He probably means that he can't hack without clearing the area for safety reasons.
Yep, that's what I meant. Can't really hack when you're attacked, and most of the time except for large maps you're being attacked till every monster's dead
1) DRPG uses a linear-like compatibility system, where only one path of compatiblity can be taken for a gameplay mod (DRLA, LegenDoom) and monster pack (DRLA Monsters, Colourful Hell), so having multiple Monster Packs loaded isn't possible.
So, I tried this patch
viewtopic.php?f=43&t=61234
and found that it actually works even with newer versions of DRLA & CH, but doesn't work with Adaptive difficulty, perhaps because there was no such difficulty back then when patch was made.
So I kind of fixed this by customizing and adding such difficulty in this patch. It basically works by making monsters from both packs to appear in a single RandomSpawner, so if, for example, there's a spawner for different types of Imps from DRLA and spawner for different coloured Imps from CH, this patch puts them in a single spawner (depending on difficulty) with equal chances of either spawning DRLA variation of Imp or CH variation.
If anyone wish to try or fine-tune it - here's link, hope someone's will perfect it to be included as compatibility patch.
EDIT: reuploaded after bugfix
Code: Select all
https://www.dropbox.com/s/r5x6m2w8qsk64kb/drlamonsters_ch_patch_1.05.pk3?dl=0
Should always be included as the last one, after every single patch and wad or won't work! I can't find a way to run it with DOOM RPG SE Launcher (it includes it too early and forbids DRLA + CH and DRLA + LegenDoom because of conflict messages), so I'm loading with command line. My example:
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"C:\Games\gzdoom\gzdoom.exe" -iwad "C:\Games\gzdoom\doom2.wad" +sv_cheats 1 -file "C:\Games\gzdoom\DoomRL_Arsenal_1.1.4.pk3" "C:\Games\gzdoom\DoomRL_Monsters_Beta_7.3.pk3" "C:\Games\gzdoom\Doom Hi-Res Texture Pack (Alt+bugfix).pk3" "C:\Games\gzdoom\lights.pk3" "C:\Games\gzdoom\Lexicon-beta-build-137.pk3" "C:\Games\gzdoom\doom_complete.pk3" "C:\Games\gzdoom\Music_Instrumental.pk3" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG\maps\DAM01.wad" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG\maps\Outpost.wad" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG\maps\TitleMap.wad" "C:\Games\gzdoom\Others - Flashlights.pk3" "C:\Games\gzdoom\brightmaps.pk3" "C:\Games\gzdoom\ColourfulHell97ccc.pk3" "C:\Games\gzdoom\LegenDoom_2.7.pk3" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-Brightmaps" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-ColourfulHell" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-LegenDoom" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-Lexicon" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-RLArsenal" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-RLMonsters" "C:\Games\gzdoom\DoomRPG-Rebalance-master-14052020\DoomRPG-WadSmoosh" "C:\Games\gzdoom\drlamonsters_ch_patch_1.05.pk3"
Again, I'm almost sure that the difficulty (monsters spawning) for all except Adaptive are messed up, because it uses spawners from old versions of DRLA & CH, so number of enemies and their types can be different than in current monster pack versions, but Adaptive should be fine, just like DRLA 1.14 + CH 0.9.7ccc.
EDIT: reuploaded, found an error, which caused spawn less monsters than it should be on Adaptive, fixed.
Unfortunately, found and another error which I can't fix without help - Doom RPG's "all monsters killed on level" XP bonus now can't be triggered, because it thinks from the start of level that there's 0 monsters on level, while still correctly showing monster number on level.