Kyle873's Doom RPG Mod [0.10.0 Beta]

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Kyle873
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Location: Ontario, Canada

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

Post by Kyle873 »

Ryan Cordell wrote:That might be more a problem with the very latest GZDoom builds than DoomRPG.
More like you shouldn't be using the GDCC branch in the first place.
Gordon228
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Gordon228 »

Code: Select all

Script error, ":actors/Marines/PowerSuit.txt" line 499:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 501:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 503:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 505:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 507:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 509:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 511:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1046:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1049:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1052:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1055:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1058:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1061:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1064:
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Script error, ":actors/Marines/PowerSuit.txt" line 1067:
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Script error, ":actors/Marines/PowerSuit.txt" line 1070:
Numeric type expected
Script error, ":actors/Marines/PowerSuit.txt" line 1072:
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Script error, ":actors/Marines/PowerSuit.txt" line 1074:
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Script error, ":actors/Marines/PowerSuit.txt" line 1076:
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Script error, ":actors/Marines/PowerSuit.txt" line 1121:
Numeric type expected
is this normal on the master branch? will it cause the game to crash if so then thats why i am crashing all the time.

Edit: this is not compatible with the latest gzdoom builds you need to use the November builds.
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AlumiuN
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by AlumiuN »

Gordon228 wrote:Edit: this is not compatible with the latest gzdoom builds you need to use the November builds.
You don't need to go that far back, the Feb 4 2.1pre build works fine.
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horsemans
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by horsemans »

Has the token converter been moved on the master branch? The wiki says it's located next to the difficulty computer, but on the left is a wall mounted injector panel, and the row of computers on the right don't seem to have a function when I use them.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Kyle873 »

horsemans wrote:Has the token converter been moved on the master branch? The wiki says it's located next to the difficulty computer, but on the left is a wall mounted injector panel, and the row of computers on the right don't seem to have a function when I use them.
The token converter, and well, tokens in general were phased out a long time ago in favor of the new module upgrade system.

I haven't been arsed to update the wiki because I wrote all the relevant information from the wiki into the game in the form of startup hints/tips. In the future, an in-game tips browser will also be a thing once our GUI library is complete, which we're still working on in the conversion branch.

Speaking of the GUI, here's a quick video of current progress and how it looks so far. Screenshots just don't do it justice. (Layout, text, etc is all subject to change as development continues)
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Nems
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Nems »

Kyle873 wrote:Speaking of the GUI, here's a quick video of current progress and how it looks so far. Screenshots just don't do it justice. (Layout, text, etc is all subject to change as development continues)
Holy shit that's sexy. :Q
Xanirus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Xanirus »

So I finally managed to get this working with a bunch of friends using GZDoom and ZDL. There's a problem however when we return to the outpost:
Spoiler:
The problem only happens if we try to load up the UAC Outpost with 4 players. We tried every combination of just 3 players (minus me, the host, since I'm the only one who can do so) and it all works fine, so the error more or less happens when loading in the Outpost with at least 4 players. Me and another friend were playing just fine when it was just the two of us if that means anything.

Everyone's load order for mods:
Spoiler:
The "level.wad" is whatever level we choose to play, doesn't seem to matter. The GoreMod is a universal mod that's meant to work with anything, doubt it's the causing the error.

Playing levels works as normal, but course not being able to go to the Outpost kind of stunts this mod.

Any help is appreciated, thanks.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Kyle873 »

Xanirus wrote:So I finally managed to get this working with a bunch of friends using GZDoom and ZDL. There's a problem however when we return to the outpost:
Spoiler:
The problem only happens if we try to load up the UAC Outpost with 4 players. We tried every combination of just 3 players (minus me, the host, since I'm the only one who can do so) and it all works fine, so the error more or less happens when loading in the Outpost with at least 4 players. Me and another friend were playing just fine when it was just the two of us if that means anything.

Everyone's load order for mods:
Spoiler:
The "level.wad" is whatever level we choose to play, doesn't seem to matter. The GoreMod is a universal mod that's meant to work with anything, doubt it's the causing the error.

Playing levels works as normal, but course not being able to go to the Outpost kind of stunts this mod.

Any help is appreciated, thanks.
I wish I could give you a straight answer, but right now it's hard. Between the rewriting we're doing, the lack of updates to the primary master branch, and ZDoom and GZDoom development builds being an absolute broken clusterfuck lately, it'd be pretty hard to pinpoint exactly what your issue is.

Hey guys, maybe instead of adding portals and a new VM you fix the fucking HudMessage garbage collection hang that's been a pain in my ass for the last half a year.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

Kyle873 wrote:Hey guys, maybe instead of adding portals and a new VM you fix the fucking HudMessage garbage collection hang that's been a pain in my ass for the last half a year.
Then how about reporting it? ;)
Remember: Nobody wants to be a Monsterovich.
Mechazawa
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Mechazawa »

Kyle873 wrote:
Speaking of the GUI, here's a quick video of current progress and how it looks so far. Screenshots just don't do it justice. (Layout, text, etc is all subject to change as development continues)
:wub: :wub: :wub: Can't wait.
dskid747
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by dskid747 »

I don't know if anyone knows how to fix it. But I play on multiplayer with my brother and he hosts the server, and completely randomly, no matter what the map, or what mission I'm doing. My game would just completely randomly freeze, then crash. Causing us to lose all progress since we last saved. I've played a lot of single player, and haven't had this problem at all. I've said other information about what wads we're using, and my pc specs in the previous posts.

I would really appreciate someones help.
Malefication
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Malefication »

I'm not getting any health bar nor ammo indicator. Not sure what I'm doing wrong, but I've updated to the latest version using the Launcher and tried fiddling with the HUD options. Also increased the HUD size to 1920x1080 to see if the health bar was somehow out of the screen when the HUD was of the default, smaller size. No health bar nor an ammo indicator showed up then either.
Xanirus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Xanirus »

dskid747 wrote:I don't know if anyone knows how to fix it. But I play on multiplayer with my brother and he hosts the server, and completely randomly, no matter what the map, or what mission I'm doing. My game would just completely randomly freeze, then crash. Causing us to lose all progress since we last saved. I've played a lot of single player, and haven't had this problem at all. I've said other information about what wads we're using, and my pc specs in the previous posts.

I would really appreciate someones help.
Glad to hear I'm not alone. Pretty much in the same boat as you, only I crash in the same areaa whether I'm playing single or multiplayer. Running latest DRD build, and the same happens both with the master version of DRPG and the GDDC (newer? Just discovered it) branch. Sometimes it won't happen again entering the same place, but will just quickly happen again a lititle further on

I'm wondering if the RNG of the mod is generating something that crashes it, since it seems to be happening it any wad I play. Even Oblige levels. A temporary workaround might be to go to the outpost and reroll everything. Will try this idea myself.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

Does it happen less often/at all with drpg_toaster on?
Xanirus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Xanirus »

edward850 wrote:Does it happen less often/at all with drpg_toaster on?
No, just as much. It's not like the performance is bad either way, it's perfect, it just crashes. (i7 3930k 3.2ghz, GTX690, 16GB RAM)

EDIT: I'm wondering if it's the version of GZDoom. I've been hearing nightmares from the DoomRPG/Real Arsenal dev team aboutu the latest builds. Luckily, I found this comment from Yholl on the RL forum:

Are you using the latest dev builds? Because they are basically an explosion in .exe form, unfortunately. That is absolutely horrifying to hear.

Try a build from January 26th or something, that's the build I'm currently on.


So I'll be doing just that...well, the GZDoom version one at least, http://devbuilds.drdteam.org/gzdoom/gzd ... b48c043.7z
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