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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
KILLER2
Posts: 436
Joined: Fri Apr 09, 2010 2:39 pm
Contact:

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

Post by KILLER2 »

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 :D).
User avatar
Marrub
 
 
Posts: 1202
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

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

Post by Marrub »

Yholl wrote:and then everyone will cry many tears over the new Armageddon monsters and I will drink them and never again be thirsty.
no more pepsi in castle yhollenstein
Tanksy
Posts: 143
Joined: Mon May 16, 2016 1:14 pm

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

Post by Tanksy »

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.
User avatar
Tranthula
Posts: 87
Joined: Tue Jul 12, 2016 9:06 pm
Location: Seabound

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

Post by Tranthula »

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.
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.
Scottvrakis
Posts: 15
Joined: Thu Jul 14, 2016 6:27 am

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

Post by Scottvrakis »

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. :(
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

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.
User avatar
Akira_98
Posts: 213
Joined: Sun Jun 27, 2010 2:45 pm
Location: AC District 7

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

Post by Akira_98 »

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.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Marrub wrote:no more pepsi in castle yhollenstein
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 that
Tanksy wrote:I am still confused why one build difference of GZDoom can drastically make or break mods.
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: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.
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.
Scottvrakis wrote:Hopefully we'll still have DoomRL Aresenal. :(
Of course!

as long as you don't mind waiting heeeeeeeeeeeeeeeeeeeeeeeh
Princess 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.
ye
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.
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.
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.
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

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

Post by SAraisXenoQueen »

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.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

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?
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.

The Abominant, however, is most definitely a thing, and will make you very dead, as you so desire.
Image
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.
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

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

Post by SAraisXenoQueen »

Yholl wrote:
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?
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.

The Abominant, however, is most definitely a thing, and will make you very dead, as you so desire.
Image
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.
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.

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?
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

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?
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.
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
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

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.
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?
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

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.)
User avatar
Akira_98
Posts: 213
Joined: Sun Jun 27, 2010 2:45 pm
Location: AC District 7

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

Post by Akira_98 »

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.
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.
Post Reply

Return to “Gameplay Mods”