I would be more concerned if reloading did fix it. Upload a copy of the save for Yholl to nab and inspect.user5124 wrote: Persists after quit/reload tooAnyone got any ideas?
DoomRL Arsenal - [1.1.5] [MP-B7.3]
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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.
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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.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Last edited by edward850 on Sat Dec 12, 2015 1:56 am, edited 1 time in total.
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
i think i had that happen to me too (Repulsion Wave always being an armor special i had, regardless of the armor equipped.) i just chalked it down to me using the resurrect command when things gets too bullshit in certain map sets: it can reliably make the nuclear backpack stop working in the current level, too, if you die and use resurrect.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Using the resurrect command is a sure-fire way for breaking anything and everything, DoomRLA or otherwise, as the player isn't really well suited to be brought back like that. So yeah don't ever use that if you want things to remain sane. 

Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Thanks guys - how do I upload the file for Yholl?
Also, I don't use console commands (no cheats, resurrect, etc).
Also, I don't use console commands (no cheats, resurrect, etc).
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
There's no need, this was a bug that's already been fixed in the patch I'm working on.user5124 wrote:Thanks guys - how do I upload the file for Yholl?
- Fixed O-modded Repulsion Wave Suit not having its Armor Special cleared when taken off.
Open the console and type "take RLOModRepulsionWaveSuitArmorBonus", and that should stop all the issues you are having. Sorry about that, hehe.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Thanks, Yholl that worked!
- but how do I put armor on, when it thinks I'm wearing armor (it shows the nuclear armor), even though I am not wearing armor?
Right now I can't take armor off or put it on, anymore. I promise I'm not confused about the shield
- but how do I put armor on, when it thinks I'm wearing armor (it shows the nuclear armor), even though I am not wearing armor?
Right now I can't take armor off or put it on, anymore. I promise I'm not confused about the shield

Re: DoomRL Arsenal - [1.05] [MP-B6.2]
How in the world did you manage that...?user5124 wrote:Thanks, Yholl that worked!
- but how do I put armor on, when it thinks I'm wearing armor (it shows the nuclear armor), even though I am not wearing armor?
Right now I can't take armor off or put it on, anymore. I promise I'm not confused about the shield
...well, I guess "take RLNuclearArmorToken" would solve that.
- Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
No mention of Edward850 in here? I thought he also helped with the code and also hosted some seriously funny DRLA videos on youtube. Not to mention him being a huge help in new players understanding how to get DRLA and RPG working. =pYholl wrote:Many thanks for all the kind words, everyone! Honestly though, Sgt. Shivers, amv2k9, Ryan Cordell, and all the other people who contribute and help out with this project are way more deserving of this than me, really. All I do is copy paste words and numbers and stick them in the right places, heh.
I mean, Sgt. Shivers is a freight train of guns that constantly delivers new shootbangers, sometimes way faster than I can even get them ingame. Sometimes even other cool things, like the Demolitionist's sprites!
amv2k9 is the overlord of the massive conglomeration known as the HUD Info pages, as well as a whole bunch of other cool stuff he's made, like the Widowmaker SMG. More of his stuff will appear in 1.1, so look forward to it!
Ryan Cordell is a monster frisbee that makes gloriously beautiful stuff, like the Megaton Shotgun and Super Machinegun. He's even made entire enemies from scratch! What a frisbee.
SoloSpaghetti was the first person to team up with me on DRLA, and is the blacksmith responsible for pretty much all the starting bunch of armors, as well as a whole bunch of cool enemies. Wherever he is now, I wish him the best!
Kyle873 is the shadowy mastermind behind all the scripting that DRLA has nowadays, getting some amazingly cool features and stuff ingame. He's responsible for taking DRLA above and beyond what it could be with only me coding it!
Seryder is responsible for quite a few monsters, and even the gorgeous Plasma Uzi! When you die to something on Armageddon, chances are that it was something he made.
And while I don't often get to talk with him, zrrion the insect has done some incredible stuff for DRLA, helping out with not only cool weapon sprites, but even some crazy math code and a custom made hud he built just for DRLA! I definitely need to get that ingame sometime, heh. is bootiful
There's a ton of other people who've helped with their contributions and spritework too, this project wouldn't be much of anything without your amazing work, thank you.
Thank you all so much for helping DRLA get better and better, and thank all of you who play and enjoy the game! Our discussions of bugs and gameplay balance have been essential in polishing DRLA more and more, thank you very much.
I guess I should tell you what I've been doing lately, huh?
Well, apart from a whole lot of secret laundry related business banning term emitting aaaghs being a productive member of society, I started finishing that DRLA patch that was half done before. Unfoooortunately, the gameplay options that I added require the monster pack to be updated at the same time.
There's a bunch of stuff I need to do to finish that off, and also a thing I need to wait on Shivers to get done, but it'll be a while at least.
Sorry I can't release all this bugfixing and features right now, but I promise I'll try and get the monsterpack done as fast as I can. Also, I promise that it will contain things that will make you dead. Much dead.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Doomguy914 wrote:No mention of Edward850 in here? I thought he also helped with the code and also hosted some seriously funny DRLA videos on youtube. Not to mention him being a huge help in new players understanding how to get DRLA and RPG working. =p
A list of every single person who has helped would be very long indeed. But you are right, Edward850 has done a lot of great stuff for DRLA, ranging from script optimising, screaming about hellmines, hosting multiplayer games, screaming about hellmines, helping with troubleshooting, dying to hellmines and of course, awesome stuff like adding +INVENTORY.TRANSFER to ZDoom! Without that, the modded weapon dropping system wouldn't even be in DRLA 1.0.Yholl wrote:There's a ton of other people who've helped with their contributions and spritework too, this project wouldn't be much of anything without your amazing work, thank you.
Thanks for all your help, Edward850, I really appreciate it.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Have I yet mentioned hellmines and how much they annoy me, yet? I don't feel as though I have. Worse than chronomines and <other absurd bug here> combined.
The hungry is less murder to me for some reason.
The hungry is less murder to me for some reason.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Would it be possible to make opening the different info sections open with a single button? Like one button opens a selection of which info page type you want to view, the page change button selects which one, then pressing the original button again brings it up? I mean for the mod page, weapon page, armor page, etc. instead of having three separate buttons? Would the same be possible for dropping items? A single button to initiate dropping then the page flip button to select whether you want to drop weapon, armor, or boots?
I know it sounds silly cause most people play with keyboard and mouse, thus binding the different keys is no big deal to do comfortably. But, I'm a *gasp!* gamepad player ( I lack a proper desk to comfortably set up and play with keyboard and my trackball) and there are just to many functions to map them all to the gamepad.
Just a request if possible. This is a rather cool mod that I only just recently decided to try out and enjoying it quite a bit. I've been a fan and avid player of DoomRL for quite a bit and it's pretty cool to see the weapon elements from the RL in original Doom.
I know it sounds silly cause most people play with keyboard and mouse, thus binding the different keys is no big deal to do comfortably. But, I'm a *gasp!* gamepad player ( I lack a proper desk to comfortably set up and play with keyboard and my trackball) and there are just to many functions to map them all to the gamepad.
Just a request if possible. This is a rather cool mod that I only just recently decided to try out and enjoying it quite a bit. I've been a fan and avid player of DoomRL for quite a bit and it's pretty cool to see the weapon elements from the RL in original Doom.
- wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Doing that would probably require that the info pages be moved out of SBARINFO and into a proper database script - something I'm pretty sure Yholl is not especially willing to do right now, because of how absolutely massive the SBARINFO is.
- Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Was just making sure I wasn't going crazy and making shit up off the top my head. You all have done amazing things with dedication that not many others would contribute to their Doom mods.Yholl wrote:Doomguy914 wrote:No mention of Edward850 in here? I thought he also helped with the code and also hosted some seriously funny DRLA videos on youtube. Not to mention him being a huge help in new players understanding how to get DRLA and RPG working. =pA list of every single person who has helped would be very long indeed. But you are right, Edward850 has done a lot of great stuff for DRLA, ranging from script optimising, screaming about hellmines, hosting multiplayer games, screaming about hellmines, helping with troubleshooting, dying to hellmines and of course, awesome stuff like adding +INVENTORY.TRANSFER to ZDoom! Without that, the modded weapon dropping system wouldn't even be in DRLA 1.0.Yholl wrote:There's a ton of other people who've helped with their contributions and spritework too, this project wouldn't be much of anything without your amazing work, thank you.
Thanks for all your help, Edward850, I really appreciate it.
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
by the way, does the Renegade benfit from the Voltgun any? it doesn't say he does, but i feel as if he does when i make that gun for him...
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
well, i didnt try this despite knowing of it till i saw the cacowards and i gotta say, wish i didnt wait.
Game is very fun, and the wealth of guns is very interesting, as well as being able to customize them.
That said of course, a few bits of constructive criticism.
First, the issue of the nuke barrels, i agree they are too much, i can be across the entire courtyard in map02 of tnt, and still get gibbed by the nuke barrel that a zombie shot because it was infront of him. That and barrels of fun is a straight dice roll to see if you survive. i get rng in rogue likes can screw you, but generally its not so quickly. And I like all the OTHER barrel effects, so i don't want to turn them all off.
Armor is a bit underwhelming.... Particularly the green armor. i get each one has its own element resistance, but 10% really is almost nothing, 20 is something, but the old green armor from vanilla was 30. Survivability is really screwwy it seems, because areas you would normally be fine with armor, you take far more damage and in situations you would normally brush damage off, you really ache... I might not mind this as much if i had portable health items too, but i dont.
I would honestly consider getting an algorithm for procedural monster difficulty progression. See project brutalities "dynamic progression" setting. I think this would apply amazingly well to this mod, by having squishier monsters earlier so people can "level up" then late game having bigger nasties once you get some good gear. As is right now a bad monster spawn can really screw you bad, especially when you don't have the means to deal with them early on... boss replacements especially, are terrible offenders.
just wondering also but, could scout get a bonus for non automatic rifles as well? even just 2x?
Game is very fun, and the wealth of guns is very interesting, as well as being able to customize them.
That said of course, a few bits of constructive criticism.
First, the issue of the nuke barrels, i agree they are too much, i can be across the entire courtyard in map02 of tnt, and still get gibbed by the nuke barrel that a zombie shot because it was infront of him. That and barrels of fun is a straight dice roll to see if you survive. i get rng in rogue likes can screw you, but generally its not so quickly. And I like all the OTHER barrel effects, so i don't want to turn them all off.
Armor is a bit underwhelming.... Particularly the green armor. i get each one has its own element resistance, but 10% really is almost nothing, 20 is something, but the old green armor from vanilla was 30. Survivability is really screwwy it seems, because areas you would normally be fine with armor, you take far more damage and in situations you would normally brush damage off, you really ache... I might not mind this as much if i had portable health items too, but i dont.
I would honestly consider getting an algorithm for procedural monster difficulty progression. See project brutalities "dynamic progression" setting. I think this would apply amazingly well to this mod, by having squishier monsters earlier so people can "level up" then late game having bigger nasties once you get some good gear. As is right now a bad monster spawn can really screw you bad, especially when you don't have the means to deal with them early on... boss replacements especially, are terrible offenders.
just wondering also but, could scout get a bonus for non automatic rifles as well? even just 2x?