DoomRL Arsenal - [1.1.5] [MP-B7.3]

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SAraisXenoQueen
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by SAraisXenoQueen »

Yholl wrote:
Viscra Maelstrom wrote:no idea if this has been addressed yet, but it seems that if you drop Survival Mediarmor from your inventory, you can actually drop an infinite amount of them, bugging out the armor token counter so you can carry more than 4 armors in your inventory.
Also a very very old bug, heh.
SAraisXenoQueen wrote:Yholl, have you guys tossed up the DRLA+RPG onto moddb yet? can't vote it for a moty if it isn't.
No. I've got no interest in trying to maintain another website page instead of doing what I like, and I've only ever had bad experiences with ModDB to begin with.

I'm also not interested in getting voted for something like that. I'd much rather that went to people who actually deserve it, like the Star Trek Armada 3 team, or Ultimate Apocalypse's team.
Eh, I voted for legion of PA:T.
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wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

SAraisXenoQueen wrote:DoomRL is also in such a- dare i say, favorable position despite the codework. Also, we're six days away from doom's birthday. I have the feeling they're using this as part of a buildup to a bigger picture
Some people just want to make cool stuff. Not for fame, glory, or a PNG image of a trophy, but because it's cool and fun.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Not really pushing it to be published on ModDB, but I think DoomRL Arsenal's pretty large enough and varied that it's pretty top-notch and it plays out differently on it's own and is one-of-a-kind compared to most Doom mods out there. Just saying.
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SAraisXenoQueen
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by SAraisXenoQueen »

wildweasel wrote:
SAraisXenoQueen wrote:DoomRL is also in such a- dare i say, favorable position despite the codework. Also, we're six days away from doom's birthday. I have the feeling they're using this as part of a buildup to a bigger picture
Some people just want to make cool stuff. Not for fame, glory, or a PNG image of a trophy, but because it's cool and fun.
I know this. I'm just saying their work is worth it.

edited the initial post, felt it wasn't clear enough.
Jigstraw
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Jigstraw »

I'm not sure if it's been asked before, and I don't want to check through 300 pages to find out, so I'm sorry if it has, but I really wish you could stack two basic assembly recipes on default or exotic weapons, like a high-power gatling gun, heavy tactical shotgun, or silenced sniper rifle for example. Certain assemblies could support that kind of thing, and I'd really enjoy finding the synergetic combinations. Any plans to include something like that in the future?

I love this mod, by the way. Have mapped out and saved all the different assembly recipes, and spent tons of time experimenting with the different boots, armors, backpacks, and classes. I think Scout is always going to be my favorite though. Usually find myself going for the high powered combat pistol or dual uzis as my weapons of choice, with a mini missile pistol or demolition ammo handcannon for the really tough situations if I'm lucky. Gotta say, dual uzis become waaay too accurate with a sniper mod, they practically have less spread than a battle rifle. Just as good on marine as they are on scout.

Was also curious if this mod could by chance work with this new Custom Gun mod that gives weapons borderlands style random stats, should probably try that out and see at some point, would be neat to have that extra layer of RNG to mix things up a bit more. Definitely curious to see how that one progresses in future updates too. If they end up compatible, drla+drpg+cg would be pretty interesting. Not asking you to do anything, just saying it'd be neat if by pure coincidence it did end up working as a coherent whole. Doubt it'll happen though.
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Jigstraw wrote:I'm not sure if it's been asked before, and I don't want to check through 300 pages to find out, so I'm sorry if it has, but I really wish you could stack two basic assembly recipes on default or exotic weapons, like a high-power gatling gun, heavy tactical shotgun, or silenced sniper rifle for example. Certain assemblies could support that kind of thing, and I'd really enjoy finding the synergetic combinations. Any plans to include something like that in the future?
Already been discussed. It's not going to happen.
It would be cool, though, wouldn't it? Imagine... High Power^2 Nuclear BFG. Blows up so hard that your computer bursts into flames.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

^have it turn into a Unique weapon and call it The Disaster. the PDA page for the weapon is completely blank, it's up to you to find out exactly why that is. :P
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Jigstraw wrote:
Was also curious if this mod could by chance work with this new Custom Gun mod that gives weapons borderlands style random stats, should probably try that out and see at some point, would be neat to have that extra layer of RNG to mix things up a bit more. Definitely curious to see how that one progresses in future updates too. If they end up compatible, drla+drpg+cg would be pretty interesting. Not asking you to do anything, just saying it'd be neat if by pure coincidence it did end up working as a coherent whole. Doubt it'll happen though.
That would be awesome. If that worked with DRLA+CH I don't think I'd every play another doom mod again.
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wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

Problem is, both DRLA and CG handle weapons in their own ways, and merging them would be an absolute nightmare.
hunterman123
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by hunterman123 »

Welp, put on Cybernetic Armor, GG getting any Armor ever again. XD
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wpninja
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wpninja »

I know I am a bit late but can anybody please explain to me why Bethesda is attacking this mod or point me in the direction of this subject being discussed?
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Nems
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Nems »

wpninja wrote:I know I am a bit late but can anybody please explain to me why Bethesda is attacking this mod or point me in the direction of this subject being discussed?
They're not attacking this mod. You can read more about what's going on here: http://forum.zdoom.org/viewtopic.php?f=12&t=54440
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wpninja
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wpninja »

Nems wrote:
wpninja wrote:I know I am a bit late but can anybody please explain to me why Bethesda is attacking this mod or point me in the direction of this subject being discussed?
They're not attacking this mod. You can read more about what's going on here: http://forum.zdoom.org/viewtopic.php?f=12&t=54440
Ahh thanks.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

hunterman123 wrote:Welp, put on Cybernetic Armor, GG getting any Armor ever again. XD
on the plus side, you'll never have to really worry about dying again with that thing on you. (in all seriousness, i think that particular armor lacks a warning that you cannot take it off once you put it on? i know some of the other unremovable armors has it, but not that one.)
Spoiler:
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skyrish10
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by skyrish10 »

Ethril wrote: Already been discussed. It's not going to happen.
It would be cool, though, wouldn't it? Imagine... High Power^2 Nuclear BFG. Blows up so hard that your computer bursts into flames.
Unless if you play as the Demolitionist or applied two bulk mods, it will no longer blow up
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