
DoomRL Arsenal - [1.1.5] [MP-B7.3]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
To be quite honest, I've also been religiously checking this every time I receive a notification email (aside from the couple of times I didn't notice it and forgot about this completely for a while
).

- Marrub
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
no more pepsi in castle yhollensteinYholl wrote:and then everyone will cry many tears over the new Armageddon monsters and I will drink them and never again be thirsty.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I've been lurking in the thread since the last update. Possibly before. It's been a good read, to be honest.
I am still confused why one build difference of GZDoom can drastically make or break mods. It's really upsetting that DRPG doesn't even properly work with DRLA anymore, especially now there's version mismatches all over the place. The DoomRPG thread states that the current version of DRPG is made for a version of DRLA that "isn't even out yet". Which confuses me more, because DRPG hasn't been updated in months. Now I have no idea what to do, what version of GZDoom to use and what versions of the mods to use.
I am still confused why one build difference of GZDoom can drastically make or break mods. It's really upsetting that DRPG doesn't even properly work with DRLA anymore, especially now there's version mismatches all over the place. The DoomRPG thread states that the current version of DRPG is made for a version of DRLA that "isn't even out yet". Which confuses me more, because DRPG hasn't been updated in months. Now I have no idea what to do, what version of GZDoom to use and what versions of the mods to use.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
The latest version of DRPG is built for the upcoming update of DRLA. If you want to, you can go to the OP of DRPG and there should be info on what version to download that works for the current version of DRLA.Tanksy wrote:The DoomRPG thread states that the current version of DRPG is made for a version of DRLA that "isn't even out yet". Which confuses me more, because DRPG hasn't been updated in months. Now I have no idea what to do, what version of GZDoom to use and what versions of the mods to use.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Welp, DoomRPG has officially been moved to Dead/Archived mods, can't reply on it anymore. goodnight sweet prince.
Hopefully we'll still have DoomRL Aresenal.
Hopefully we'll still have DoomRL Aresenal.

- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Yholl has said work on the mod is slow, but still on-going. i'm pretty sure that he wouldn't have shown screenshots of the cool new stuff in the upcoming release if work wasn't still being made on it.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Found an pretty exploitable bug. You can take the Specialist Backpack's ability while wearing another backpack. You can press use through the selection prompt after picking up the Specialist Backpack, so if you were wearing a pack before, you'll be allowed to pick it up. This doesn't remove the prompt, so you can still boost your ammo capacity while wearing your old pack, since you've thrown it on the ground in front of you.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
you stay away from my pepsi i'll punch you so hard you'll explode into coins and then I'll donate all those coins to one of those inverted cone charity boxes where the coin spins round and round until it drops into the middle yeah take thatMarrub wrote:no more pepsi in castle yhollenstein
Because exactly after the stable we aim for, shit went south fast as all manner of untested and engine-changing stuff was added.Tanksy wrote:I am still confused why one build difference of GZDoom can drastically make or break mods.
DRPG has two versions on their page, one for the public DRLA, and one for the indev DRLA. They aim for GZDoom 2.1.1.Tanksy wrote:It's really upsetting that DRPG doesn't even properly work with DRLA anymore, especially now there's version mismatches all over the place. The DoomRPG thread states that the current version of DRPG is made for a version of DRLA that "isn't even out yet". Which confuses me more, because DRPG hasn't been updated in months. Now I have no idea what to do, what version of GZDoom to use and what versions of the mods to use.
Of course!Scottvrakis wrote:Hopefully we'll still have DoomRL Aresenal.
as long as you don't mind waiting heeeeeeeeeeeeeeeeeeeeeeeh
yePrincess Viscra Maelstrom wrote:Yholl has said work on the mod is slow, but still on-going. i'm pretty sure that he wouldn't have shown screenshots of the cool new stuff in the upcoming release if work wasn't still being made on it.
much slow very not much wow
At this point I'm doing some stuff with two other small projects, and then I'll go all out on it. Main thing holding me back is how AAAUAUUUGGHGH the things on my todo list are right now, hahaha.
Can't reproduce any problems, in fact I'm not even sure what you're telling me.Akira_98 wrote:Found an pretty exploitable bug. You can take the Specialist Backpack's ability while wearing another backpack. You can press use through the selection prompt after picking up the Specialist Backpack, so if you were wearing a pack before, you'll be allowed to pick it up. This doesn't remove the prompt, so you can still boost your ammo capacity while wearing your old pack, since you've thrown it on the ground in front of you.
You were wearing a normal backpack before? One of the special backpacks? What kind of backpack? I need more exact information.
- SAraisXenoQueen
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Yholl shall be sustained by tears for a thousand years.
Bring on the monsters. Still sort of wish the gluttony elemental was there but that's just me being a masochistic fuck when it comes to vidya (and liking to have to adapt to new situations in the game/map)
Strike up my curiosity on it's sprite though. I'm assuming it was somewhat similar to the D64 PE?
This level of anticipation for a doom wad should be illegal.
Bring on the monsters. Still sort of wish the gluttony elemental was there but that's just me being a masochistic fuck when it comes to vidya (and liking to have to adapt to new situations in the game/map)
Strike up my curiosity on it's sprite though. I'm assuming it was somewhat similar to the D64 PE?
This level of anticipation for a doom wad should be illegal.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
It was an Agony Elemental that fired The Hungry. That was it. That's all it was. It was never in the game, it was just something stupid in the decorate. It'll never ever be a thing. I really wish people would stop bringing the damn thing up.SAraisXenoQueen wrote:Still sort of wish the gluttony elemental was there but that's just me being a masochistic fuck when it comes to vidya (and liking to have to adapt to new situations in the game/map)
Strike up my curiosity on it's sprite though. I'm assuming it was somewhat similar to the D64 PE?
The Abominant, however, is most definitely a thing, and will make you very dead, as you so desire.

Right now, this thing will be the worst nightmare of everyone when it makes its cameo appearance. Later on I'm sure I'll get some cool new stuff, but this thing will be the killer king for a good while.
- SAraisXenoQueen
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Heh. I've already seen/posted the art it's based off of. It's a nice doom monster concept, so it's good somebody picked it up. Now we'll just have to see it's in-game version.Yholl wrote:It was an Agony Elemental that fired The Hungry. That was it. That's all it was. It was never in the game, it was just something stupid in the decorate. It'll never ever be a thing. I really wish people would stop bringing the damn thing up.SAraisXenoQueen wrote:Still sort of wish the gluttony elemental was there but that's just me being a masochistic fuck when it comes to vidya (and liking to have to adapt to new situations in the game/map)
Strike up my curiosity on it's sprite though. I'm assuming it was somewhat similar to the D64 PE?
The Abominant, however, is most definitely a thing, and will make you very dead, as you so desire.
Right now, this thing will be the worst nightmare of everyone when it makes its cameo appearance. Later on I'm sure I'll get some cool new stuff, but this thing will be the killer king for a good while.
Comparing the abominant to the hellstorm elemental, though, Which would you say is more of an "oh f-" moment? Nightmare cybers and hungry were a pain enough, and the hellstorm's projectiles pull you in. What in Baphomet's name are you cooking up?
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
A Hellstorm Elemental isn't really that dangerous; it has simple attacks, and isn't too tough, it's just that it punishes mistakes utterly.SAraisXenoQueen wrote:Comparing the abominant to the hellstorm elemental, though, Which would you say is more of an "oh f-" moment? Nightmare cybers and hungry were a pain enough, and the hellstorm's projectiles pull you in. What in Baphomet's name are you cooking up?
The Abominant is the Armageddon wildcard boss, much like the Agony Elemental is the Nightmare wildcard boss and the Terminator is the Technophobia one. It will be the only Armageddon-tier boss in the next version, bosses on that difficulty will still be either cyber or nightmare, but have a chance of being this thing instead. So, obviously it's far beyond a pain elemental in terms of threat.
Right now there is no enemy I fear to fight more, the second closest would be the De-vile, the new Armageddon Arch-vile variant.
cus it's a jerk and it bullies me
- 4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
That shadow looks metal AF. Also, De-Vile's kinda a meh name for an Armageddon variant arch-vile IMO. I liked the Lord Vile name better that I saw on the first ten-twenty pages or so, but well, we already have the Lord of the Abyss. Also, the names of the Armageddon variant monsters on that post sounds good and I like the one for the hell knight.
Can I see the art?
SAraisXenoQueen wrote: Heh. I've already seen/posted the art it's based off of. It's a nice doom monster concept, so it's good somebody picked it up. Now we'll just have to see it's in-game version.
Can I see the art?
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
the current Agony Elemental can either be dealt with very easily, or very poorly depending on when that asshole decides to show up. same with most of the other bosses, really. (The Terminator is probably the most dangerous boss overall, with the Nightmare Mastermind and Nightmare Cyberdemon following after it.)
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I was wearing a Nuclear Backpack. I came across a Specialist's Backpack. When I picked it up, the prompt asking me which ammo type I wanted to boost came up. However, the Nuclear Backpack I was wearing previously dropped on the ground right in front of me. Without selecting anything from the prompt, I was able to pick up the Nuclear Backpack again, which did not dismiss the prompt from the Specialist's Backpack. Then, I selected an ammo type from the prompt, allowing me to have both the Nuclear Backpack's and the Specialist Backpack's abilities. Like this.Yholl wrote:Can't reproduce any problems, in fact I'm not even sure what you're telling me.
You were wearing a normal backpack before? One of the special backpacks? What kind of backpack? I need more exact information.