Mr. Technician learns he really should be playing on the monsterstats branch. Not that he doesn't like a challenge...
Kyle873's Doom RPG Mod [0.10.0 Beta]
- Slax
- ... in rememberance ...
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Re: Kyle873's Doom RPG Mod [0.98 Beta - Multiplayer Edition]
It's that time again.
Mr. Technician learns he really should be playing on the monsterstats branch. Not that he doesn't like a challenge...
Mr. Technician learns he really should be playing on the monsterstats branch. Not that he doesn't like a challenge...
Re: Kyle873's Doom RPG Mod [0.98 Beta - Multiplayer Edition]
Oh, there's a separate branch? What's different with that? Assuming it has to do with the monster scaling.
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
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Re: Kyle873's Doom RPG Mod [0.98 Beta - Multiplayer Edition]
Main branch currently has borked monster scaling. You get some REALLY overpowered bastards, as shown in the video. Check the end and you'll see a revenant that does 200+ damage per punch. He's probably fairly immortal as well. 
Monsterstats is where you wanna be to get the latest balanced goodness.
Monsterstats is where you wanna be to get the latest balanced goodness.
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
I have now merged the monsterstats branch into master, meaning the new monster stat rewrite and associated things (plus bugfixes galore) are now pretty much safe for consumption. At least, I sure as hell hope they are.
inb4 someone explodes the universe
inb4 someone explodes the universe
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
>boots gameKyle873 wrote:I have now merged the monsterstats branch into master, meaning the new monster stat rewrite and associated things (plus bugfixes galore) are now pretty much safe for consumption. At least, I sure as hell hope they are.
inb4 someone explodes the universe
>monsters become real
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AdmiralAjax
- Posts: 89
- Joined: Sat Nov 27, 2010 6:47 pm
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Just adding this late, but I had some problems as well with the skill wheel update not working for me either, but then I realized it was because I was just dragging, dropping, and overwriting any files that needed it. Once I had deleted the folders and put in the new ones everything worked out.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
I've found a these issues while playing the version dated June 24, 2014 at 2:14:29 AM. DoomRPG and DoomRPG-Doom1 were loaded:
- The Super Shotgun doesn't play any sound when fired.
- Keys and enemies' health bar's foreground don't display on the 'standard' HUD (screenblocks 10).
- You can use the aug battery charge even if your aug battery is full.
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
See, I saw the new pic on the main post... but before I expanded the thumbnail I read "Kofarutul" as "kartoffel"
which is the German word for "potato"
which is the German word for "potato"
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Weird, I'll look into that. Turns out I completely forgot to add them, derp.Blue Shadow wrote:I've found a these issues while playing the version dated June 24, 2014 at 2:14:29 AM. DoomRPG and DoomRPG-Doom1 were loaded:
- The Super Shotgun doesn't play any sound when fired.
- Keys and enemies' health bar's foreground don't display on the 'standard' HUD (screenblocks 10).
- You can use the aug battery charge even if your aug battery is full.
Unfortunately, that HUD is now deprecated due to the fact the original creator has left the community and I don't want to maintain both HUDs. It's missing a bunch of stuff still and will likely never get finished.
Do you mean the batteries? If so, I need to add some extra checks for that still.
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Funky Gnoll
- Posts: 221
- Joined: Tue Jul 21, 2009 6:24 pm
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
roflen mein KartoffelenTriple S wrote:See, I saw the new pic on the main post... but before I expanded the thumbnail I read "Kofarutul" as "kartoffel"
which is the German word for "potato"
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Ribo Zurai
- Posts: 874
- Joined: Fri Jul 03, 2009 1:47 pm
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Does the new monster feature apply to the RLMonsters addon?
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Yes.Ribo Zurai wrote:Does the new monster feature apply to the RLMonsters addon?
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Detestable Kofarutul is in fact, a Nightmare Cyberdemon, hence the ridiculo health.Ribo Zurai wrote:Does the new monster feature apply to the RLMonsters addon?
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Just encounterd imp moving with speed of light. Cleared MAP01 of Doom2 on max curves (not really a challenge now) and this fella was waiting for me at the exit. I've been chasing this bastard for about a minute, but he kicked my butt hard.
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Max curves?MrBoroda wrote:Just encounterd imp moving with speed of light. Cleared MAP01 of Doom2 on max curves (not really a challenge now) and this fella was waiting for me at the exit. I've been chasing this bastard for about a minute, but he kicked my butt hard.
Everything is working smoothly, then.

