Kyle873's Doom RPG Mod [0.10.0 Beta]

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Naxza
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Naxza »

Well, gee, I really am that guy. Let me just throw more DoomRLA things at you and see what sticks, eh? Sorry about that. Keep up the good work.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

The UserVar bug has been fixed in engine, so now it's fine to use GZdoom 2.2pre-1814 or later without it messing up turrets.
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Tranthula
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tranthula »

subenji wrote:The UserVar bug has been fixed in engine, so now it's fine to use GZdoom 2.2pre-1814 or later without it messing up turrets.
That's great news. So, which version would be recommended? Still the Stable 2.1.1?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

either Stable 2.1.1 or latest git build, but note the latest build will still complain now and then with "ACS: I don't know what <name> is." despite nothing being wrong.
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Tranthula
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tranthula »

Grabbed the build and noticed that. Question or two for basically anyone, has anyone had the problem with mods just disappearing from dropped weapons? Say I had shotgun, with a power mod on it. When dropped, poof, that mod is just gone. Now I love "re-rolling" weapons if I have a rare weapon and put the wrong mod on it, but it does bring it's own problems.

And second question, anyone come across being able to just mass replicate armors when trying to drop another inventory item? I had that only happen once. . .

Oh, subenji. If I somehow come across as annoying, I'm sorry. I'm just puking errors at you as I get em so I apologize in advance if I come across as that one over-zealous-die-hard-fan of DoomRPG.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Yholl »

Tranthula wrote:Grabbed the build and noticed that. Question or two for basically anyone, has anyone had the problem with mods just disappearing from dropped weapons? Say I had shotgun, with a power mod on it. When dropped, poof, that mod is just gone. Now I love "re-rolling" weapons if I have a rare weapon and put the wrong mod on it, but it does bring it's own problems.

And second question, anyone come across being able to just mass replicate armors when trying to drop another inventory item? I had that only happen once. . .
M8, that's all DRLA stuff, that's nothing to do with DRPG.

Occaisonally the weapon dropping just breaks.
And 1.05 has some issues with certain armors. I assume you had an Onyx-modded Repulsion Wave Suit or something like that at some point in your game?
Tanksy
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tanksy »

When playing with a friend, with him hosting, we can't really play more than 10-20 minutes before the game seems to crash for him. No error messages or anything, the game just freezes. I can still look around but I get a "Waiting For: 1" and on his end he getsa his mouse cursor and the game stops responding. This didn't happen before we got the latest build off of your fork, Subenji. Any idea what's up?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

None at this time, but I'll grab someone and do some testing. :)
Naxza
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Naxza »

I'm going to continue right on being that guy and use my third post to start throwing suggestions in (aren't I the worst). With regards to the xp curve- maybe an optional player-set cap on how high the curve will grow? Like, say the xp requirement stops growing after a player-set level (30, for an arbitrary example), so levels 31, 32, 33... etc take as much exp (and reward as many modules) as 30 did. It'd keep progression somewhere in reach once you hit that mid/late megaWAD slump, particularly since monster exp doesn't really scale.

Loot feels good right now, and DoomRLA feels a lot more grounded in combination with assembled items pulled from the chest loot table. Stim vials feel a bit like filler loot (kill auras missions still dump out a ton of these, right?), which is fair, since I wouldn't expect so much from standard crates. No qualms or weirdness yet here.

Thanks again for all the work you put in. Holler if you need a test buddy.

Edit: Assembled gear DID get pulled from mission tables, right? I've got a few missions with assembled rewards at the very hard missions difficulty; I have yesterday's build downloaded from the DRPG launcher.
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Tranthula
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tranthula »

Yholl wrote: M8, that's all DRLA stuff, that's nothing to do with DRPG.
M9, I'm ashamed. I orget there's other mods for RPG. . .duh

And no actually, I was trying to put down a Firestorm and all of a sudden, Survival Mediarmor. . .Infinite amounts I might add.
Tanksy
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tanksy »

subenji wrote:None at this time, but I'll grab someone and do some testing. :)
We're playing with Doom RLA 1.5, The monsters, and some Oblige generated maps. We don't think the maps are a problem as it happens seemingly at random times and they're the same maps we used before with no problems (except the massive save file lag problem, but that was before you fixed the character saving.)-

We're also using the 64-bit 2.1.1 build of GZDoom.
Scottvrakis
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Scottvrakis »

I just gotta say that I love this mod and everything it has to offer, but I do have some questions...

1: Has it been updated within the last 6 months? I'm afraid to update if so because I don't want to lose my progress.

2: Any addons compatible with DoomRPG that anyone recommend?

3: Is this compatible with Brutal Doom? Is there a mod to make the combat more... Gorier like in Brutal Doom?


Thanks guys, I'll stay in touch!
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Naxza wrote:I'm going to continue right on being that guy and use my third post to start throwing suggestions in (aren't I the worst). With regards to the xp curve- maybe an optional player-set cap on how high the curve will grow? Like, say the xp requirement stops growing after a player-set level (30, for an arbitrary example), so levels 31, 32, 33... etc take as much exp (and reward as many modules) as 30 did. It'd keep progression somewhere in reach once you hit that mid/late megaWAD slump, particularly since monster exp doesn't really scale.
This isn't a bad idea, and i'll keep it in mind for when I get to an all-encompassing rebalance pass. However, when you do hit that point, you can always do missions!
Naxza wrote:Loot feels good right now, and DoomRLA feels a lot more grounded in combination with assembled items pulled from the chest loot table. Stim vials feel a bit like filler loot (kill auras missions still dump out a ton of these, right?), which is fair, since I wouldn't expect so much from standard crates. No qualms or weirdness yet here.
This is correct - at this point, stims in a chest are essentially "Bad Luck, pal." I'm happy to hear more feedback on this, it was just the simplest to implement at the time.
Naxza wrote:Edit: Assembled gear DID get pulled from mission tables, right? I've got a few missions with assembled rewards at the very hard missions difficulty; I have yesterday's build downloaded from the DRPG launcher.
That's correct, they shouldn't be showing as mission rewards. note though that if it was assembled armor, that's intentional; as there's no way to assemble armor yet in DRLA. :P Thanks for the heads up, I'll have another look at it just in case.
Tanksy wrote:We're playing with Doom RLA 1.5, The monsters, and some Oblige generated maps. We don't think the maps are a problem as it happens seemingly at random times and they're the same maps we used before with no problems (except the massive save file lag problem, but that was before you fixed the character saving.)-

We're also using the 64-bit 2.1.1 build of GZDoom.
This may actually be due to an engine bug I've been spending a fair bit of time trying to track down. The engine does not handle using many HUDMessages at the same time very well, and DRPG can use up to several hundred at a time. It's something I'd rather find and get fixed in the engine than have to redesign DRPG around, but it's not proving easy to track the cause of. I'm not giving up though! In the meantime, all I can recommend is the old adage, "Save early and Save often."
Scottvrakis wrote:1: Has it been updated within the last 6 months? I'm afraid to update if so because I don't want to lose my progress.
The last update to the main release (that you could get from the launcher) was on the 2nd July, 2 weeks ago. I develop on my own fork, which last updated earlier this week.
Scottvrakis wrote:2: Any addons compatible with DoomRPG that anyone recommend?
DRPG has had patches to work with both DRLA and LegenDoom by Yholl, and i recently just added support for using a WadSmoosh pk3 as an IWAD.
Scottvrakis wrote:3: Is this compatible with Brutal Doom? Is there a mod to make the combat more... Gorier like in Brutal Doom?
[Pinned] Regarding Brutal Doom
Naxza
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Naxza »

It was assembled armor, so don't search too hard. In going back to check, I might've run into a spot of save corruption. I've got pretty much everything DoomRPG in a state that gzdoom considers runaway as soon as I use the teleport skill or advance to the next stage. Here is a pastebin dump of the logfile generated (it doesn't really say much about the runaway scripts), I'm using the gzdoom version linked several pages back as being the 'last safe one' to use (which I suppose is moot now, maybe I should go update), DRLA 1.05 and monsters 6.02, DRPG build pulled down on 7/12. Here's the save/ini/log/Alien Vendetta wad, but I can't identify where I might've broken something. Gonna run through the level again from my backup and see what I can do.

Tried the level again (level nine, if it makes a difference). Grabbed a kill reinforcements mission, whereas the first mission was a 'kill this enemy' mission. Pinging out of the level just after loading the backup kept everything dandy, playing enough to beat it broke scripts. Lemme know if you want the pre-bugout backup.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Before this happened, did you do a mission? Have an event happen?
Last time the issue was in the Kill Reinforcements mission, but you're not the first to say this hasn't been eliminated entirely yet. With these, the more information I can get, the better.
Edit- what if you play the level without doing a mission? Sometimes the issue is triggered from the level before and that needs to be eliminated.
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