Kyle873's Doom RPG Mod [0.10.0 Beta]

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Slax
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Re: Kyle873's Doom RPG Mod [0.98 Beta - Multiplayer Edition]

Post by Slax »

It's that time again.

Mr. Technician learns he really should be playing on the monsterstats branch. Not that he doesn't like a challenge... :roll:
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Triple S
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Re: Kyle873's Doom RPG Mod [0.98 Beta - Multiplayer Edition]

Post by Triple S »

Oh, there's a separate branch? What's different with that? Assuming it has to do with the monster scaling.
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Slax
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Re: Kyle873's Doom RPG Mod [0.98 Beta - Multiplayer Edition]

Post by Slax »

Main branch currently has borked monster scaling. You get some REALLY overpowered bastards, as shown in the video. Check the end and you'll see a revenant that does 200+ damage per punch. He's probably fairly immortal as well. :P
Monsterstats is where you wanna be to get the latest balanced goodness.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

I have now merged the monsterstats branch into master, meaning the new monster stat rewrite and associated things (plus bugfixes galore) are now pretty much safe for consumption. At least, I sure as hell hope they are.

inb4 someone explodes the universe
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Triple S
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Triple S »

Kyle873 wrote:I have now merged the monsterstats branch into master, meaning the new monster stat rewrite and associated things (plus bugfixes galore) are now pretty much safe for consumption. At least, I sure as hell hope they are.

inb4 someone explodes the universe
>boots game
>monsters become real
AdmiralAjax
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by AdmiralAjax »

Just adding this late, but I had some problems as well with the skill wheel update not working for me either, but then I realized it was because I was just dragging, dropping, and overwriting any files that needed it. Once I had deleted the folders and put in the new ones everything worked out.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

I've found a these issues while playing the version dated June 24, 2014 at 2:14:29 AM. DoomRPG and DoomRPG-Doom1 were loaded:
  • The Super Shotgun doesn't play any sound when fired.
  • Keys and enemies' health bar's foreground don't display on the 'standard' HUD (screenblocks 10).
  • You can use the aug battery charge even if your aug battery is full.
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Triple S
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Triple S »

See, I saw the new pic on the main post... but before I expanded the thumbnail I read "Kofarutul" as "kartoffel"

which is the German word for "potato"
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Blue Shadow wrote:I've found a these issues while playing the version dated June 24, 2014 at 2:14:29 AM. DoomRPG and DoomRPG-Doom1 were loaded:
  • The Super Shotgun doesn't play any sound when fired.
  • Keys and enemies' health bar's foreground don't display on the 'standard' HUD (screenblocks 10).
  • You can use the aug battery charge even if your aug battery is full.
Weird, I'll look into that. Turns out I completely forgot to add them, derp.

Unfortunately, that HUD is now deprecated due to the fact the original creator has left the community and I don't want to maintain both HUDs. It's missing a bunch of stuff still and will likely never get finished.

Do you mean the batteries? If so, I need to add some extra checks for that still.
Funky Gnoll
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Funky Gnoll »

Triple S wrote:See, I saw the new pic on the main post... but before I expanded the thumbnail I read "Kofarutul" as "kartoffel"

which is the German word for "potato"
roflen mein Kartoffelen
Ribo Zurai
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Ribo Zurai »

Does the new monster feature apply to the RLMonsters addon?
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Ribo Zurai wrote:Does the new monster feature apply to the RLMonsters addon?
Yes.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Yholl »

Ribo Zurai wrote:Does the new monster feature apply to the RLMonsters addon?
Detestable Kofarutul is in fact, a Nightmare Cyberdemon, hence the ridiculo health.
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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by MrBoroda »

Just encounterd imp moving with speed of light. Cleared MAP01 of Doom2 on max curves (not really a challenge now) and this fella was waiting for me at the exit. I've been chasing this bastard for about a minute, but he kicked my butt hard.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

MrBoroda wrote:Just encounterd imp moving with speed of light. Cleared MAP01 of Doom2 on max curves (not really a challenge now) and this fella was waiting for me at the exit. I've been chasing this bastard for about a minute, but he kicked my butt hard.
Max curves?

Everything is working smoothly, then.
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