Kyle873's Doom RPG Mod [0.10.0 Beta]

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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by MrBoroda »

Kyle873 wrote:
Blue Shadow wrote:
MrBoroda wrote:I have a problem with auras. They sometimes simply don't work but still eating your EP.
I'm currently having the same issue. I have the yellow aura skill. I used it once and it seemed to work. However, all subsequent uses failed. EP is consumed, but there is no effect.
Unfortunately I can't seem to reproduce this. Auras work fine for me.
It usually happens after I upgrade a skill and use it. After the first use they drain EP but aura and it's effect don't show up.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

GTD-Carthage wrote:Question: Is it possible to control the rate at which 'unique/named' monsters spawn? I personally feel like there should be more of them. I play using Oblige-generated maps and at standard settings with at least 50-100 mons each map, I'd probably only end up finding one special guy once every two or three maps, aside from critters with auras (which, also, I feel there should be more of).
Increase the Aura Curve in the Doom RPG Options menu.

edit:
Also, I finally found the issue with Auras and fixed it.
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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by MrBoroda »

Kyle873 wrote: Also, I finally found the issue with Auras and fixed it.
Much appreciate.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

Currently using GZDoom G1.9pre-691 (latest available as of this post) and a version of the mod based on this commit. I've encountered a weird issue. Here is how to produce it:
  • Start a new game, and give yourself a hundred stat tokens.
  • Lower your health (type in the console 'take health 99').
  • Increase your defense stat to its max of hundred.
With the last point/token put in, your defense rate will read a very low number (it weirdly depends on the amount of health you have at that moment). As your health regenerates, that defense rate will increase along with it, little by little. Once your health reaches its max of hundred, the rate will stop increasing, reading 75%. If your max health is more than hundred, you're going to keep regenerating, naturally. The defense rate will keep going up with it, of course.


Another issue in the vein of the above, but involving shields:
  • Start a new game, give yourself a hundred stat tokens and enough credits to buy a basic shield package.
  • Buy the package, equip the shield parts, and toggle the shield.
  • Increase your defense stat to its max of hundred.
With the last point/token put in, your defense rate will read: 0.999451%. If you toggle the shield off, the rate will read: 75%. If you toggle it back on, it will read that same number (0.999451%).
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

Cheers. I finally tried out this mod... but I have no idea how to use stims, how missions are done and what is toxicity. Would be much appreciated if somebody could explain it to me!
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Blue Shadow wrote:Currently using GZDoom G1.9pre-691 (latest available as of this post) and a version of the mod based on this commit. I've encountered a weird issue. Here is how to produce it:
  • Start a new game, and give yourself a hundred stat tokens.
  • Lower your health (type in the console 'take health 99').
  • Increase your defense stat to its max of hundred.
With the last point/token put in, your defense rate will read a very low number (it weirdly depends on the amount of health you have at that moment). As your health regenerates, that defense rate will increase along with it, little by little. Once your health reaches its max of hundred, the rate will stop increasing, reading 75%. If your max health is more than hundred, you're going to keep regenerating, naturally. The defense rate will keep going up with it, of course.


Another issue in the vein of the above, but involving shields:
  • Start a new game, give yourself a hundred stat tokens and enough credits to buy a basic shield package.
  • Buy the package, equip the shield parts, and toggle the shield.
  • Increase your defense stat to its max of hundred.
With the last point/token put in, your defense rate will read: 0.999451%. If you toggle the shield off, the rate will read: 75%. If you toggle it back on, it will read that same number (0.999451%).
The first thing is that behavior you're talking about is the Defense perk you get when you put 100 points into Defense. The lower your health gets, the higher your defense ratio will go.

This is a bug and I'll have to look into it.

Tux wrote:Cheers. I finally tried out this mod... but I have no idea how to use stims, how missions are done and what is toxicity. Would be much appreciated if somebody could explain it to me!
Stims are used by finding a stim syringe of any size and equipping it in the Stims menu. Then you need to collect vials of specific compounds by killing Aura enemies, which are enemies which have special abilities and stats. Then you can fill the syringe with the compounds you want, and use it with the "Use Stim" key whenever you want.

You can take a mission by going to the outpost using the Transport skill, then talking to the Marine at the counter.

You gain Toxicity by walking on damage floors like nukeage or lava. As it increases, it slowly gives you penalties based on how high it is. If your toxicity reaches 100%, you will die. It will wear of naturally or you can either increase your Regeneration stat to make it disappear faster, or find/buy a Detox patch.

Also just a note that there is help at the bottom of each menu which will tell you what the different controls do and how to use them.
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

Kyle873 wrote:
Tux wrote:Cheers. I finally tried out this mod... but I have no idea how to use stims, how missions are done and what is toxicity. Would be much appreciated if somebody could explain it to me!
Stims are used by finding a stim syringe of any size and equipping it in the Stims menu. Then you need to collect vials of specific compounds by killing Aura enemies, which are enemies which have special abilities and stats. Then you can fill the syringe with the compounds you want, and use it with the "Use Stim" key whenever you want.

You can take a mission by going to the outpost using the Transport skill, then talking to the Marine at the counter.

You gain Toxicity by walking on damage floors like nukeage or lava. As it increases, it slowly gives you penalties based on how high it is. If your toxicity reaches 100%, you will die. It will wear of naturally or you can either increase your Regeneration stat to make it disappear faster, or find/buy a Detox patch.

Also just a note that there is help at the bottom of each menu which will tell you what the different controls do and how to use them.
1) That's... a bit complicated :p
2) Yeah, but even if I'm doing it, nothing happens (I mean the mission appears on the hud but nothing more, the counter doesn't increase) EDIT: Happens only with kill missions.
3) oh! smart :>
4) Yeah, already noticed.

Edit: It's silly how killing 28 imps is suicidal and 2 spider masterminds is very easy.
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Triple S
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Triple S »

So uh, after playing some of this with a lot of monster-related curves cranked up...

...could you add an option to cap monster speed? As hilarious as fighting a Dragon Ball-speed imp is, it might not be for everyone. Plus I think they can sometimes go through walls. xD
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Slax
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Slax »

One more. This time the outpost seems more... outposty.
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Tapwave
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tapwave »

Nooooo, where did the old outpost music go?
I really loved that smooth techno-ish song and now it's gone D:
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Triple S wrote:So uh, after playing some of this with a lot of monster-related curves cranked up...

...could you add an option to cap monster speed? As hilarious as fighting a Dragon Ball-speed imp is, it might not be for everyone. Plus I think they can sometimes go through walls. xD
This was actually happening due to a bug that I've now finally chased down and murderinated.
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Triple S
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Triple S »

Part of me is sad to see it go. I'll miss you, Dragon Ball monsters.

Though not much.
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Tapwave
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tapwave »

Oh man, now I don't regret not updating my rpg files during my Epic2 playthrough, i stumbled on a turbo mancubus on DNA Replicate that zoomed across the map faster than Usain Bolt.
Will my save be fine if i update it though? I don't really want to lose all my progress.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by edward850 »

terranova wrote:Will my save be fine if i update it though?
Short answer: Noooooooooooooooooooooooooooooooooo-
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

terranova wrote:Oh man, now I don't regret not updating my rpg files during my Epic2 playthrough, i stumbled on a turbo mancubus on DNA Replicate that zoomed across the map faster than Usain Bolt.
Will my save be fine if i update it though? I don't really want to lose all my progress.
No, your save will be nuked. Save your character instead and just load them into a new game.
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