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

Projects that alter game functions but do not include new maps belong here.
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SAraisXenoQueen
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by SAraisXenoQueen »

Yholl wrote: 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.
I had the feeling something like that would happen... Tis why I (and potentially others) was inferring you release what you had and let anything that slipped past bug-wise get found by the playerbase. There's always future versions to remedy it. Nobody says y'have to do everything in one update. Hell, you added a lot more than you even planned to begin with. That's notable.

Regardless, I do hope you regain your traction. I have a small group of people that eagerly await the next version, They have a particular liking to DoomRLA.

Keep up the good work though.
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-Ghost-
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by -Ghost- »

I don't know if this is possible or has been asked before or not, but would a build-a-class custom class sort of thing be doable? Like you pick a couple perks/skills to go with the standard Doom Marine sprite or something and can just mix and match to fit your playstyle.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Yholl »

-Ghost- wrote:I don't know if this is possible or has been asked before or not, but would a build-a-class custom class sort of thing be doable? Like you pick a couple perks/skills to go with the standard Doom Marine sprite or something and can just mix and match to fit your playstyle.
Almost impossible, and I wouldn't want to anyway.
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invictius
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by invictius »

Which SVN do I need for the monsters addon to work? I'm trying to get it working with doomrpg.
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amv2k9
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by amv2k9 »

invictius wrote:Which SVN do I need for the monsters addon to work? I'm trying to get it working with doomrpg.
Just get the newest one, unless it's the 64-bit version and your OS isn't 64-bit, obviously.
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invictius
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by invictius »

amv2k9 wrote:
invictius wrote:Which SVN do I need for the monsters addon to work? I'm trying to get it working with doomrpg.
Just get the newest one, unless it's the 64-bit version and your OS isn't 64-bit, obviously.
Do I use a gzdoom svn release when trying to run this with kyle873's doomrpg mod? It's just that this requires a zdoom svn, and doomrpg requires gzdoom.
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wildweasel
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by wildweasel »

Best to get GZDoom for both, since the difference is literally just that GZDoom has hardware rendering and ZDoom doesn't.
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invictius
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by invictius »

wildweasel wrote:Best to get GZDoom for both, since the difference is literally just that GZDoom has hardware rendering and ZDoom doesn't.
I can't get the monsters' status/hit points showing when trying to use it with doomrpg. I'm following the instructions here: https://github.com/Kyle873/DoomRPG/wiki
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Yholl »

Just a heads up for those who haven't died from waiting yet; development has resumed, much bugfixing and feature adding.
Hopefully I can keep up a decent work pace and actually get some shit done goddamn
Ribo Zurai
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Ribo Zurai »

Oh neat, good luck with that. Looking forward more news.
Ranik
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Ranik »

Yholl wrote:Just a heads up for those who haven't died from waiting yet; development has resumed, much bugfixing and feature adding.
Hopefully I can keep up a decent work pace and actually get some shit done goddamn
Luckily I killed a few cyberdemons...

But great to hear. Love to see all of the stuff you have in store for us. Though I don't quite remember the aim of the next release lol. Either way take it easy Yholl, no need to rush.
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invictius
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by invictius »

What conditions need to be met to buy some of the later guns - is it rank? I've been spawning heaps of spiderdemons and killing them via the console (I get leveled up for it) but I can still never buy anything except the stock doom guns.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Yholl »

invictius wrote:What conditions need to be met to buy some of the later guns - is it rank? I've been spawning heaps of spiderdemons and killing them via the console (I get leveled up for it) but I can still never buy anything except the stock doom guns.
Rank will unlock Exotic weapons. All uniques and assemblies can only be bought if you get a Diamond UAC shop card.

You won't get a Diamond UAC card from killing Masterminds, that's for sure.



Finished a unique gun today, super fun to use. Good to make a little progress here and there.
Drake Raider
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Drake Raider »

Just gave this a first try, combined with the RPG mod... pretty wonderful. I personally use it with an Oblige map pack, to maximize that Roguelike feel, rerolling the maps every time I die. Pretty enjoyable, though I did get hit with a lot of trap Revenants by the RNG, which with that and the mods here, was a bad time. Finally went down to a Nightmare Mancubus. Anyway, tangent, but it's a pretty great thing.
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Viscra Maelstrom
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Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Post by Viscra Maelstrom »

wait until you find the Nightmare Mastermind, if you thought the Nightmare Manc was bad. :p
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