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

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Triple S
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Re: [WIP] DoomRL Arsenal - [Beta 6] [MP-B2]

Post by Triple S »

So uh, playing as our new Renegade class... is the Quad Shotgun supposed to shoot what appears to be all four barrels four times before reloading? I thought it was supposed to shoot all four barrels once..

It's pretty crazy.
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-Ghost-
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Re: [WIP] DoomRL Arsenal - [Beta 6] [MP-B2]

Post by -Ghost- »

While playing the TVR level wad I noticed my MIssile Launcher stopped being able to reload properly once I added 2 Technical Mods and a Bulk mod to it. Now it just flickers when I hit reload and plays the reload sound, but doesn't actually load any rockets. If it helps, I'm on Map 16, and I'm running the Ambient Experience music wad alongside the mapset, loaded after the map and DoomRL stuff, but before all the DoomRPG folders.

I've also noticed some weird audio distortion when firing my Plasmatic Shrapnel Shotgun and High Powered Plasma Rifle; sometimes the audio gets crackly if I'm rapid firing them as a Marine and a lot is already going on (ie lots of monsters, so lots of other noises). I believe it was happening around level 12 or 13 or TVR, but it may be the music pack causing it as well, I'll have to look into that.
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Slax
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Re: [WIP] DoomRL Arsenal - [Beta 6] [MP-B2]

Post by Slax »

Triple S wrote:So uh, playing as our new Renegade class... is the Quad Shotgun supposed to shoot what appears to be all four barrels four times before reloading? I thought it was supposed to shoot all four barrels once..

It's pretty crazy.
Gotta wonder if Yholl plants these "bugs" on purpose. :ninja:
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Tapwave
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Re: [WIP] DoomRL Arsenal - [Beta 6] [MP-B2]

Post by Tapwave »

-Ghost- wrote:I've also noticed some weird audio distortion when firing my Plasmatic Shrapnel Shotgun and High Powered Plasma Rifle; sometimes the audio gets crackly if I'm rapid firing them as a Marine
That's related to your sound settings, probably buffer size or number of samples playable at once. Try poking around a bit and see if it gets less crackly.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 6-HF1] [MP-B2]

Post by Yholl »

Triple S wrote:So uh, playing as our new Renegade class... is the Quad Shotgun supposed to shoot what appears to be all four barrels four times before reloading? I thought it was supposed to shoot all four barrels once..

It's pretty crazy.
* yholl facedesk
Fixed.
-Ghost- wrote:While playing the TVR level wad I noticed my MIssile Launcher stopped being able to reload properly once I added 2 Technical Mods and a Bulk mod to it. Now it just flickers when I hit reload and plays the reload sound, but doesn't actually load any rockets. If it helps, I'm on Map 16, and I'm running the Ambient Experience music wad alongside the mapset, loaded after the map and DoomRL stuff, but before all the DoomRPG folders.

I've also noticed some weird audio distortion when firing my Plasmatic Shrapnel Shotgun and High Powered Plasma Rifle; sometimes the audio gets crackly if I'm rapid firing them as a Marine and a lot is already going on (ie lots of monsters, so lots of other noises). I believe it was happening around level 12 or 13 or TVR, but it may be the music pack causing it as well, I'll have to look into that.
* YHOLL FACEDESK
HOW DID I NOT NOTICE HOW HORRIBLY BROKEN THIS WAS?

Hotfix #1 is out.
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Tapwave
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by Tapwave »

Apparently the update screwed compatibility with DoomRPG because armor spawner actors changed their names or something.
Image
That or it's doomRPG that oops'd at the armor spawner names.
/edit No, wait, that was something really, really stupid on my part, i wrote totally the wrong thing and the entire rig collapsed, my bad.
Tux
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by Tux »

red alert
invisible chaingunners
created due to nothing
red alert
i don't know how to reproduce altho i got saves but you'll need vile.wad for this (it's only a levelpack)
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by Yholl »

Tux wrote:red alert
invisible chaingunners
created due to nothing
red alert
i don't know how to reproduce altho i got saves but you'll need vile.wad for this (it's only a levelpack)
Vile.wad only contains maps, music, and textures, there's nothing else in it.
Can't really help beyond stating that.
LivingWithGames
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by LivingWithGames »

Hey, I see there's a new version of DoomRL and I'm a recent member of this forum however, I have one fatal flaw.

I can't download this. Well, I can get to the download page and try but I get tha SSL error, as it says I couldn't connect to the real dl.dropbox or something about that. I use Google Chrome and it also fails on Internet Explorer.

Could you someone else here re-host it somewhere else like mediafire or mega.co.nz? Thanks in advance.

BTW, I still have the latest Beta 5 and I love this wad. Keep goign strong Yholl.

In case someone has a good new link for me, hit it in this topic or hit me with a PM.
Tux
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by Tux »

Yholl wrote:
Tux wrote:red alert
invisible chaingunners
created due to nothing
red alert
i don't know how to reproduce altho i got saves but you'll need vile.wad for this (it's only a levelpack)
Vile.wad only contains maps, music, and textures, there's nothing else in it.
Can't really help beyond stating that.
that's why i said it's a plain levelpack
do you want the save? :v
gunofdis
Posts: 238
Joined: Mon Feb 03, 2014 4:43 pm

Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by gunofdis »

Why can't I pick up rocket launchers for ammo when I have a better launcher like a missile launcher? Same goes for plasma rifles and basically anything else that uses cells. Maybe provide a DoomRL style unload button so I can get ammo out of unwanted special weapons.

e: also the walking sound effect for phaseshift boots is obnoxious.

ee: my renegade likes to fire his combat shotty at the start of the map without input.

eee: tristar blaster doesn't work with shellshocked :(

eeee: holy shit shellshocked nano super shotty is obscene

eeeee: there's no code to check for a bulk mod on a shellshocked nano super shotty
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Tapwave
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by Tapwave »

gunofdis wrote: e: also the walking sound effect for phaseshift boots is obnoxious.
Really? I didn't notice it had one.
Maybe a client variable for toggling off footstep noises? :p
ee: my renegade likes to fire his combat shotty at the start of the map without input.
Maybe he's just that eager :p
eee: tristar blaster doesn't work with shellshocked :(
Tristar is more like a rocket launcher than a shotgun-type weapon, making it fire more projectiles would make it totally broken and kind of make the name, well, unfitting.
eeee: holy shit shellshocked nano super shotty is obscene
oh god almost as good as pre-patch firestorm jackhammer, how did i not notice this
VicRattlehead
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by VicRattlehead »

Seems like berserk lasts the entire level now, can't find anything about it in the changelog so I'm going to assume it's a bug.
LivingWithGames
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by LivingWithGames »

VicRattlehead wrote:Seems like berserk lasts the entire level now, can't find anything about it in the changelog so I'm going to assume it's a bug.
It has been like that ever since. I'm almost sure.

I am rather still waiting for someone else to uplaod Beta 6 to anotehr host since I can't download from dropbox, as mentioned in my previous post. Think I should PM YHoll about that?
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Slax
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Re: [WIP] DoomRL Arsenal - [Beta 6 HF-1] [MP-B2]

Post by Slax »

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