DoomRL Arsenal - [1.1.5] [MP-B7.3]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Picking up a radsuit while you already have one active, wastes the just-picked-up suit. This is inconvenient, as you have to wait for the active suit's effect to completely wear off before you pick another one.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Just tried out the new version and it's great. The small performance tweaks make even the test map run almost buttery smooth on my toaster with rarity beams off.
Also, that new Plascharge Launcher. Holy damn.
Also, that new Plascharge Launcher. Holy damn.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
This is how radsuits worked since vanilla Doom.Blue Shadow wrote:Picking up a radsuit while you already have one active, wastes the just-picked-up suit. This is inconvenient, as you have to wait for the active suit's effect to completely wear off before you pick another one.
Nice, glad to hear! I'd hoped they'd help a bit, but I didn't think they'd make that much of an improvement. Awesome!Vict wrote:Just tried out the new version and it's great. The small performance tweaks make even the test map run almost buttery smooth on my toaster with rarity beams off.
- Abba Zabba
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Ok, apparently the napalm barrel bug is from not loading the monsters submod. So you can't play the main mod by itself unless you want invisible fire.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Is the new plascharge launcher meant to kill things behind doors? Somehow I managed to kill all the guys in MAP02's exit room with it before even had the key.
Tried deliberately shooting unopened monster closets with it and succeeded in killing the contents from the outside.
Tried deliberately shooting unopened monster closets with it and succeeded in killing the contents from the outside.
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Kaeoschassis
- Posts: 114
- Joined: Wed Dec 17, 2014 4:23 am
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Huh, I wonder if that's related to the way the multiple explosions spawn?gunofdis wrote:Is the new plascharge launcher meant to kill things behind doors? Somehow I managed to kill all the guys in MAP02's exit room with it before even had the key.
Tried deliberately shooting unopened monster closets with it and succeeded in killing the contents from the outside.
Whatever the case, just tried that thing out myself. It's a lot more satisfying now, rather than just being a green rocket launcher. Great work there
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
No, that's not how they worked. Picking a second suit up resets the powerup's timer. Here, that doesn't happen.Yholl wrote:This is how radsuits worked since vanilla Doom.
All powerups in vanilla Doom behave like that.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
A++, would plasmasplode again.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Wow, that's an oversight and a half. Alright, fixed for next patch.Lava Grunt wrote:Ok, apparently the napalm barrel bug is from not loading the monsters submod. So you can't play the main mod by itself unless you want invisible fire.
Yes, that and the Cluster Bomb Launcher can go through walls. I can probably find a way prevent that if you want me too, though.gunofdis wrote:Is the new plascharge launcher meant to kill things behind doors?
That is exactly what happens. They work no differently than vanilla Doom.Blue Shadow wrote:Picking a second suit up resets the powerup's timer. Here, that doesn't happen.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
It doesn't bother me. Clearing monster closets with might be overpowered but you have to waste a lot of rockets if they contain anything bigger than a pinky, compared to just opening it and probably killing a knight with one rocket.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
The High Power Thompson and Plasma Shotgun Mk. II doesn't have an icon when selected.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
I probably wasn't clear enough, so let me explain again:Yholl wrote:That is exactly what happens.
The radiation suit has a duration of 60 seconds. Let's say after 50 seconds since you last picked one up, you'd found and picked another. In vanilla Doom, the powerup's duration gets reset to 60 seconds and counts down from there (it's like you'd removed the old suit and put on the new one). In DRLA, however, the duration doesn't reset to anything at all. So after picking the second suit up, you'll still have 10 seconds left in the powerup before it wears off, not 60.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
the Widowmaker doesn't make a sound upon pick-up.
also, re: scout and pistols, i feel that the pistol-toting zombies could at least drop their pistols so Scout has an easier time to get new pistols whenever he's done remodeling the first one. there's at least a few decent assemblies he could make out of a pistol, and i felt it only would make sense for pistol zombies to drop pistols, since every other common enemy drops their weapon (battle rifles, shotguns, etc.)
also, re: scout and pistols, i feel that the pistol-toting zombies could at least drop their pistols so Scout has an easier time to get new pistols whenever he's done remodeling the first one. there's at least a few decent assemblies he could make out of a pistol, and i felt it only would make sense for pistol zombies to drop pistols, since every other common enemy drops their weapon (battle rifles, shotguns, etc.)
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
could someon confirm that the tactical armor set doesn't grant splash damage immunity
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Kaeoschassis
- Posts: 114
- Joined: Wed Dec 17, 2014 4:23 am
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Yeah, just got the tactical set on my current run. Playing scout, wearing the armour and boots. Shooting a wall with my mini-missile pistol hurts me. Will test more, but I'm pretty sure the set bonus isn't working.comet1338 wrote:could someon confirm that the tactical armor set doesn't grant splash damage immunity

