Kyle873's Doom RPG Mod [0.10.0 Beta]

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Wade009
Posts: 17
Joined: Mon Jun 29, 2009 10:10 pm

Re: Kyle873's Doom RPG Mod [0.93 Beta]

Post by Wade009 »

Hello friend
When I load the addon "DoomRPG-GSA" I get the error
Spoiler:
Captures and looking theme, while playing I have trouble with HUD status screen, everything goes topped and not separately as in your screenshots
Spoiler:
and most importantly, is that the enemies (zombie) to kill him no drop credits
Spoiler:
Would greatly appreciate your help, greetings =)
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.93 Beta]

Post by Kyle873 »

Wade009 wrote:Hello friend
When I load the addon "DoomRPG-GSA" I get the error
Spoiler:
Captures and looking theme, while playing I have trouble with HUD status screen, everything goes topped and not separately as in your screenshots
Spoiler:
and most importantly, is that the enemies (zombie) to kill him no drop credits
Spoiler:
Would greatly appreciate your help, greetings =)

The GSA patch is EXTREMELY out of date, Ryan Cordell is working on a new version so I won't be doing anything with it until he's finished.

To adjust where the skills are shown, adjust the Skill HUD X and Y positions in the Doom RPG options menu. I'm using 1.0, 1.0 in the screenshots.
Comreak
Posts: 4
Joined: Thu Jun 07, 2012 9:52 pm

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Comreak »

Whenever I try to load DoomRPG, I get the following error:

Code: Select all

Script error, ":CVARINFO.txt" line 2:
cvar 'drpg_combo' already exists
Oh, and here's what I did:
-Clicked "Download ZIP" on the GitHub page
-Extracted folder
-Junctioned folder to my gzdoom directory (should look like I copied the folder, as far as gdzoom is concerned)
-Ran a shortcut with ' -file DoomRPG\DoomRPG '

Is this the correct way to load DoomRPG, by loading it one folder at a time, from within the root folder ('-file .\DoomRPG\DoomRPG .\DoomRPG\DoomRPG-Brightmaps', for example, as above), or should I copy them out individually and load them (like '-file .\DoomRPG .\DoomRPG-Brightmaps')?

Got the way I did it from the bottom of this post: http://forum.zdoom.org/viewtopic.php?f= ... 90#p739912
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Kyle873 »

Comreak wrote:Whenever I try to load DoomRPG, I get the following error:

Code: Select all

Script error, ":CVARINFO.txt" line 2:
cvar 'drpg_combo' already exists
Oh, and here's what I did:
-Clicked "Download ZIP" on the GitHub page
-Extracted folder
-Junctioned folder to my gzdoom directory (should look like I copied the folder, as far as gdzoom is concerned)
-Ran a shortcut with ' -file DoomRPG\DoomRPG '

Is this the correct way to load DoomRPG, by loading it one folder at a time, from within the root folder ('-file .\DoomRPG\DoomRPG .\DoomRPG\DoomRPG-Brightmaps', for example, as above), or should I copy them out individually and load them (like '-file .\DoomRPG .\DoomRPG-Brightmaps')?

Got the way I did it from the bottom of this post: http://forum.zdoom.org/viewtopic.php?f= ... 90#p739912
The first method is fine, that's how I do it personally. Also, go into your ZDoom INI file and delete all the drpg_* CVARs so it can regenerate them to fix the launch error.
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Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Triple S »

Power-leveling is surprisingly easy in this. Spent a couple hours last night playing this and went from zip to 228 before I decided to work on getting augs and stuff via cash.

I feel like a freaking monster.
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Kyle873 »

Triple S wrote:Power-leveling is surprisingly easy in this. Spent a couple hours last night playing this and went from zip to 228 before I decided to work on getting augs and stuff via cash.

I feel like a freaking monster.
As long as you're having fun :)
Funky Gnoll
Posts: 221
Joined: Tue Jul 21, 2009 6:24 pm

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Funky Gnoll »

Is there a button that sells an entire stack of items at once? I don't like having to mash-sell hundreds of stimpacks. :C
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Kyle873 »

Funky Gnoll wrote:Is there a button that sells an entire stack of items at once? I don't like having to mash-sell hundreds of stimpacks. :C
No. Not really sure what button I could even use to do that.

Scratch that, I have an idea.


If you hold the sell button for a bit while hovering over an item, it'll sell all of them.
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krokots
Posts: 296
Joined: Tue Jan 19, 2010 5:07 pm

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by krokots »

Monsters very rarely drop credits, compared to the screenshot on first page. That supposed to be?
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Kyle873 »

krokots wrote:Monsters very rarely drop credits, compared to the screenshot on first page. That supposed to be?
Yeah, that screenshot was from a long time ago. The drop rates have changed a lot since then. I might increase the Credits drop rate again though.
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JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by JimmyJ »

I'm currently having an issue, plain Doom RPG, no brutal doom or extras or things like that, my framerate starts out perfectly fine, but within about 30 seconds of playing it gradually gets worse to the point of being below one frame per second. Not sure what is causing this or how to troubleshoot it. Unfair difficulty level if that is significant.
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E.C.S
Posts: 158
Joined: Mon May 16, 2011 9:22 pm
Location: Right behind you...
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Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by E.C.S »

JimmyJ wrote:I'm currently having an issue, plain Doom RPG, no brutal doom or extras or things like that, my framerate starts out perfectly fine, but within about 30 seconds of playing it gradually gets worse to the point of being below one frame per second. Not sure what is causing this or how to troubleshoot it. Unfair difficulty level if that is significant.
Same issue, something to do with the enemies. Using Kill monsters on the console makes the game faster again.
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Kyle873 »

E.C.S wrote:
JimmyJ wrote:I'm currently having an issue, plain Doom RPG, no brutal doom or extras or things like that, my framerate starts out perfectly fine, but within about 30 seconds of playing it gradually gets worse to the point of being below one frame per second. Not sure what is causing this or how to troubleshoot it. Unfair difficulty level if that is significant.
Same issue, something to do with the enemies. Using Kill monsters on the console makes the game faster again.
This is fixed in the latest version. It was because of my implementation of the Damage Numbers.
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E.C.S
Posts: 158
Joined: Mon May 16, 2011 9:22 pm
Location: Right behind you...
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Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by E.C.S »

Kyle873 wrote:This is fixed in the latest version. It was because of my implementation of the Damage Numbers.
And Kyle873 saves the day once again. Thanks.

Edit: Is normal that the "auto-spend tokens on level-up" option never use Strength points? Also the marines in the UAC Outpost are invisible for some reason.
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Kyle873
Posts: 667
Joined: Thu Jun 28, 2012 11:48 am
Location: Ontario, Canada

Re: Kyle873's Doom RPG Mod [0.94 Beta]

Post by Kyle873 »

E.C.S wrote:
Kyle873 wrote:This is fixed in the latest version. It was because of my implementation of the Damage Numbers.
And Kyle873 saves the day once again. Thanks.

Edit: Is normal that the "auto-spend tokens on level-up" option never use Strength points? Also the marines in the UAC Outpost are invisible for some reason.
Fixed the randomizer. Not sure about the Marines though, I'll look into that.

Alright, I know what's causing the issue with the Marines, but I'm undecided as to how to go about fixing it right now.
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