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

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

Post by Cherno »

I tested it with again with the monster addon and it throws hundreds of errors.
Script warning, "doomrl_monsters_beta_6.2.wad:D_AFSHKT" line 61:
Numeric type expected, got ""
Script warning, "doomrl_monsters_beta_6.2.wad:D_NCACOD" line 367:
Numeric type expected, got ""
Script warning, "doomrl_monsters_beta_6.2.wad:D_CSPIDM" line 908:
Unknown class name 'RLArmageddonSpiderMastermind' of type 'Actor'
Script warning, "doomrl_arsenal_1.05.wad:DEC_FIST" line 129:
Numeric type expected, got "None"
Script warning, "doomrl_arsenal_1.05.wad:DEC_CSAW" line 607:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "doomrl_arsenal_1.05.wad:DEC_FLAM" line 299:
Unknown class name 'RLFlamethrowerFlameSA' of type 'Actor'
Script warning, "doomrl_arsenal_1.05.wad:DECORATE" line 9843:
Numeric type expected, got "HEYSTOPTHAT"
It seems to be tied to the GZDoom version, since using 2.1.1 gives considerably less errors.
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Captain J
 
 
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Captain J »

Dat quoted reasonable errors tho.
Last edited by Captain J on Thu Apr 27, 2017 10:57 pm, edited 1 time in total.
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Marrub
 
 
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Marrub »

Script warnings don't mean it won't work. The next version of DRLA has a nicer loading screen that conveniently hides those (unless they actually cause a crash)...
That said, 2.1.1 is very much recommended over more recent versions, due to issues beyond our control. (It's not actually beyond our control, but nobody wants to help, so.)

Edit: Also, "Numeric type expected, got "HEYSTOPTHAT"" is the best error I've ever read, thank you.
Funky Gnoll
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

Marrub wrote:
Funky Gnoll wrote:I play Technician like a good 90% of the time and he has never, ever felt even remotely weak.
HOW DARE YOU NOT PLAY COMMANDO IMEANWHAT
SHOW ME THE KNIFE AND I'LL START PLAYING HIM
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

Literally can't wait for update
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superdupertrooper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by superdupertrooper »

how does one play the commando class? is there a command i need to input or is it not playable yet?
FaggoStorm
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by FaggoStorm »

superdupertrooper wrote:how does one play the commando class? is there a command i need to input or is it not playable yet?
You can play it using a command but it is super incomplete so it is not even worth it.
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LaputanMachine
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by LaputanMachine »

Princess Viscra Maelstrom wrote:i kinda wish the tactical set got an overall boost, because i can't see much good use of it in the game for two reasons:

the armor has no protection whatsoever. makes the whole point of wearing armor moot. it increased your evasiveness in the roguelike and served a good purpose there, but when the room is filled with hitscans, that severely complicates matters. no evasiveness is gonna do any good if you can't dodge the arguably biggest threat in the game.
the set bonus itself is pretty lackluster. it gives you immunity to splash damage, but i feel it only works in your favor if you're dodging cyberdemon rockets constantly, or wading through a sea of broken barrels. plus, the Demolitionist has this bonus inherently, which makes it seem even more fruitless.

disrupting revvie rockets, regenerating armor value and sprinting faster are definitely useful bonuses, but i find being murdered by bullets a considerable drawback.
To be honest, I didn't even know that the Tactical Armor did anything or had any set bonuses. I saw that it regenerated and had a "comms system" or whatever the stats said, but the fact it offered no protection made me say "ha, no."

I don't know how to improve it myself, but I would think to make it comparable to the Solo Operative Suit in terms of resistance, but scaled down to fit the item tier.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Wearing a Tactical Armor is like turning DoomRLA to DoomRPG. You would get slaughtered by hitscan attacks but if you have great evasive skills you can avoid projectiles most of the time.

The hitscan enemies are what I LOATHE the most in DoomRPG. Their hits sometimes do critical damage. I don't know why that wasn't remedied even in the newest DRPG version, it just reeks of poor game balancing. Either they should've removed the critical damage in hitscan-based enemies or at least just the few of them who rapid fires or turn them into fast tracer bullet projectiles so if you got hit it's your fault. And also, I think adding DRLA monsters to the bunch makes that mod more hectic.

Yeah, this isn't the DRPG thread but the thread for it's dead and this thread is closely related. And I'm not asking about any future updates or any questions about it, just something to let off my chest.
Pokky
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Pokky »

This has been bugging me for a long time but why the tactical armor still get damaged even if it doesn't protect the user?
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Tranthula
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tranthula »

Pokky wrote:This has been bugging me for a long time but why the tactical armor still get damaged even if it doesn't protect the user?
Look at it as wearing some extra clothes. It won't protect you, but it'll be torn to shreds (and yourself) when shot by boolets.

Funny all this talk of the Tactcal Armor set, I personally love it for the boots only. Sanic speed. That aside, I usually just wear the whole set for that extra challange of no armor.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

4thcharacter wrote:The hitscan enemies are what I LOATHE the most in DoomRPG. Their hits sometimes do critical damage. I don't know why that wasn't remedied even in the newest DRPG version, it just reeks of poor game balancing. Either they should've removed the critical damage in hitscan-based enemies or at least just the few of them who rapid fires or turn them into fast tracer bullet projectiles so if you got hit it's your fault.
This is impossible. There's no way to detect if damage is hitscan or projectile or explosion or anything.

I understand your frustration, but it has absolutely nothing to do with game balancing, poor or otherwise.


Lots of dislike for the Tactical Armor going around right now. Wow.
I can't believe people don't like regenerating armor that increases your speed, makes you immune to all explosions, and scrambles homing missiles to detonate on your enemies.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

it all sort of fails to leave an impression when there's vastly superior regenerating armor (power armor) and one class outright has its set bonus. i didn't know they apparently made the rockets not just malfunction, but homed onto other enemies. that sounds neat, but i tend to get murdered the most by hitscanners, and typically, when there's lots of revenants running around, chaingunners aren't far behind either, and they're several magnitudes more lethal when you have the durability of a shredded paper bag running around.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Machine-Reaper »

Viscra Maelstrom wrote:it all sort of fails to leave an impression when there's vastly superior regenerating armor (power armor) and one class outright has its set bonus. i didn't know they apparently made the rockets not just malfunction, but homed onto other enemies. that sounds neat, but i tend to get murdered the most by hitscanners, and typically, when there's lots of revenants running around, chaingunners aren't far behind either, and they're several magnitudes more lethal when you have the durability of a shredded paper bag running around.
I agree to this, an Armour is an Armour that should provide you at least "some" protection.
Kaeoschassis
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Kaeoschassis »

Going to need to go against the flow on this one, honestly. I never fail to be overjoyed if I find the tactical gear (and thanks to the way supply crates work, if I find one piece of it early enough I know for sure I'll get the other half). The boots are extremely useful in their own right, and while I probably wouldn't wear the armour JUST for its own ability, the set bonus combined with those two abilities makes it almost a no-brainer for me.

Besides, it regenerates. Know what that means? It means you can wait for it to hit 100, and then take it off without destroying it. Which means if you DO have to go up against an absolute storm of hitscans, you can just switch to the green armour you're practically guaranteed to be carrying around anyway.

I guess I wouldn't wear it on a Demolitionist, sure, what would be the point, but there are like four other classes. On a scout it makes you so quick that there's very rarely a situation when you're in genuine danger of being hit hard (and if there is, again, you can generally just take it off in advance). On a techie you will DEFINITELY have a weapon that can clear out the inevitable room full of hitscanners in one or two shots.

Honestly if the tactical set was buffed I'd feel like it was cheating, jeez...
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