark of that mod, but not this one.
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-Ghost-
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by -Ghost- »

Yeah, it'd work in a mod like that because it's supposed to be realistic, but in anything else it's just designed to wear your mouse and hand out.
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Abba Zabba
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

twinkieman93 wrote:
Lava Grunt wrote:Play with HD's shotgun and you'll see what I mean.
I have, and I have to say that needlessly complicating things for the sake of realism and ball-crushing difficulty is a hallmark of that mod, but not this one.
Implying that pressing alt-fire to cycle a round is ball crushingly difficult and mentally strenuous of a task. It doesn't feel right to have a shotgun that pumps itself automatically in this mod (especially since this mod is more about the arsenal than it is anything else) compared to how it's RL counterpart behaved. It really wouldn't be difficult at all to remember, compared to a system of one button for mag release, one button to pull the mag out, one put to grab a new mag, and one button to push it in.
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Gouanaco
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Gouanaco »

Um... im getting lag with the most recent version.

It lags every 5 secs. Is anyone else having this problem.
Im not 100% sure if its this mod/wad. But i think it is. I tried paring this with 2 wad maps. and Both lagged on. The secound one didnt even load so the normal maps popped up.. and its still lagged.

Im on a medium computer.... well im on a laptop. And its about a 2009 edition... I really hope that this can be fixed.

It seems to lag every 5 secs or when i enter a room etc.
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twinkieman93
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by twinkieman93 »

Lava Grunt wrote:
twinkieman93 wrote:
Lava Grunt wrote:Play with HD's shotgun and you'll see what I mean.
I have, and I have to say that needlessly complicating things for the sake of realism and ball-crushing difficulty is a hallmark of that mod, but not this one.
Implying that pressing alt-fire to cycle a round is ball crushingly difficult and mentally strenuous of a task. It doesn't feel right to have a shotgun that pumps itself automatically in this mod (especially since this mod is more about the arsenal than it is anything else) compared to how it's RL counterpart behaved. It really wouldn't be difficult at all to remember, compared to a system of one button for mag release, one button to pull the mag out, one put to grab a new mag, and one button to push it in.
In the hectic environment of Hideous Destructor, it can be. Many times I've run into a room without realizing I hadn't chambered a shell and get killed for it. :P But this is the DoomRL Arsenal Thread, not the Hideous Destructor Thread, so let's get back on topic.

I don't know if you haven't noticed, but not all weapons in this mod behave exactly like their DoomRL counterparts. For example, the pistol isn't even supposed to be a semi-automatic, I'm quite certain that the base pistol in DoomRL is a revolver, and the speedloader upgrade is just that- it modifies the pistol to accept speedloaders for faster reloading. If not, then why does the base pistol only hold six rounds? Kind of a shitty pistol for the military to use if it is indeed semi-automatic, don't you think? There's plenty of other inconsistencies I'm sure you could find if you dug a bit deeper.

What I'm trying to say is that strict adherence to DoomRL is not the goal of this mod: it's simply to bring concepts from DoomRL back to its parent in a way that actually works on a mechanical level, rather than turn the game into DoomRL3D.
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Zhs2
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Zhs2 »

Some thoughts:

Wow, that's a fuckton of warnings.

Can't pick up a rocket launcher for ammo when you have a rocket launcher assembly (micro launcher) in your inventory. Intentional?

Annoyingly, the handcannon is the only hitscan pistol that seems to be not stupidly accurate and it would be a waste to add agility modpacks to it. Just an opinion.
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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Lava Grunt wrote:It doesn't feel right to have a shotgun that pumps itself automatically in this mod (especially since this mod is more about the arsenal than it is anything else) compared to how it's RL counterpart behaved.
After thinking for a bit, I've decided to change the shotgun and rocket launcher mechanics. Tap fire to shoot once without reloading, enabling you to quickly switch to another weapon. If you hold the fire button, it will fire and reload just like it does now. More true to DoomRL, I think this should satisfy everyone?
Gouanaco wrote:It lags every 5 secs. Is anyone else having this problem.
Im not 100% sure if its this mod/wad. But i think it is. I tried paring this with 2 wad maps. and Both lagged on. The secound one didnt even load so the normal maps popped up.. and its still lagged.

Im on a medium computer.... well im on a laptop. And its about a 2009 edition... I really hope that this can be fixed.
Well, if it only happens with this mod, then there's not much I can do. Perhaps play with Beta 3 instead, as the complexity of the mod went through the roof with Beta 4, your laptop may be struggling with that.
twinkieman93 wrote:Kind of a shitty pistol for the military to use if it is indeed semi-automatic, don't you think?
Yuuuuuuup. Award for worst pistol ever goes to the DoomRL Arsenal pistol. At least it makes the other pistols look better by comparison.
Zhs2 wrote:Some thoughts:

Wow, that's a fuckton of warnings.
It's just the framework of stuff referencing weapons I haven't made yet, it doesn't cause any issues. They'll pretty much be gone by Beta 5.
Zhs2 wrote:Can't pick up a rocket launcher for ammo when you have a rocket launcher assembly (micro launcher) in your inventory. Intentional?
Intentional. Originally all standard weapons could be picked up for ammo, but that gets annoying if you actually wanted the more powerful guns. So I made rocket launcher and up not convert to ammo unless you have that specific gun already.
Zhs2 wrote:Annoyingly, the handcannon is the only hitscan pistol that seems to be not stupidly accurate and it would be a waste to add agility modpacks to it. Just an opinion.
I'm not entirely sure what you are talking about here. I'm just gonna throw some numbers at you and hope that helps.

Pistol has 4,0 spread.
Combat Pistol has 3.5,0 spread.
Handcannon has 4,1 spread.
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