Kyle873's Doom RPG Mod [0.10.0 Beta]

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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

Ah.

I wasn't inferring to already pre-existing ones mind you- nevertheless despite you not adding more, I'm still going to work on what I've already got so far. Prehaps someone will find a use for it/them.
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Slax
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Slax »

Dudes. The outpost. A phone booth. How else am I gonna call my Space Mom (and get some optional character backstory)?
Fun stuff, you know. Mom asks you stuff and your answers could impact how your character develops... or something like that. Call your dad and listen to him go on about the good ol' space days. Call the 24/7 HELP hotline and hang up before any of your queries have been answered.
Maybe you could prank call someone. Maybe... easter eggs.

Iunno. But PHONE BOOTH.
Ribo Zurai
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Ribo Zurai »

Phone Booth on space? The level transporter should be retextured as a TARDIS from Doctor Who then, that'd make sense.
galactus
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by galactus »

Does anyone know how I can fix this problem? http://prntscr.com/6lk262
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Yholl »

galactus wrote:Does anyone know how I can fix this problem? http://prntscr.com/6lk262
You are running the DRLA Update branch, which is only for the development of DRLA 1.0.

You should be using the Master branch to play with Beta 7.94.
meandog1000
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by meandog1000 »

getting this error Script error, ":CVARINFO.txt" line 2:
cvar 'drpg_scalexp' already exists
galactus
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by galactus »

Yholl wrote:You should be using the Master branch to play with Beta 7.94.
Where can I find the Master Branch?
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iSpook
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by iSpook »

Yholl wrote:
galactus wrote:Does anyone know how I can fix this problem? http://prntscr.com/6lk262
You are running the DRLA Update branch, which is only for the development of DRLA 1.0.

You should be using the Master branch to play with Beta 7.94.
Or, you know, you can:
Spoiler:
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Yholl »

galactus wrote:Where can I find the Master Branch?
Sorry, turns out we had a glitch in GitHub that caused parts of the drlaupdate branch to bleed into master somehow. If you redownload it should be fine now, I think.
iSpook wrote:traitorous words
i will find you

and i will emit a high pitched tone at you or possibly something equally vicious
galactus
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by galactus »

Yholl wrote:
galactus wrote:Where can I find the Master Branch?
Sorry, turns out we had a glitch in GitHub that caused parts of the drlaupdate branch to bleed into master somehow. If you redownload it should be fine now, I think.
I must be really stupid, because I still don't get how I can load DoomRL with DoomRPG. I redownloaded DoomRL just in case from your zdoom thread, but it didn't do anything.
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

Yholl wrote:
iSpook wrote:traitorous words
i will find you

and i will emit a high pitched tone at you or possibly something equally vicious
He's got a point though.
galactus wrote:
Yholl wrote:
galactus wrote:Where can I find the Master Branch?
Sorry, turns out we had a glitch in GitHub that caused parts of the drlaupdate branch to bleed into master somehow. If you redownload it should be fine now, I think.
I must be really stupid, because I still don't get how I can load DoomRL with DoomRPG. I redownloaded DoomRL just in case from your zdoom thread, but it didn't do anything.
I'm going to generally just say to make sure you've got the two compatibility things selected AND the three/two wads that acctually contain the content... assuming you haven't done so already. If you have, then I've got nothing.
galactus
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by galactus »

SAraisXenoQueen wrote: I'm going to generally just say to make sure you've got the two compatibility things selected AND the three/two wads that acctually contain the content... assuming you haven't done so already. If you have, then I've got nothing.
As you can see by the screenshot I posted, yes I did select everything.
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by SAraisXenoQueen »

galactus wrote:
SAraisXenoQueen wrote: I'm going to generally just say to make sure you've got the two compatibility things selected AND the three/two wads that acctually contain the content... assuming you haven't done so already. If you have, then I've got nothing.
As you can see by the screenshot I posted, yes I did select everything.
oh jeez i wasn't paying attention.

I think that happens with newer builds of GZdoom, not sure, I've received the same error myself and have absolutely no idea how I fixed it.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Kyle873 »

meandog1000 wrote:getting this error Script error, ":CVARINFO.txt" line 2:
cvar 'drpg_scalexp' already exists
Go into your ZDoom INI file and delete every line that begins with "drpg_"
SAraisXenoQueen wrote:
galactus wrote:
SAraisXenoQueen wrote: I'm going to generally just say to make sure you've got the two compatibility things selected AND the three/two wads that acctually contain the content... assuming you haven't done so already. If you have, then I've got nothing.
As you can see by the screenshot I posted, yes I did select everything.
oh jeez i wasn't paying attention.

I think that happens with newer builds of GZdoom, not sure, I've received the same error myself and have absolutely no idea how I fixed it.
The problem with that screenshot is it DOESN'T show which branch he's using, which is on the main tab. That's what the problem is, he's using drlaupdate instead of master.
Bitter_man
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Re: Kyle873's Doom RPG Mod [0.9.13 Beta]

Post by Bitter_man »

SAraisXenoQueen, I had the same problem, and I made it work by downloading a stable version of gzdoom (2.0.05), going to Kyle873's github, dling the doomrpg files and downloading the doomrla files from the other thread. Don't know which one of those helped, but yeah, it works now.

This+Oblige=infinite fun. Thanks Kyle873 for a such an amazing mod
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