Kyle873's Doom RPG Mod [0.10.0 Beta]

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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Frozenwolf150 wrote:
Kyle873 wrote:
Frozenwolf150 wrote:I have a question about one of the controls. What does Shift + Use do? I notice it drains 5 EP and causes a whirring noise to play, but I can't tell what the effect is. It happens a lot by accident when I'm playing the Rare Item Roulette, since the same combo is used to start the roulette. I searched the topic but can't seem to find this answered anywhere else.
Ah, that shouldn't even happen if you don't have your Shield active. it's a conversion to convert your EP directly into your Shield for quick charging. Will fix that so it only activates when the Shield is active.
Oh, in that case it works properly, as it occurs only when my shield is active. It's just that it uses the same exact key combo as the Rare Item Roulette, so I kept accidentally triggering it. The only reason I asked is because there wasn't any documentation for this function.

By the way, I noticed that in the new version when playing with Doom RL Arsenal, Berserk Packs are used instantly rather than stored in your inventory. Is this supposed to happen? The selling amount is still listed in the store, so it looks as though you're supposed to be able to carry them until needed.
That's intentional so they can be stored using the Berserk Powersuit in DRLA.
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Patriot1776 »

Totally noob question yes, but, how do you charge shields? I just bought a shield package. I don't see any links to an in-depth manual/FAQ on the first post of this mod. With how highly in-depth and developed it is, a extensive manual/faq that thoroughly explains the basics of stims, shields, and the like is highly needed.
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-Ghost-
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by -Ghost- »

Patriot1776 wrote:Totally noob question yes, but, how do you charge shields? I just bought a shield package. I don't see any links to an in-depth manual/FAQ on the first post of this mod. With how highly in-depth and developed it is, a extensive manual/faq that thoroughly explains the basics of stims, shields, and the like is highly needed.
There's a wiki on the GitHub: https://github.com/Kyle873/DoomRPG/wiki It doesn't have everything but there's some info on there. Kyle recently made it so the rest of us can edit it as long as we have a GitHub account, I think.
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Patriot1776 »

Oh well. Anyway, flipped through some of the pages and finally found the info on getting the shields to work. Was able to get stims to working too. ^^
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dljosef
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by dljosef »

I've been absent for a little while, but what's with the new chip system?

Also, am I the only one who ends up with crashes in the outpost map shortly after entering it?
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Patriot1776 »

The gold chips allow you to use the Item Spinwheel in the new areas of the Outpost. I dunno about the Platinum chips. I guess, maybe, the platinum chips permit you two spins on it?
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Patriot1776 wrote:The gold chips allow you to use the Item Spinwheel in the new areas of the Outpost. I dunno about the Platinum chips. I guess, maybe, the platinum chips permit you two spins on it?
Platinum chips let you use the rare item roulette, hold run and use the roulette to use it.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

I noticed that in this commit, the health bonus issue I reported a couple of pages ago was removed from the to-do list, however the problem still persists. Also, if you pick up multiple health bonuses in the same moment, you only get the benefit of one of them, i.e your health increases by one point (this is when the bonuses works properly).

A couple of bugs (tested with a version based on this commit):
  • If a monster has a green aura, taking its auras away by using a fully upgraded Weaken skill doesn't seem to cancel said aura's effect on the monster; the monster will still reflect projectiles after you use the skill on it.
  • You gain experience points from kills done by monsters when infighting.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Blue Shadow wrote:I noticed that in this commit, the health bonus issue I reported a couple of pages ago was removed from the to-do list, however the problem still persists. Also, if you pick up multiple health bonuses in the same moment, you only get the benefit of one of them, i.e your health increases by one point (this is when the bonuses works properly).

A couple of bugs (tested with a version based on this commit):
  • If a monster has a green aura, taking its auras away by using a fully upgraded Weaken skill doesn't seem to cancel said aura's effect on the monster; the monster will still reflect projectiles after you use the skill on it.
  • You gain experience points from kills done by monsters when infighting.
I removed it because I cannot reproduce it and it works perfectly fine on my end. As for the second point, I'll quote what the conclusion was in IRC: "[...] it's a problem with CustomInventory running scripts in general, on a delay or not, because only one copy will ever actually exist in your inventory on that tic, so the script only runs once ever." Basically, this is unfixable beyond some super-megahackery which I honestly can't be bothered to do. I don't see the point in going through all the extra trouble for a few extra health. As for the other points:

- I know about this and I'm looking into a decent way to fix it I think I fixed this now, hopefully.
- This is intentional, you gain a 3rd of the experience and no rank for infighting or kills made by your teammates
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

Kyle873 wrote:As for the second point, I'll quote what the conclusion was in IRC: "[...] it's a problem with CustomInventory running scripts in general, on a delay or not, because only one copy will ever actually exist in your inventory on that tic, so the script only runs once ever." Basically, this is unfixable beyond some super-megahackery which I honestly can't be bothered to do. I don't see the point in going through all the extra trouble for a few extra health.
Is there a particular reason you're relying on the Use state + AUTOACTIVATE flag instead of simply having a Pickup state to handle items that don't go into the inventory in the first place? I tested it with a Pickup state instead of Use, it seems to work fine; I pick all of the bonuses up in the spot, and I get health from all of them.


Edit: The new aura drain sound or sounds are extremely loud. Their volume could really use lowering.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

Blue Shadow wrote:
Kyle873 wrote:As for the second point, I'll quote what the conclusion was in IRC: "[...] it's a problem with CustomInventory running scripts in general, on a delay or not, because only one copy will ever actually exist in your inventory on that tic, so the script only runs once ever." Basically, this is unfixable beyond some super-megahackery which I honestly can't be bothered to do. I don't see the point in going through all the extra trouble for a few extra health.
Is there a particular reason you're relying on the Use state + AUTOACTIVATE flag instead of simply having a Pickup state to handle items that don't go into the inventory in the first place? I tested it with a Pickup state instead of Use, it seems to work fine; I pick all of the bonuses up in the spot, and I get health from all of them.


Edit: The new aura drain sound or sounds are extremely loud. Their volume could really use lowering.
Good point, if I had a reason for doing it, I sure as hell don't remember what it is now. Changed it around.

Hmm yeah. I tend to play with the volume really low so sometimes things seem lower to me then they actually are. I turned it up and wow, you weren't kidding. Will change.

edit:
inb4 people shit themselves over the new zip size.
AdmiralAjax
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by AdmiralAjax »

So how do you get the roulette chips? I've never seen them yet. Same deal with the stuff that you collect for missions.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Kyle873 »

AdmiralAjax wrote:So how do you get the roulette chips? I've never seen them yet. Same deal with the stuff that you collect for missions.
Roulette chips have a small chance to spawn out of health bonuses and always from killed yellow aura enemies. Mission items will only appear if you're on a collection mission for that specific item type. Harder levels of collection are VERY mean and can go upwards of 1 in 256 drop chance.
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Phantom Allies
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Phantom Allies »

I get weird lag spikes when I kill enemies at times. I tested something by killing them all at one time, and the game lags to death, and freezes. Very strange.

Specifically happens on the Waste Tunnels (Map 05) of Doom 2.

I was using the Doom RL Arsenal (Latest released version). It happened with the Mother-In-Law Weapon, and it happened with the Autocannon as well.

It's also worth mentioning that I relocated my main Doom Folder to another section. Perhaps I have to wipe the INI file again, because the lags are inconsistent. When I first started up this new build I get strange lag off the bat when the game started. It eventually stopped, and I could play, although this happened several times when I died and started over (it was the result of my deaths.)

Perhaps, it's on my part and maybe I need to wipe the INI file and start again.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

In my current playthrough, I'm investing in the Weaken skill (among other skills). When I respeced my skills, the Weaken skill was rest to level -1 instead of 0.

Version of the mod is based on this.
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