Kyle873's Doom RPG Mod [0.10.0 Beta]

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

Post by StarController »

How horrible/impossible would it be to give DoomRPG the ability to work through other games WADs like Heretic or Chex Quest. I'm not really *asking* for this, more pie-in-the-sky speculating ... because shooting one of those giant tornado-belching skull's full of lead seems really appealing to me. Or giving the DoomRLA's Demolitionist the Phoenix Staff.

I recognise this is kinda stepping on Samsara's toes, but Samsara seems to be built around the multiplayer, and I'm imagining the single-player experience of mashing up DoomRPG+RLA+Monsterpack and other Doom-ish games. Thoughts?
AdmiralAjax
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by AdmiralAjax »

Too much work than anyone is going to want to do, especially since Kyle quit for the most part.
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RastaManGames
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by RastaManGames »

For what need blood, gold and hatred skulls?
AdmiralAjax
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by AdmiralAjax »

They're from the actual Doom RL. The blood one makes corpses explode I think, but that's the only one I know for sure.

ALSO, I just noticed the backpacks were a thing by playing DRLA itself, will they be a thing in DRPG or are they too much for it to handle?
Funky Gnoll
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Funky Gnoll »

Blood Skulls destroy nearby corpses and give you health up to 200, depending on the number and strength of the corpses destroyed.

Hatred Skulls destroy nearby corpses to give you a longer-lasting Berserk buff.

Fire Skulls just plain explode nearby corpses. Use with caution!
Echofinder
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Echofinder »

I'm just waiting for levers; I'm sure the devs can't wait to find some way of screwing us over with them. Though levers of Jericho are a no go sadly.

That, and despite game after game on Ao100 and pulling every lever I could find I still don't have the Gambler's Medal.
nexus_6
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by nexus_6 »

Is there a guide other than the wiki? It doesn't really explain much. I have no idea how mission, stims, shield or the turret works.
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RastaManGames
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by RastaManGames »

Also i really want wiki with ALL assembles and all armor with all descriptions!
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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by TTK_86 »

nexus_6 wrote:Is there a guide other than the wiki? It doesn't really explain much. I have no idea how mission, stims, shield or the turret works.
No there is not. Wiki explains how missions stims and shields works very clearly. Turret is the only one that's missing info and that's propably because it's still WIP. If you look back on the thread you can find info on how the turret works.
RastaManGames wrote:Also i really want wiki with ALL assembles and all armor with all descriptions!
What assemblies are missing from the wiki?
nexus_6
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by nexus_6 »

TTK_86 wrote:Wiki explains how missions stims and shields works very clearly.
The wiki only explains what the mission types are. How many missions can I accept at once? How do I view my active mission/missions?
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wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

nexus_6 wrote:
TTK_86 wrote:Wiki explains how missions stims and shields works very clearly.
The wiki only explains what the mission types are. How many missions can I accept at once? How do I view my active mission/missions?
Only one at a time, and hold your Run key on the DRPG menu to see your mission progress.
Echofinder
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Echofinder »

Is having events follow you through secret maps an intentional thing? Because I just had three maps of munchies.

Oh, and I can't believe that I now just noticed that theme was from Conker: Live and Reloaded. It's a lot more appropriate here than it was used there.
Spoiler:
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Echofinder wrote:Is having events follow you through secret maps an intentional thing? Because I just had three maps of munchies.

Oh, and I can't believe that I now just noticed that theme was from Conker: Live and Reloaded. It's a lot more appropriate here than it was used there.
Spoiler:
Hahaha, wow. Such munch. And yeah, it's Castle von Tedistein. When Kate was making it, at one point she was like "GIB SCURRY MUSIK" and I didn't know what would fit and threw that at her. Seems to work alright though.

Also, yeah, that does sound like a good idea. Secret munch.
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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by TTK_86 »

Something very weird happened. I got a new SSD-drive and decided to try samsung magician that came with it. Then the weirdness started, everytime i tried to run doomrpg, it froze right before entering menu screen and locked mouse movement on the center of the screen. I spent almost half an hour trying to figure out what happened. I even tried to run regular gzdoom with no mods, it run with no problems. I got it to run once if i deleted gzdoom.ini, but if changed settings then it would freeze again the second time i run it. Then i closed samsung magician and everything worked again. I can reproduce the problem. This happens only if the said program runs on tray. What on earth could a program dealing with SSD-optimisation f**k up with doomrpg? :D

Anyways, if someone else is having the same problem, then here's a solution you might want to try.
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RastaManGames
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by RastaManGames »

Use SSD-Drive as files storage.
For regular Programs and Games use HDD.
Locked

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