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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Posted: Tue Feb 16, 2016 9:55 pm
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.
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Posted: Wed Feb 17, 2016 1:20 am
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.
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Posted: Sun Feb 21, 2016 2:50 am
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. :>
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Posted: Sun Feb 21, 2016 5:09 am
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?
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Posted: Sun Feb 21, 2016 3:13 pm
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.
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Posted: Thu May 26, 2016 7:55 am
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
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.
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Posted: Mon Apr 10, 2017 1:21 pm
by sir_firebrand
Just found this and must say, it is really good. Made the game even more interesting and dynamic.
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Posted: Thu Sep 07, 2023 2:13 pm
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.
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Posted: Thu Sep 14, 2023 12:22 am
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
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Posted: Thu Sep 14, 2023 2:11 am
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
Re: (RLME)-Roguelike Monster Expansion 1.7 (WiP revision)
Posted: Sun Sep 17, 2023 1:24 pm
by AliciaPendragon
Holy fuck I was looking for something to refresh drla
will add this to my loadorder and restart my BTSX E2 playthrough
Re: (RLME)-Roguelike Monster Expansion BETA
Posted: Tue Aug 27, 2024 10:47 am
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.
Re: (RLME)-Roguelike Monster Expansion BETA
Posted: Tue Aug 27, 2024 11:04 am
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

)
Re: (RLME)-Roguelike Monster Expansion BETA
Posted: Tue Aug 27, 2024 11:11 am
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+"