Kyle873's Doom RPG Mod [0.10.0 Beta]

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

Post by Yholl »

Doomguy914 wrote:Loving the updates so far! Great work Subenji. Running in to one issue tho, there is loot EVERYWHERE. Is there a way to reduce the misc drops on level starts? I'm playing the 12n1 wad and I just made it to kamasutra. My luck is already around 150 and the loot crates are ridiculous.
wow
it's almost like you have 150 luck or something
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Pushed a new update to my fork.

Added a HUD for LegenDoom.
https://lh3.googleusercontent.com/-1n8x ... -01-02.png
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Tranthula
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tranthula »

Naxza wrote:Crud, that would explain why I found so many gothic armors while wearing the boots! I was wondering if there was a set bias in there. All's well then, except that I keep destroying my own turret now.

Edit: Finished another level, no map event, no starting map weight, no monster population increase, no mission, no special event. I've got runaway scripts again. I'm thinking that maybe I go give Legendoom a spin and see if it has something to do with the DRLA integration.
As far as Runaway scripts go, are you using subenji's latest fork for DoomRPG? As far as I know, I've tried my best to reproduce them after his update and I haven't had them. Might I ask what wad's your using? I might give it a go and see if I can repro myself

@Doomguy914

Yeah, having that much luck points is going to bring home the bacon. . .plenty of bacon.
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nakkemake
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by nakkemake »

subenji wrote:
nakkemake wrote:For some strange reson I cant get the launcher working properly. Sometimes it works, sometimes it doesn't. But I can't use RL monsters or RL arsenal. It gives some errors.
I'm going to need more details if I'm going to be able to help.
Well I managed to get it working for now, but it doesnt show anything on mods list (where you could add RL etc to the game.)
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Doomguy914 »

I'm well aware I have a lot of luck... It's just that there are so many items on the level it's causing slowdown. Tiny maps look like a twister went through them. I'm asking if there is a way to decrease the amount of items generated by luck...the condescending sarcasm doesn't seem warranted.
Naxza
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Naxza »

Tranthula wrote:
Naxza wrote:Crud, that would explain why I found so many gothic armors while wearing the boots! I was wondering if there was a set bias in there. All's well then, except that I keep destroying my own turret now.

Edit: Finished another level, no map event, no starting map weight, no monster population increase, no mission, no special event. I've got runaway scripts again. I'm thinking that maybe I go give Legendoom a spin and see if it has something to do with the DRLA integration.
As far as Runaway scripts go, are you using subenji's latest fork for DoomRPG? As far as I know, I've tried my best to reproduce them after his update and I haven't had them. Might I ask what wad's your using? I might give it a go and see if I can repro myself

@Doomguy914

Yeah, having that much luck points is going to bring home the bacon. . .plenty of bacon.
I was using Subenji's 7/12/16 build, but I went ahead and updated the other day. I'll go try it again with the latest build. WADs were DRLA/Monsters and Alien Vendetta.

Edit: I'm also (for reasons obvious from the legendoom thread) jumping over to the latest stable of gzdoom, so maybe all of my problems will go away with that. Too many variables, not enough save persistence, my fault entirely...
Last edited by Naxza on Sun Jul 17, 2016 11:04 am, edited 1 time in total.
StarController
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by StarController »

Doomguy914 wrote:I'm well aware I have a lot of luck... It's just that there are so many items on the level it's causing slowdown. Tiny maps look like a twister went through them. I'm asking if there is a way to decrease the amount of items generated by luck...the condescending sarcasm doesn't seem warranted.
In all seriousness, the luck stat seems to do very little *but* affect number and quality of drops.
If you want less drops you can adjust the loot slider in the doomRPG options (default is 1, i believe). and then respec your character stats to have less luck stat.
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Tranthula
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tranthula »

Doomguy914 wrote:I'm well aware I have a lot of luck... It's just that there are so many items on the level it's causing slowdown. Tiny maps look like a twister went through them. I'm asking if there is a way to decrease the amount of items generated by luck...the condescending sarcasm doesn't seem warranted.
Sorry, wasn't looking to be rude. In all seriousness, the sliders in the RPG options give a huge amount of control over the mod. Maybe moving some numbers down for loot generation and of the like would help.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Doomguy914 »

Tranthula wrote:
Doomguy914 wrote:I'm well aware I have a lot of luck... It's just that there are so many items on the level it's causing slowdown. Tiny maps look like a twister went through them. I'm asking if there is a way to decrease the amount of items generated by luck...the condescending sarcasm doesn't seem warranted.
Sorry, wasn't looking to be rude. In all seriousness, the sliders in the RPG options give a huge amount of control over the mod. Maybe moving some numbers down for loot generation and of the like would help.
You weren't being rude at all. That sarcasm comment wasn't directed at you. Sorry I somehow gave you that impression.
Scottvrakis
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Scottvrakis »

subenji wrote:*Snip*
Oh geez, I'm sorry, I didn't know about the whole controversy regarding -that mod-. I'll refrain from mentioning it from now on. I do have some further questions though, if you don't mind answering.

1: Is it possible to update DOOMRPG without losing my character, items, abilities, and so forth? Thanks!

2: Is Angelic armor the best armor defense-wise in the game? I'm having trouble finding anything to compete with it.

3: Does the Reality Distortion Array kill things? Or just... Remove them from the game? I find it pretty useless since enemies hit by the projectile don't drop loot.

P.S: Forgive me for sucking at my Google Fu, but what is Wadsmoosh? Is it just a program to play multiple doom wads without using a launcher?
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BoneofMalkav
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by BoneofMalkav »

Scottvrakis wrote:
subenji wrote:*Snip*
Forgive me for sucking at my Google Fu, but what is Wadsmoosh? Is it just a program to play multiple doom wads without using a launcher?
Wadsmoosh is a recently released program that, when you place all the doom iwads (Including the Master Level wads) in a folder, will combine them all into 1 iwad. here's a link to it ( http://forum.zdoom.org/viewtopic.php?f=19&t=52757 )
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Yholl
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Yholl »

Scottvrakis wrote:2: Is Angelic armor the best armor defense-wise in the game? I'm having trouble finding anything to compete with it.
There's no such thing as the best armor. Depending on the situation, some armors will be better than others.
Scottvrakis wrote:3: Does the Reality Distortion Array kill things? Or just... Remove them from the game? I find it pretty useless since enemies hit by the projectile don't drop loot.
It morphs things, and then they die. So yeah, thinking about it, that wouldn't play nice with DRPG at all.
Azalius
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Azalius »

I'm now consistently failing to load my saved character. Sometimes immediately after seeming to save over it. I tried clearing and re-saving, but no matter what it fails with an Error 3, even seconds after saving it and just reloading on the spot. Any ideas?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

What mods are you using?
Post your save data, I'll have a look at it.
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Tranthula
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tranthula »

Azalius wrote:I'm now consistently failing to load my saved character. Sometimes immediately after seeming to save over it. I tried clearing and re-saving, but no matter what it fails with an Error 3, even seconds after saving it and just reloading on the spot. Any ideas?
Had this problem too. In your Doom RPG folder, there has to be a file called "SHA-1.file". If it's not there, the game will tell you it saved your character, even though it hasn't. If I'm right, DoomRPG saves your stored items and everything else (stats n' stuff) as specialized code in this certain file. So if it's not there, saving / loading a character is impossible.

If able, try to grab an older copy of RPG and take the SHA file from the older version and put it in your current DoomRPG folder. That'll fix the issue (er, it did for me at least)

EDIT: Yeah nevermind, it's not what I said it was. Sorry
Last edited by Tranthula on Mon Jul 18, 2016 8:39 pm, edited 1 time in total.
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