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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comet1337_old
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by comet1337_old »

hovering hostile chainguns are causing crashes when they spot you
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Triple S wrote:Ah, I love accidentally stumbling upon discovering new assemblies. I was prepping a Double Shotgun to be a future Focused Double Shotgun.
Spoiler:
Unless you really need the sniper mode it's really just a worse heavy double. Admittedly, it's a pretty good sniper mode, though I'd rather have a hunting shotgun.
ArchXeno
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by ArchXeno »

Where is the code/scripting that handles the amageddon start items?
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

ArchXeno wrote:Where is the code/scripting that handles the amageddon start items?
RLArmageddon<classname>Starter in DoomRLA.wad's DECORATE. Looks like each class has 5 possible weapons and 4 each of armor and boots.
Last edited by gunofdis on Wed Sep 23, 2015 10:31 pm, edited 1 time in total.
Funky Gnoll
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Funky Gnoll »

gunofdis wrote:
Triple S wrote:Ah, I love accidentally stumbling upon discovering new assemblies. I was prepping a Double Shotgun to be a future Focused Double Shotgun.
Spoiler:
Unless you really need the sniper mode it's really just a worse heavy double. Admittedly, it's a pretty good sniper mode, though I'd rather have a hunting shotgun.
You go to war with the guns you have, not the guns you want.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

If your wad has chainguns on the ground you will be swimming in superiors before long. If I'm reading things right roughly 1 in 7 chainguns on the map are instead a random superior weapon.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

the Zeus Cannon is pretty ridiculous in a Demolitionist's hands. there's no real thought process required to use it, just blast into enemy crowds and they'll turn into a bloody pulp before long. i guess it does lose its effectiveness against boss enemies, but anything else is just ahahaha.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Yeah, and it's even one of the few masters that doesn't need an exotic mod or 3 <glares at voltgun>


3 shots opens the doors in Dead Simple on Armageddon. :BFG:
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Triple S
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Triple S »

gunofdis wrote:
Triple S wrote:Ah, I love accidentally stumbling upon discovering new assemblies. I was prepping a Double Shotgun to be a future Focused Double Shotgun.
Spoiler:
Unless you really need the sniper mode it's really just a worse heavy double. Admittedly, it's a pretty good sniper mode, though I'd rather have a hunting shotgun.
It essentially gives me three weapons for the price of one, and using what is the most common ammo type in a lot of WADs. Slug does a lot of damage to one or two targets, Shredder stunlocks pretty well (which definitely has it's uses) and seems to mow down groups of weak enemies better than the other modes, and Spread mode gives a good balance between quick burst damage and crowd control.

For a while, that's a lot of great utility to have for only one weapon slot, especially if the WAD doesn't want to give you mods very often.
comet1337_old
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by comet1337_old »

yholl, the mod told me to tell you that something broke

i hit my suicide key shortly after spawning as a tech on armageddon difficulty after fiddling with "start with unique" and "armageddon start items"
also instead of the gib sound, it just played the regular pain sound
playing zpack, incase that's important in the slightest
also had a shredder pistol equipped

dude literally explodes, goes "eugh"
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

All 3 modes do the same damage (200 on average). It's probably better if you're not playing on the higher difficulties, where exotics drop constantly and all the zombies have armor.
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Triple S
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Triple S »

gunofdis wrote:All 3 modes do the same damage (200 on average). It's probably better if you're not playing on the higher difficulties, where exotics drop constantly and all the zombies have armor.
I tend not to play on Nightmare or up on certain map packs, because the way they spawn enemies can make more than a few situations nigh unwinnable (and a few of them don't give you much ammo, likely expecting you to get it from enemies that are now significantly harder to kill). UltraV works well enough if I'm not running RPG, but if I'm running RPG as well then I usually just throw it on Armageddon because everything starts one-shotting me eventually anyway - I might as well start it sooner and get better shit for my trouble!


EDIT: And yeah I know all three modes do the same damage. It's about how the damage is delivered that makes the important difference.

If you only crunch numbers, you'll miss out on a lot of useful stuff to help until you get the big guns.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

Anti-Material Rifle? now what could this thing do- OH GOD YES THIS IS AWESOME.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Nightmare's probably the best mode for getting shit since there's a dozen flavors of normal and shotgun zombie that drop exotics 30% of the time. Plus you don't have flying mancubi and teleporting miniguns/revenants breaking maps.
comet1337_old
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by comet1337_old »

yholl, it happened again

battle rifle vs ssg zombie

ssg dude dies, message pops up
and it flooded my console for a few pages

Viscra Maelstrom wrote:Anti-Material Rifle? now what could this thing do- OH GOD YES THIS IS AWESOME.
bullets the size of coke bottles
also "rocket" jumping
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