Kyle873's Doom RPG Mod [0.10.0 Beta]
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
1. Walk key(usually shift), plus the left and right movement keys to change pages.
2. Armor or mods have nothing to do with Stims. Armor and mods are inventory items. Mods can't be removed from weapons, however.
2. Armor or mods have nothing to do with Stims. Armor and mods are inventory items. Mods can't be removed from weapons, however.
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
This might simply be me doing the wrong thing but:
I downloaded the github zip from the Subenji fork a few hours ago, and replaced my doomRPG-master directory as my normal method of updating. This version of DoomRPG seems to have ... broken with DoomRLA, at least graphically. The part of the HUD showing money and modules and medkit level are all hidden, and attempting to bring up the DRPG menu makes the right noise, but nothing appears. Shooting enemies does not show the damage numbers floating over their heads like one would expect either.
Playing without DRLA fixed this problem.
Downgrading to a github zip downloaded on the 2nd fixed this issue.
I downloaded the github zip from the Subenji fork a few hours ago, and replaced my doomRPG-master directory as my normal method of updating. This version of DoomRPG seems to have ... broken with DoomRLA, at least graphically. The part of the HUD showing money and modules and medkit level are all hidden, and attempting to bring up the DRPG menu makes the right noise, but nothing appears. Shooting enemies does not show the damage numbers floating over their heads like one would expect either.
Playing without DRLA fixed this problem.
Downgrading to a github zip downloaded on the 2nd fixed this issue.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Ah that sounds like i've broke something. I've been testing with LegenDoom of late, for obvious reasons. 
It'll probably be a quick fix.
Edit: OK maybe not a quick fix but I've reproduced the issue and i'm on it.

It'll probably be a quick fix.
Edit: OK maybe not a quick fix but I've reproduced the issue and i'm on it.
Last edited by subenji on Mon Jul 11, 2016 1:42 pm, edited 1 time in total.
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
On a different subject, could someone explain what happened with medkits?
the last time I had a long-term character, all the medkits were pickups you could use through the inventory system, store them at the outpost, sell them, just like a hazmat suit. Now they seem to be charging that ... techno-med-kit thing I see on the HUD up by the money. How do I use that?
the last time I had a long-term character, all the medkits were pickups you could use through the inventory system, store them at the outpost, sell them, just like a hazmat suit. Now they seem to be charging that ... techno-med-kit thing I see on the HUD up by the money. How do I use that?
Last edited by StarController on Mon Jul 11, 2016 1:47 pm, edited 1 time in total.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
You can bind a key to use it, if you have auto heal enabled it'll use from that pool.
- wildweasel
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
And another up side: this new system also enables the medikit pool to respect the Capacity stat.subenji wrote:You can bind a key to use it, if you have auto heal enabled it'll use from that pool.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
OK, fixed that bug and pushed to my fork.
A list is resorted and this changes memory locations, invalidating pointers. A function runs afterwards to redefine those pointers, but if the sort function isn't quick enough then the recheck happens before the pointers are invalidated. Turned out to have been pure luck that this didn't happen before, go figure.
A list is resorted and this changes memory locations, invalidating pointers. A function runs afterwards to redefine those pointers, but if the sort function isn't quick enough then the recheck happens before the pointers are invalidated. Turned out to have been pure luck that this didn't happen before, go figure.

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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Thanks for the quick turnaround! I make lots of use of reenforcements missions, so I was eager to avoid my game crashing.subenji wrote:OK, fixed that bug and pushed to my fork.

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I didn't want to register just to ask, but searching has nothing show up.
What the hell is the ?? in the menu? It counts down every ten minutes and is constantly flashing "Ready" but I have no idea how to do anything with it.
What the hell is the ?? in the menu? It counts down every ten minutes and is constantly flashing "Ready" but I have no idea how to do anything with it.
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I get following error while using Mod or Armor in Rl Arsenal Version of Game:-
"You dont have a injector ready"
Can You Please advise me how to have a injector ready for using Armor or Mods in Rl Arsenal vesion of this game.
"You dont have a injector ready"
Can You Please advise me how to have a injector ready for using Armor or Mods in Rl Arsenal vesion of this game.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
You have to have the injector you wanna use ready by pressing use on it. After you do that put stims inside it. Confused me before, too until I read the bottom instructions more thoroughly. Maybe it would be nice to make this a little more clear.
EDIT: I reread your post and... Injectors don't have anything to do with armor and mods. Check your keybinds.
EDIT: I reread your post and... Injectors don't have anything to do with armor and mods. Check your keybinds.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
That's the Payout system, which currently isn't implemented. It's coming as soon as the new GUI is ready.Azalius wrote:I didn't want to register just to ask, but searching has nothing show up.
What the hell is the ?? in the menu? It counts down every ten minutes and is constantly flashing "Ready" but I have no idea how to do anything with it.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I've been following DoomRPG for a few years now, I'm super grateful that you've picked up the torch, subenji. Really love what you've done with the mod.
Of course, being -that guy,- I'm also here to ask if anyone's able to get the latest versions of doomrpg, doomrla/monsters, and legendoom to play together. Process of elimination suggests that doomrla/monsters is not working with legendoom (the two DID work together, right?) which means I need to go take my clearly misplaced ass over to one of those threads (hi yholl, i know you pop up here). There's no 1.4 download link to fall back on, so I'm SOL on checking if it was.
Anywho, for real discussion- how do folks feel about the exp/level curve at present? How do you lot usually tune that? I'd always thought that the 300% exp curve effectively capped out much too quickly; it's a rare day to get any stat past 60. And for a spot of praise- I recall a rather nasty bug where setting the starting monster population past 100% would cause the game to drop to a cripplingly low framerate until you popped 'kill monsters' into the console. Having rolled the first two levels of Alien Vendetta a few times with monster pops at 130%, I've had no such disasters so far. I'm positively tickled that I can finally use this feature.
Finally, as balance goes- On nightmare difficulty (4), I've found a hunting revolver, berserk armor, and plasma shotgun by rolling the first level twice. I'm not even rank one yet and I haven't put any points into luck. Now, I'm guessing difficulty level maybe has some modifier to loot rarity (difficulty 4 = rarity 4 out of 8?) which seems a little far in at first glance for level two. Then again, maybe I just got lucky, I dunno. I'd be happy to test further and/or look at anything else anyone's into.
Of course, being -that guy,- I'm also here to ask if anyone's able to get the latest versions of doomrpg, doomrla/monsters, and legendoom to play together. Process of elimination suggests that doomrla/monsters is not working with legendoom (the two DID work together, right?) which means I need to go take my clearly misplaced ass over to one of those threads (hi yholl, i know you pop up here). There's no 1.4 download link to fall back on, so I'm SOL on checking if it was.
Anywho, for real discussion- how do folks feel about the exp/level curve at present? How do you lot usually tune that? I'd always thought that the 300% exp curve effectively capped out much too quickly; it's a rare day to get any stat past 60. And for a spot of praise- I recall a rather nasty bug where setting the starting monster population past 100% would cause the game to drop to a cripplingly low framerate until you popped 'kill monsters' into the console. Having rolled the first two levels of Alien Vendetta a few times with monster pops at 130%, I've had no such disasters so far. I'm positively tickled that I can finally use this feature.
Finally, as balance goes- On nightmare difficulty (4), I've found a hunting revolver, berserk armor, and plasma shotgun by rolling the first level twice. I'm not even rank one yet and I haven't put any points into luck. Now, I'm guessing difficulty level maybe has some modifier to loot rarity (difficulty 4 = rarity 4 out of 8?) which seems a little far in at first glance for level two. Then again, maybe I just got lucky, I dunno. I'd be happy to test further and/or look at anything else anyone's into.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I usually keep the exp lvl curve where the default puts it. Haven't done too much there, and I used to also play with >100% monster pop. Didn't have a problem with it at first until later in my runs. Can't tell why, haven't bothered with tinkering with that since slideshow framerates.
As far as per say difficulty/loot rarity, as far as I can tell the difficulty only affects stats of enemies. I wouldn't know, just guessing.
Props to subenji btw, I've been pestering em' for the last week or so with all sorts of bugs and game breaks.
As far as per say difficulty/loot rarity, as far as I can tell the difficulty only affects stats of enemies. I wouldn't know, just guessing.
Props to subenji btw, I've been pestering em' for the last week or so with all sorts of bugs and game breaks.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
DoomRPG is only compatible with either LegenDoom full on its own, or LegenDoomLite with other mods/RLA - though this hasn't been tested in any capacity, and I currently don't intend to support this combination. Here's a load order that functions:Naxza wrote:Of course, being -that guy,- I'm also here to ask if anyone's able to get the latest versions of doomrpg, doomrla/monsters, and legendoom to play together. Process of elimination suggests that doomrla/monsters is not working with legendoom (the two DID work together, right?) which means I need to go take my clearly misplaced ass over to one of those threads (hi yholl, i know you pop up here).
https://lh3.googleusercontent.com/-cmw5 ... -30-19.png
This means you'll get the boosted enemies, but not any LegenDoom weapons. RLA is currently only compatible with LegenDoomLite too.
This sounds like you're finding them as standard map weapon/armor replacements, which DoomRPG doesn't touch. RLA is responsible for selecting what weapon and armor pickups are replaced with.Naxza wrote:Finally, as balance goes- On nightmare difficulty (4), I've found a hunting revolver, berserk armor, and plasma shotgun by rolling the first level twice. I'm not even rank one yet and I haven't put any points into luck. Now, I'm guessing difficulty level maybe has some modifier to loot rarity (difficulty 4 = rarity 4 out of 8?) which seems a little far in at first glance for level two. Then again, maybe I just got lucky, I dunno. I'd be happy to test further and/or look at anything else anyone's into.