(RLME)-Roguelike Monster Expansion BETA

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tituspullolegioxii
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)

Post by tituspullolegioxii »

Thank you for this! This definitely adds some extra depth to the combo of DoomRLA/DoomRPG. How involved is the process of adding new creatures (independent of balancing), if you don't mind me asking? I've wanted to do something similar with other creature mods but have had no luck. I imagine it's because I'm migrating .pk3 content to .wad and failing miserably.
Ranik
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)

Post by Ranik »

tituspullolegioxii wrote:Thank you for this! This definitely adds some extra depth to the combo of DoomRLA/DoomRPG. How involved is the process of adding new creatures (independent of balancing), if you don't mind me asking? I've wanted to do something similar with other creature mods but have had no luck. I imagine it's because I'm migrating .pk3 content to .wad and failing miserably.

It's not terribly hard once I got a look at the framework Yholl was already using with DRLA. From there I just added onto and at times replaced the spawn tables that Yholl already set up. As far as the .pk3 conversion, I'm not too sure how much that would complicate the process.
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Nems
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)

Post by Nems »

Killing monsters that are supposed to trigger certain events (i.e. Baron of Hell kill lowers walls in E1M8 and Cyberdemon kill is supposed to end the level in E2M8) don't work. I tried it without the mod and it works.

Aside from that I'm really enjoying this. Always like to see a more varied monster population in Doom and this mod along with DoomRLA does just that. :>
Ranik
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)

Post by Ranik »

Nems wrote:Killing monsters that are supposed to trigger certain events (i.e. Baron of Hell kill lowers walls in E1M8 and Cyberdemon kill is supposed to end the level in E2M8) don't work. I tried it without the mod and it works.

Aside from that I'm really enjoying this. Always like to see a more varied monster population in Doom and this mod along with DoomRLA does just that. :>
Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants.

Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss?
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Nems
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)

Post by Nems »

Ranik wrote:Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants.

Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss?
You're welcome. :> It was any boss variant from what I remember, whether it was just a normal/vanilla one or one from the mod.

I'll play through those specific levels again to make sure.

EDIT: Yep, regardless of what spawns in maps like E1M8, E2M8, E3M8, etc. killing the boss or any of its variants doesn't trigger actions associated with those levels.
Ranik
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)

Post by Ranik »

Nems wrote:
Ranik wrote:Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants.

Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss?
You're welcome. :> It was any boss variant from what I remember, whether it was just a normal/vanilla one or one from the mod.

I'll play through those specific levels again to make sure.

EDIT: Yep, regardless of what spawns in maps like E1M8, E2M8, E3M8, etc. killing the boss or any of its variants doesn't trigger actions associated with those levels.
Well Nems I finally got around to it after months :3:

All of the Doom 1 map triggers should be fixed. Including changes to existing monsters and some new monsters as well. 1.7 is up in the OP post. Waiting on Yholl to release the finished MP 7 so I can fully integrate them. DoomRPG also needs a new patch but I'm not sure if anyone is using that since it went on hiatus when a character save bug is still around.
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sir_firebrand
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)

Post by sir_firebrand »

Just found this and must say, it is really good. Made the game even more interesting and dynamic.
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Zonky
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)

Post by Zonky »

This has been dormant for a couple years but I can't help myself, this is a great addon so I gotta ask, will this ever be updated in the future?
Used it when I was messing around with DRLA monsters just by themselves with other gameplay mods, but recently I just slammed this with all the other DRLA related stuff and can't get enough of it.
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Zenon
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)

Post by Zenon »

*blows some dust off this seemingly long overlooked masterpiece*
My god.
It works with DRLAX, WildWeasel's soundpack and Kinsie's addons.
It's beautiful!
Also, Thanks Zonky for the bump, I wouldn't've found this otherwise
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Zonky
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)

Post by Zonky »

I'm glad that me huffing copium introduced you to a nice lil' addon lmao, it is for sure an underrated one for DRLA
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AliciaPendragon
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Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)

Post by AliciaPendragon »

Holy fuck I was looking for something to refresh drla
will add this to my loadorder and restart my BTSX E2 playthrough
Ranik
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Re: (RLME)-Roguelike Monster Expansion BETA

Post by Ranik »

Is 8 years of inactivity on updates a record? If not I can take the update down and give it a few more years.
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Zonky
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Re: (RLME)-Roguelike Monster Expansion BETA

Post by Zonky »

Ranik wrote: Tue Aug 27, 2024 10:47 am Is 8 years of inactivity on updates a record? If not I can take the update down and give it a few more years.
Naahhh yeah I was expecting to wait another 2 so there isn't an update here

(im kidding please dont take it down its good thank you :lol: )
Ranik
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Re: (RLME)-Roguelike Monster Expansion BETA

Post by Ranik »

There are odds and ends that still need updates. Brightmap fixes. Code redesign etc etc. Most severe to me are Difficulty selector GUI and DRLA PDA need additions but it works without them. Just pick standard difficulty and you'll have a difficult that's basically "Standard+"
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