Kyle873's Doom RPG Mod [0.10.0 Beta]

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Joemoben
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Joemoben »

Yholl wrote: You are using the DRLAUpdate branch of DoomRPG. This is only for development of DRLA 1.0, so it's kicking the bucket over not knowing what in the world these mysterious weapon pickup sprites are.

Use the Master branch, and it'll work fine.
Whoops. Thought you could just slip back and forth between the branches whenever needed, no update required. Thanks for the help, I really appreciate it.

EDIT:Sorry to continually ask questions here, but after I got a couple of levels in, I found that I was not picking up any new armors or weapons. The name if the item would flash on my screen, but it would not get picked up.

EDIT2: Realized there was a equipment limit. My bad.
Last edited by Joemoben on Sat May 30, 2015 8:10 pm, edited 1 time in total.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

So I've already mentioned before that my knowledge on batch files and deh, and so on so forth is very limited. In order to download the Doom rl from the github I don't see a download button. Do I just right click save link as and manually add the files into my doom directory folder? I'd try it trial and error, but I'm afraid I'd cause something to stop working.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Doomguy914 wrote:So I've already mentioned before that my knowledge on batch files and deh, and so on so forth is very limited. In order to download the Doom rl from the github I don't see a download button. Do I just right click save link as and manually add the files into my doom directory folder? I'd try it trial and error, but I'm afraid I'd cause something to stop working.
DoomRLA is not on Github, it's in this thread over hyaaaaar
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

Tyvm Yholl. Still trying to get used to the site layout and everything so sorry if my questions seem unwarranted, or even laughable.
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lwks
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by lwks »

Guys I have a little problem.
It seems that I can't play this mod with other WADs, I played it with Chris's Brutalized Levels and Knee Deep in ZDoom, and I always have the same problem, I can't open doors that require keys, like red and blue doors, despite me having the key, someone know how to fix it?
Also, great mod!
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

lwks wrote:Guys I have a little problem.
It seems that I can't play this mod with other WADs, I played it with Chris's Brutalized Levels and Knee Deep in ZDoom, and I always have the same problem, I can't open doors that require keys, like red and blue doors, despite me having the key, someone know how to fix it?
Also, great mod!
GZDoom is out of date. Update it.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

So I have a quick question about aura stacking. How do you turn it off? I'm stuck with my skills costing 175% more ep, and it doesn't seem to be going down. Also the auras say that skill will always be used, but it only lasts a little over a minute. My ep regenerates very quickly so it doesn't even stay in the negatives for long so shouldn't the penalty go away?

Edit: Actually I found it what that skill use meant. It means if you don't have enough ep to use it in the first place it will allow you to use the skill, but send you down into the negatives. The part that confused me was "always use the skill" I thought it was some sort of investment into keeping an aura active, but draining some max ep while active.

Also when using any aura it seems you get a penalty for using them, whether you overdrive, or not. Shouldn't the penalty only occur when using overdrive?
Last edited by Doomguy914 on Wed Jun 03, 2015 10:05 am, edited 1 time in total.
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Henix_Aurorus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Henix_Aurorus »

Doomguy914 wrote:So I have a quick question about aura stacking. How do you turn it off? I'm stuck with my skills costing 175% more ep, and it doesn't seem to be going down. Also the auras say that skill will always be used, but it only lasts a little over a minute. My ep regenerates very quickly so it doesn't even stay in the negatives for long so shouldn't the penalty go away?
The penalty is one thing that does bother me; because yes, it goes down VERY slowly. Far too slowly, if anything.

Also, if you're looking to extend your aura durations, you can either use the skill multiple times or level up your Energy skill.
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lwks
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by lwks »

I'm the only one who didn't like the spells? The only ones I liked were the Auras, but all the rest, or is useless(cuz u already has something that can do that or u can do better by yourself), or is this just me being noob? Also, why the fuck the EP Regen is so slow? How many points I have to have in Energy to increase ONE SINGLE POINT in Ep regeneration? And the bonus regen from the Regen Attribute shouldn't benefit Ep too?
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wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

I don't really use the skills, myself. It's just not worth it, because it's an entire stat that dilutes my already-lacking skill points and income...that, and I hate having to bind the extra keyboard controls for it.
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lwks
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by lwks »

Me neither, but I would like to use them, it is, if they weren't like they are now. I want moar interesting skills like this:

Doomguy make a pentagram on the ground and while he stays in he gain bonus
When using this skill the next shot will deal the normal damage+explosion(U have to admit, this is a cool skill)
Skill for damage reflection maybe?
You should change the Berserk skill, when he use it he enter in rage and increase his maximun HP(like 3x or 4x, also, restoring all his HP in the process) and he can use only the Fists or the Chainsaw, he takes increased damage(not so much, like 30% maybe?) and for each enemy he kills he loss part of the damage amplification, restore some health and gain some bonus damage :twisted:
A skill to see enemies through walls?
U can hypnotise enemies to fight for you for a short duration.
This is definitely a MUST MAKE skill, you freeze a enemy/enemies(depending on the skill level?) for 8 seconds? Or like this: he/they freeze without time limit for the breakout but when he/they take damage FROM YOU(cuz some enemies like fighting each other, u know[or even AoE damage they cause, like Revenant or Mancubus]) he is free again
Shot a fireball that deal demage and cause debuffs on the enemies
I would like a skill that turn the ground in lava/toxic residues that deal (low)damage and slow enemies, each level increasing its potency and size
Another skill that explode enemy corpses on the ground(I'm pretty sure I already have seen this in another game, don't remember which)
Also, a skill that revive a dead enemy and it fight for you?

Passive Skills, like:
Lifesteal(Yes I know this is already implemented in the Stims, but this is the skill man)
When he takes damage he gains damage for a short duration?(acumulative, lol SHOTGUN POINTBLANK RANGE[Thats the correct name right? Don't remember])
While enemies are near doomguy they take increase damage
You give more damage using the Chainsaw and regain HP when killing things with it(Also works with the Fists[Also, this could work together with the Berserk, facilitating the programation of that skill])
Or when u kill a enemy with the Fists/Chainsaw he drops A LITTLE Ep regen
This is a really cool skill: For each dead body around doom guy we gain more defense and strength, or even other atributes and reduces the EP cost of skills(And stronger enemies counts as 2 or 3, like the Baron of Hell and Archvile) :twisted:

Also, this gave me a great idea, I would like to have pets, like taming the demons, I would like, and they would give bonuses, or maybe fight for us(Yeah, I know, we have invocations, but a pet is a pet, and an invocation is an invocation, I like the pet moar), and something to do in the future mayb, they could have levels and shit SKILLS MODEFUCKER. OK, I know, this is so much fucking programation, but I like to fantasize and think new ideas(I know, some of them crazy and nonsense, but it's a game, it's suposed to be fun, right?), I hope u enjoyed some and even consider some of them. Could u plz? :3:
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Doomguy914 wrote:Also when using any aura it seems you get a penalty for using them, whether you overdrive, or not. Shouldn't the penalty only occur when using overdrive?
No. This is a mechanic I came up with to stop people turning into permanent human wrecking balls with ease. It prevents you from maintaining a constant aura forever.
You can also customize this in the DoomRPG Options menu, much like 90% of the mod. Play the way you want to play.
lwks wrote:I'm the only one who didn't like the spells? The only ones I liked were the Auras, but all the rest, or is useless(cuz u already has something that can do that or u can do better by yourself), or is this just me being noob? Also, why the fuck the EP Regen is so slow? How many points I have to have in Energy to increase ONE SINGLE POINT in Ep regeneration? And the bonus regen from the Regen Attribute shouldn't benefit Ep too?
You need to use EP Focus to regen your EP quickly, or if you have high Regen, using a bunch of Regen Spheres.
wildweasel wrote:I don't really use the skills, myself. It's just not worth it, because it's an entire stat that dilutes my already-lacking skill points and income...that, and I hate having to bind the extra keyboard controls for it.
It really increases your adaptability though. Magnetizing all item drops to yourself, summoning monsters to aid you, stealing auras and going on an unstoppable rampage with them...
I used to not use many of the extra features in DoomRPG like Skills, Shields, Stims, Augs, but I've come to find every one of them to be incredibly useful.
lwks wrote:Me neither, but I would like to use them, it is, if they weren't like they are now. I want moar interesting skills like this:

Doomguy make a pentagram on the ground and while he stays in he gain bonus
When using this skill the next shot will deal the normal damage+explosion(U have to admit, this is a cool skill)
Not sure why he'd make a demonic pentagram, but adding explosions to attacks is not gonna happen.
lwks wrote:Skill for damage reflection maybe?
Impossible.
lwks wrote:You should change the Berserk skill, when he use it he enter in rage and increase his maximun HP(like 3x or 4x, also, restoring all his HP in the process) and he can use only the Fists or the Chainsaw, he takes increased damage(not so much, like 30% maybe?) and for each enemy he kills he loss part of the damage amplification, restore some health and gain some bonus damage :twisted:
I think we'll keep Berserk like it is.
lwks wrote:A skill to see enemies through walls?
Impossible.
lwks wrote:U can hypnotise enemies to fight for you for a short duration.
This might cause problems, dunno. Could be good.
lwks wrote:This is definitely a MUST MAKE skill, you freeze a enemy/enemies(depending on the skill level?) for 8 seconds? Or like this: he/they freeze without time limit for the breakout but when he/they take damage FROM YOU(cuz some enemies like fighting each other, u know[or even AoE damage they cause, like Revenant or Mancubus]) he is free again
Impossible.
lwks wrote:Shot a fireball that deal demage and cause debuffs on the enemies
Stuff like this is planned for the future.
lwks wrote:I would like a skill that turn the ground in lava/toxic residues that deal (low)damage and slow enemies, each level increasing its potency and size
Way too hard to implement for such a vaguely helpful thing.
lwks wrote:Another skill that explode enemy corpses on the ground(I'm pretty sure I already have seen this in another game, don't remember which)
Could work, yeah.
lwks wrote:Also, a skill that revive a dead enemy and it fight for you?
Eeeeh, I know there's some crazy stuff going on with revival, I can't give you a definite answer on that.
lwks wrote:Passive Skills, like:
Lifesteal(Yes I know this is already implemented in the Stims, but this is the skill man)
Auras are passive effects. Also no, overpowered.
lwks wrote:When he takes damage he gains damage for a short duration?(acumulative, lol SHOTGUN POINTBLANK RANGE[Thats the correct name right? Don't remember])
Don't see the point, have Red Aura.
lwks wrote:While enemies are near doomguy they take increase damage
Again, no point, Red Aura.
lwks wrote:You give more damage using the Chainsaw and regain HP when killing things with it(Also works with the Fists[Also, this could work together with the Berserk, facilitating the programation of that skill])
Impossible.
lwks wrote:Or when u kill a enemy with the Fists/Chainsaw he drops A LITTLE Ep regen
Impossible.
lwks wrote:This is a really cool skill: For each dead body around doom guy we gain more defense and strength, or even other atributes and reduces the EP cost of skills(And stronger enemies counts for 2 or 3, like the Baron of Hell and Archvile) :twisted:
Impossible.
lwks wrote:Also, this gave me a great idea, I would like to have pets, like taming the demons, I would like, and they would give bonuses, or maybe fight for us(Yeah, I know, we have invocations, but a pet is a pet, and an invocation is an invocation, I like the pet moar), and something to do in the future mayb, they could have levels and shit SKILLS smeghead.
Pointless, we already have the turret.
lwks wrote:OK, I know, this is so much fucking programation, but I like to fantasize and think new ideas(I know, some of them crazy and nonsense, but it's a game, it's suposed to be fun, right?), I hope u enjoyed some and even consider some of them. Could u plz? :3:
I'll pass this along to Kyle, see what he thinks about some of them.
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Triple S
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Triple S »

Yholl wrote:Pointless, we already have the turret.
I'm curious - does this mean you might phase out summons due to the turret? I mean, I'd assume not (and I hope not), but just to be sure.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Triple S wrote:I'm curious - does this mean you might phase out summons due to the turret? I mean, I'd assume not (and I hope not), but just to be sure.
Oh no.

I would really really like a revamp of summon skill costs though, they're kinda super hardcoded at the moment at silly values.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

I agree with Yholl on the adaptability use of spells and skills. Magnetize is great when you have so much luck and so many monsters are dropping so many vials that your computer starts to slow down. [AV Demonic Hordes all auras as an example.]

Anyway I found a bug today while playing on Kama Sutra. It said runaway script crate hack, and as you can imagine it happened while hacking a crate. It didn't really freeze the game, but I could only exit the crate and open menus and shops. I couldn't move the character, or fire. I'm playing with the 12 n1 survival wad if that helps at all, and this only happened after reaching Kama Sutra. Can't wait to see how much slow down I get on speed of doom on the pyramid level! :lol:

Edit: I didn't know the turrets were enabled. I can't get mine to function at all. The menus are there and I have A LOT of turret parts, but maintain turret does nothing.
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