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

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gunofdis
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Re: Something kinda odd

Post by gunofdis »

Captain J wrote:
gunofdis wrote:Under zdoom the minigun guys look like this:

and under gzdoom they look like this:
or, just play any kind of launcher except zdoom. sprites that uses some color that doesn't exist in vanilla doom palette is cannot be safe from insta-software-free zdoom.
Dunno why you have your panties in a twist, I was just pointing out something odd. I was trying out regular zdoom after someone above said something about gzdoom maybe being the cause of the networking issues. Haven't gotten around to actually running a coop game, yet.
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Captain J
 
 
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Captain J »

chill out, i actually didn't being serious or outraged over at your post. that was just an innocent and informative reply. no offence, nothing personal.
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Yholl
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Re: Something kinda odd

Post by Yholl »

gunofdis wrote:Dunno why you have your panties in a twist, I was just pointing out something odd. I was trying out regular zdoom after someone above said something about gzdoom maybe being the cause of the networking issues. Haven't gotten around to actually running a coop game, yet.
- Doesn't shrink or spoiler his gigantic images despite being asked to.
- Snaps at Captain J for no reason.

Actually, it looks like my panties are in a twist right now.
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Slax
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Slax »

You know what fixes the issue of bunched up panties?
A horrible secret. The secret of... shotguns. No more panties. No more issues.
Only shotguns.
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wildweasel
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Re: Something kinda odd

Post by wildweasel »

Yholl wrote: - Doesn't shrink or spoiler his gigantic images despite being asked to.
I've altered the image embeds to use Imgur's Large Thumbnails instead.

gunofdis, please take a moment to read over the forum rules; there's a small section in there regarding large images and how to use Imgur to create automatic clickable thumbnails, so as to spare everyone's screen size and bandwidth.
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SAraisXenoQueen
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by SAraisXenoQueen »

Had a couple of weapon sprite ideas for this, alas am no good at acctually doing worthwhile sprites...

Which brings me to the next things-, Yholl, how's progress looking so far? Two, have you made use of the (incredibly old) Demon Eclipse first iteration episode 3 weapons? I'm surprised nobody's made use of the Gorewyrm yet...
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Yholl »

SAraisXenoQueen wrote:Yholl, how's progress looking so far? Two, have you made use of the (incredibly old) Demon Eclipse first iteration episode 3 weapons? I'm surprised nobody's made use of the Gorewyrm yet...
Progress is pretty much at a standstill right now, GZDoom's recent instability killed off my motivation to work on Doom stuff for a while, at least. I've still got a quite sizable list of things to do when I get back to it.

As far as Demon Eclipse stuff goes, there should be at least two demonic guns using Eriance sprites at some point. I can't even remember if the Cacobyss is in Monsterpack 5.2 or not... It also uses his sprites.

zzzt
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SAraisXenoQueen
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by SAraisXenoQueen »

Ah, interesting.

Living/Demonic weapons are usually interesting to look at due to how abstract they are from most other doom weapons.

Unfortunate to see you're troubled. Hope it's in better standings for you soon.
GuardStrike
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by GuardStrike »

Hey Yholl, will you include a rare mod pack that can increase how many times a weapon can be modded?

Or would that simply be a bit too overpowered?
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amv2k9
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by amv2k9 »

GuardStrike wrote:Hey Yholl, will you include a rare mod pack that can increase how many times a weapon can be modded?
Or would that simply be a bit too overpowered?
Also a lot of work. Really a lot.
GuardStrike
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by GuardStrike »

amv2k9 wrote:
GuardStrike wrote:Hey Yholl, will you include a rare mod pack that can increase how many times a weapon can be modded?
Or would that simply be a bit too overpowered?
Also a lot of work. Really a lot.
Wait, is making a new mod pack that increases the maximum amount of how much a weapon can be modded really a lot of work?

Are you being serial?
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Sgt. Shivers
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Sgt. Shivers »

GuardStrike wrote:Wait, is making a new mod pack that increases the maximum amount of how much a weapon can be modded really a lot of work??
yes
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amv2k9
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by amv2k9 »

GuardStrike wrote:
amv2k9 wrote:
GuardStrike wrote:Hey Yholl, will you include a rare mod pack that can increase how many times a weapon can be modded?
Or would that simply be a bit too overpowered?
Also a lot of work. Really a lot.
Wait, is making a new mod pack that increases the maximum amount of how much a weapon can be modded really a lot of work? Are you being serial?
Open up any of the 200+ lumps that now comprises DRLA's weapon selection in SLADE; each weapon needs tons of states just to control the different combinations of Basic & Exotic mods. Keep in mind that are seven types of weapon mods, which can be combined, at most, into sets of four, depending on how the respective mod affects the weapon and what type of weapon it is, which makes for tons of possible combinations, and each possible combination, usually, needs its own state. There are some exceptions; for example, on some hitscan weapons, Firestorm mods affect fire rate, which means you can handle all that after you've handled the Bulk, Power, Agility, Sniper checks.
GuardStrike
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by GuardStrike »

My god! I didn't know adding such a simple thing is so complicated on the inside. That's crazy!

The more you know right?
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Yholl »

GuardStrike wrote:My god! I didn't know adding such a simple thing is so complicated on the inside. That's crazy!

The more you know right?
Yeah, mod limits will never go above 4, because even just 5 causes the combinations to skyrocket into truly horrifying amounts. The Rocket Launcher already destroyed me making it, the amount of combinations would be hundreds upon hundreds with 5 mods. aaaaaaaaaaaaaaaaaaaaa


I should probably say progress related things here.
Haven't done much, semi-burnt out.

I made gunshots and explosions have cool attenuation so you can hear them from far away.
I also made a new toggleable option to control quakes ingame, with All on, Player only, Monsters only, All off as options.
I also broke a pile of my guns because I am elite super coder and definitely did not shove attenuation stuff into them without properly checking them.
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