Kyle873's Doom RPG Mod [0.10.0 Beta]
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Oh, thanks for the reply.
GZDoom g2.1.pre-1159-gfbefe13
Doom RPG Mod [0.9.14 Beta] from GitHub, which also contains DRLA and DRLM.
And I'm sorry, I didn't mean to be rude.
GZDoom g2.1.pre-1159-gfbefe13
Doom RPG Mod [0.9.14 Beta] from GitHub, which also contains DRLA and DRLM.
And I'm sorry, I didn't mean to be rude.
- wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
It's okay, no hard feelings. Thanks for the quick update. I can confirm that your GZDoom is indeed up to date (as of a few minutes ago).Lanforse wrote:Oh, thanks for the reply.
GZDoom g2.1.pre-1159-gfbefe13
Doom RPG Mod [0.9.14 Beta] from GitHub, which also contains DRLA and DRLM.
And I'm sorry, I didn't mean to be rude.
Are you actually loading the DRLA and DRLM wad files, though? The patches included with Doom RPG itself are only compatibility patches; you still need to go get Yholl's mods separately.
If that's not the problem, I wonder if the PSX TC is causing some problems? I recall that using a small handful of ZDoom features that might be clashing with DRPG's.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Yeah, I have the DRLA and DRLM files too:
[Global.Autoload]
Path=/PSX.pk3
Path=/DoomRL_Arsenal.wad
Path=/DoomRL_HUD.wad
Path=/DoomRL_Monsters.wad
Path=/master/DoomRPG
Path=/master/DoomRPG-RLArsenal
Path=/master/DoomRPG-RLMonsters
And I am certainly sure that problem is in the PSX TC maps. Not decorate, not scripts, not resources. ONLY maps. Because if I use only map .wad file extracted from PSX TC .pk3 file, the problem is still there.
But how and why the one placeholder sprite named "SprNone" that is perfectly worked with the original Doom and most popular wads causes segmentation fault with PSX TC maps..?
[Global.Autoload]
Path=/PSX.pk3
Path=/DoomRL_Arsenal.wad
Path=/DoomRL_HUD.wad
Path=/DoomRL_Monsters.wad
Path=/master/DoomRPG
Path=/master/DoomRPG-RLArsenal
Path=/master/DoomRPG-RLMonsters
And I am certainly sure that problem is in the PSX TC maps. Not decorate, not scripts, not resources. ONLY maps. Because if I use only map .wad file extracted from PSX TC .pk3 file, the problem is still there.
But how and why the one placeholder sprite named "SprNone" that is perfectly worked with the original Doom and most popular wads causes segmentation fault with PSX TC maps..?
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Love you too. <3Lanforse wrote:Yholl is a terrible person, 'cause he's packing all his DRLA sources into .wad files. I hate you.
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Spoiler:So i'm having the same issue other people are having, i've checked about 10 pages back and tried to follow all the instructions to get it to work but it doesn't seem to want to work, I downloaded the GZDOOM build off the first page yesterday, and re-downloaded the RL and RPG stuff (reformated my computer so have to get it all, all over again), and I AM using the master branch yet I am still getting this error.
Any idea what i'm doing wrong?
Any help is definitely appreciated as this is my favorite Doom mod of all time (+DOOMRLA).
p.s. I also get the same error using it with map wads and such as well as vanilla doom 2 maps.
Thanks!
Edit: It seems it only seems to do it when I use the DoomRL patch, and the Doom RL Arsenal Patch, however if I load DoomRPG without the patches and use the RL wads, it works but the weapons don't actually show up. So I think it has something to do with the patches.
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Just for exposition to we observers:Yholl wrote:Love you too. <3Lanforse wrote:Yholl is a terrible person, 'cause he's packing all his DRLA sources into .wad files. I hate you.
Is there an advantage to WADs over pk3/pk7? I would have thought the ease of packing would make pk3/pk7 preferable.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Are you actually loading the patches and the wads together? Because it doesn't sound like you are, and that's what you're supposed to be doing.Clusterone666 wrote:Edit: It seems it only seems to do it when I use the DoomRL patch, and the Doom RL Arsenal Patch, however if I load DoomRPG without the patches and use the RL wads, it works but the weapons don't actually show up. So I think it has something to do with the patches.
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Yeah I am, I have Doom RL Arsenal+Doom RL Arsenal - Monster Pack ticked on the left side where the patches are.
On the right side I have DoomRL arsenal beta 7.74, DoomRL HUD, DoomRL Monsters Beta 5.2 ticked and whatever wad I want to use for maps.
I still get the error though for some odd reason. :/ (Picture below)
On the right side I have DoomRL arsenal beta 7.74, DoomRL HUD, DoomRL Monsters Beta 5.2 ticked and whatever wad I want to use for maps.
I still get the error though for some odd reason. :/ (Picture below)
Spoiler:
Last edited by Clusterone666 on Mon Jun 22, 2015 6:47 pm, edited 1 time in total.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Ah, found out why simply by looking for NUKBX0 in this thread.

wildweasel wrote:As far as I remember from elsewhere in this thread, your problem is that you're selecting the wrong DoomRPG branch from the launcher. NUKBX0 is only present in the Top Secret Development Versions of DRLA, and you are apparently selecting the drlaupdate branch of DoomRPG - you need to select the Master branch.
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Yeah I saw that, however the only two branches I have are master, and drlaupdate, I uploaded the two pics above to show you my setup.
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
You've downloaded drlaupdate, and simply switched the box to say master, expecting that to do something. You're still running drlaupdate. Best course of action here is to clear off the build you have, select master, and download again.Clusterone666 wrote:Yeah I saw that, however the only two branches I have are master, and drlaupdate, I uploaded the two pics above to show you my setup.
Packaged archives aren't actually any easier to pack, depending on your work flow. The only advantage is compression. However as most of DoomRLA is compressed anyway (most of it is PNGs), there would actually be a performance cost in doing chunk compression as well, with no actual gain in size.StarController wrote:Is there an advantage to WADs over pk3/pk7? I would have thought the ease of packing would make pk3/pk7 preferable.
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
You've downloaded drlaupdate, and simply switched the box to say master, expecting that to do something. You're still running drlaupdate. Best course of action here is to clear off the build you have, select master, and download again.edward850 wrote:Clusterone666 wrote:Yeah I saw that, however the only two branches I have are master, and drlaupdate, I uploaded the two pics above to show you my setup.
Ah, ok that makes a ton more sense, I thought by updating both it would update for RPG and update for RLA, my mistake.
It works now! However, Doom 2 vanilla maps are unplayable, but that's fine as i'm looking to play it with other wads anyways, but thanks for clearing that up for me, much appreciated.

Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Been playing a bit with the new map 30 events. The increase in shadow monsters is quite cool but comes with some major problems. On vanilla style icon fights you won't really run into many shadow monsters. But on any icon map with monsters on it you will run into so many that you will have all of your ammo and credits drained within seconds.
The drain rates may need to be toned down heavily.
The drain rates may need to be toned down heavily.
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
You'll have to plan ahead--by map30, you should have a great deal of resources at your disposal. When you have EP, use Supply Drop to drop ammo so you can come back to it later, and/or call in your favorite Summons beforehand so you can Rally (0 EP!!) when you need them. If you invested in the turret, now is a good time to have it out, especially if it has the ammo manufacturing upgrades. You can recover most of the ammo lost due to leeching by killing the monster responsible, but not rockets, so you should probably try not to rely on rocket-based weaponry.
Basically, they can't take money that you've already spent.
Basically, they can't take money that you've already spent.

Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Or perhaps the drain effect is unbalanced when spammed. Because you can work around a problem in small doses doesn't mean it will mean much on all scales. Your method will not work on any WAD that has 200+ monsters on it's level 30. Having to spend even more time in preparation than you would actually playing is a bit much.Funky Gnoll wrote:
Basically, they can't take money that you've already spent.