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

Projects that alter game functions but do not include new maps belong here.
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.
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Blue Shadow »

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.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Vict »

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.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Yholl »

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.
This is how radsuits worked since vanilla Doom.
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.
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!
User avatar
Abba Zabba
Posts: 2166
Joined: Mon Sep 05, 2011 8:50 pm
Location: a place lol!
Contact:

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Abba Zabba »

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.
gunofdis
Posts: 238
Joined: Mon Feb 03, 2014 4:43 pm

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by gunofdis »

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.
Kaeoschassis
Posts: 114
Joined: Wed Dec 17, 2014 4:23 am

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Kaeoschassis »

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.
Huh, I wonder if that's related to the way the multiple explosions spawn?

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
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Blue Shadow »

Yholl wrote:This is how radsuits worked since vanilla Doom.
No, that's not how they worked. Picking a second suit up resets the powerup's timer. Here, that doesn't happen.

All powerups in vanilla Doom behave like that.
gunofdis
Posts: 238
Joined: Mon Feb 03, 2014 4:43 pm

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by gunofdis »

A++, would plasmasplode again.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Yholl »

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.
Wow, that's an oversight and a half. Alright, fixed for next patch.
gunofdis wrote:Is the new plascharge launcher meant to kill things behind doors?
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.
Blue Shadow wrote:Picking a second suit up resets the powerup's timer. Here, that doesn't happen.
That is exactly what happens. They work no differently than vanilla Doom.
gunofdis
Posts: 238
Joined: Mon Feb 03, 2014 4:43 pm

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by gunofdis »

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.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Viscra Maelstrom »

The High Power Thompson and Plasma Shotgun Mk. II doesn't have an icon when selected.
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Blue Shadow »

Yholl wrote:That is exactly what happens.
I probably wasn't clear enough, so let me explain again:

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.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Viscra Maelstrom »

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.)
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by comet1337 »

could someon confirm that the tactical armor set doesn't grant splash damage immunity
Kaeoschassis
Posts: 114
Joined: Wed Dec 17, 2014 4:23 am

Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Kaeoschassis »

comet1338 wrote:could someon confirm that the tactical armor set doesn't grant splash damage immunity
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.
Post Reply

Return to “Gameplay Mods”