Kyle873's Doom RPG Mod [0.10.0 Beta]

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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by MrBoroda »

Kyle873 wrote:
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.
It was cyberimp, btw. These guys may have some FTL engines. :lol:
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

Thanks for the fixes. However, I've found another issue:

In the augmentation menu, if you're highlighting the first augmentation, and you press left, the selector box/cursor will vanish. It's the same thing if you're highlighting the last augmentation and you press right. Of course, it doesn't disappear forever, as if you press right/left, it'll appear again.

The stims menu is suffering from this as well. When you're highlighting the small stim and you press left, or highlighting the extra-large one and you press right.

(A screenshot demonstrating the issue)
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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:Thanks for the fixes. However, I've found another issue:

In the augmentation menu, if you're highlighting the first augmentation, and you press left, the selector box/cursor will vanish. It's the same thing if you're highlighting the last augmentation and you press right. Of course, it doesn't disappear forever, as if you press right/left, it'll appear again.

The stims menu is suffering from this as well. When you're highlighting the small stim and you press left, or highlighting the extra-large one and you press right.

(A screenshot demonstrating the issue)
Are you using the turn left/right keys instead of the strafe left/right keys by chance?

edit:
Yup, that was the issue. Fixed that.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

Yes, I was.

Anyways, I still don't see the health bar foreground for whatever reason.
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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:Yes, I was.

Anyways, I still don't see the health bar foreground for whatever reason.
Are you updating properly? Don't just overwrite files, that won't work 100%. You should delete the entire folder and re-extract it, or just use the launcher.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

I believe so. I'm using TortoiseGit to fetch and update the mod's files from GitHub.
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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 believe so. I'm using TortoiseGit to fetch and update the mod's files from GitHub.
Okay, that's fine then. No idea there then. Are you running the latest GZDoom?
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

I tried it, but with no avail, with the very latest build available (G1.9pre-679-g7374cd3). The build I was using was only eight commits older, and checking on GZDoom's changelog, I didn't see anything in these new eight commits that would affect it somehow.

I thought maybe something is wrong with my local copy. So I downloaded the whole package from the mod's page on GitHub and tested it again, but with no results.

Apart from the DoomRPG module, am I meant to load anything else with it?
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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 tried it, but with no avail, with the very latest build available (G1.9pre-679-g7374cd3). The build I was using was only eight commits older, and checking on GZDoom's changelog, I didn't see anything in these new eight commits that would affect it somehow.

I thought maybe something is wrong with my local copy. So I downloaded the whole package from the mod's page on GitHub and tested it again, but with no results.

Apart from the DoomRPG module, am I meant to load anything else with it?
If you're just playing vanilla, then no. I honestly have no idea. I've never seen this happen before and nobody else has reported it.
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Ryan Cordell
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Ryan Cordell »

Kyle873 wrote: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.
But hey, I'm sure you could get someone to make a new hud that is nothing but squiggly blobs that clash with the overall pixellated style of the game, since apparently this mod is becoming a cartoon in some cases. :P
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Ryan Cordell wrote:
Kyle873 wrote: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.
But hey, I'm sure you could get someone to make a new hud that is nothing but squiggly blobs that clash with the overall pixellated style of the game, since apparently this mod is becoming a cartoon in some cases. :P
I don't exactly have the luxury of picking and choosing sprites from a cast call of peoples work.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

I've figured out the cause; it was the aspect ratio I'm using, which is 5:4. The bar seems only to work perfectly with 4:3. My in-game resolution is 800 x 600.
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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 figured out the cause; it was the aspect ratio I'm using, which is 5:4. The bar seems only to work perfectly with 4:3. My in-game resolution is 800 x 600.
I don't know, I forced all the different aspect ratio types and it looked fine on all of them. At least you fixed it though.
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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 »

Once we get a wide variety of "unique" named monsters, there should totally be a difficulty setting/menu option that spawns nothing but those enemies. Call it "Hell's Finest" lol

EDIT: Question: do higher-level monsters pay out more XP? I figure that XP payout should increase notably when tackling high-level enemies, with an option to disable it if wanted. Maybe the bonus would only apply to XP or Rank but not both? I dunno. Just random ideas had while playing.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Triple S wrote:EDIT: Question: do higher-level monsters pay out more XP? I figure that XP payout should increase notably when tackling high-level enemies, with an option to disable it if wanted. Maybe the bonus would only apply to XP or Rank but not both? I dunno. Just random ideas had while playing.
Yes, they do, and that's exactly how it works, options and all.
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