Kyle873's Doom RPG Mod [0.10.0 Beta]

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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

jeans477 wrote:
Unknown patch 'MA75X0' in texture 'MA75Y0'
Unknown patch 'WSTEX0' in texture 'WSTEY0'
ANIMDEFS: Can't find PMARA1

Execution could not continue.

Script error, ":ANIMDEFS.txt" line 7:
Unknown texture PMARA1
So I get this glitch when running DOOM RLA and the rogue-like monsters patch.
Any suggestions to get this running on GZDOOM?
edward850 wrote:You're loading the DoomRLA patch without DoomRLA.
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jeans477
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by jeans477 »

Ah, thanks I didn't even realize.
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Jake Crusher
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Jake Crusher »

Um, to whom I need to ask about making a compatibility fix for DoomRPG with one particular wad - Cheogsh 2?
You see, the thing is - using Doom RPG Launcher, I'm checking Brightmaps, DRLA + Monsters, Doom RPG HUD and Cheogsh 2. And the problem is that when player starts the game, he's having some sort of a weapon in his inventory, but I can't switch to it.
And later, after triggering a script for getting a pistol, I can't drop it, neither I can sell it - seems that Doom RPG is not "seeing", or mod can't find it. It wouldn't be a problem, but that thing is occupying weaponslot, that I'd like to use for more powerful weapon (and I have a necessary weaponset I've collected while playing DRPG some time ago)!
Also, seems like some graphics are mashing together, like soul harvester's fireball, that turns into a part of shield component, while flying and hitting a target/wall.

Can someone, please, look into this?
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Jake Crusher wrote:Can someone, please, look into this?
Sorry, but that doesn't seem feasible really. It's best to not use large-scope mods like DoomRPG on mods like that, lots of stuff gets in the way of each other.
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Jake Crusher
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Jake Crusher »

Yholl wrote:
Jake Crusher wrote:Can someone, please, look into this?
Sorry, but that doesn't seem feasible really. It's best to not use large-scope mods like DoomRPG on mods like that, lots of stuff gets in the way of each other.
Oh... still, I understand. It's OK.
Although I've been able to bypass that problem with "take all" console command (with the price of everything that I had there gone... even fists, so I guess that makes me "a lunatic moron" since I've dropped them, right? :D), and currently I'm playing without problems. Thanks for your reply!
Xanirus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Xanirus »

I'm a little puzzled on how the "Run Pikcup Behavior" works, as it doesn't seem to have any influence on whether or not I have things set to auto-store or auto-sell. (A feature I was also confused on how to do based on searching the forums because the keybinding on how to do so only shows up on 5:4 ratios, otherwise the text is cut off.)

It just basically seems to either auto-store or auto-sell whatever items I have marked from my inventory and only when I teleport into the outpost. It doesn't seem to have any effect when running over items in levels. The basic example I was expecting was if I had the basic pistol set to auto-sell, every pistol I run over will sell it instead of adding it to my inventory, or just making it go poof when you pick it up for ammo but don't have anymore room. (Yes, I'm aware you can't pick it up if you have full ammo, but it doesn't seem to do anything either way.) I also thought maybe the settings won't be active until a map reload, but that wasn't the case either.
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wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

"Run pickup behavior" affects what pickups will do when you are holding the Run key, regardless of what those items are set as from the inventory menu. Also, auto-store requires you to have enough EP, and auto-sell requires you to have your first rank.
Xanirus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Xanirus »

Ah...that's why it wasn't doing anything. I was testing it on a new character before trying it on my save game.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Kyle873 »

I've merged the GDCC conversion branch into master.

Fair warning that there will be broken shit, like character saving.

Right now I'm dead tired of working on this stuff. I can't make any headway because ZDoom is doing a fucking fantastic job at breaking my shit, and I'm tired of trying to fight the source port AND the developers to get anything done. Until further notice, I won't be doing any more work on the mod until shit is sorted out. If it ever is.
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4thcharacter
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by 4thcharacter »

I played this game with DRLA on Hell I regret it because about towards the middle the enemies oneshotted me most of the times. Does it also work like this on lower difficulties or am I playing the game wrong?
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Redead-ITA
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Redead-ITA »

how do i use the pp?
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Jake Crusher
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Jake Crusher »

DRPG, DRLA + Monsters, Armageddon skill. D2INO, Map 07. Seems that I am stuck after killing mancubi - for no arachnotrons are teleporting to me. And this is not a first time I am encountering this - Doom 2 with Maps of Chaos, Map 07, has the same problem. Is there anything that can be done?
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Doomguy914 »

Jake Crusher wrote:DRPG, DRLA + Monsters, Armageddon skill. D2INO, Map 07. Seems that I am stuck after killing mancubi - for no arachnotrons are teleporting to me. And this is not a first time I am encountering this - Doom 2 with Maps of Chaos, Map 07, has the same problem. Is there anything that can be done?
I just had to use no clip to go through the bars that are supposed to lower once you finish all the monsters in that final room. The stairs don't raise like they are supposed to either.
Ribo Zurai
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Ribo Zurai »

I looked at one of the marines in the outpost with the Death's Gaze. Alarm was triggered.

Also the game always crash seconds after I get the Confusion status.
Slik
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Slik »

Hey, I'm really stumped on how to use "PP", I see the tablet and everything, just don't know how to use it. Any help please!
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