Kyle873's Doom RPG Mod [0.10.0 Beta]

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

Post by Yholl »

epiccolton26 wrote:There's a graphical bug I have to report. (I'm using GZDoom 1.8.7)

Whenever I go to the UAC Outpost, the textures stretch out to infinity, and this bug stays throughout the entire game, even if I try to idclev through the levels. The monster sprites also become invisible and basically the game becomes a mess of graphics. Is there a way to fix this other than update my verison of GZDoom? Because my computer can't support any version higher than 1.8.7 because it has OpenGL 3.0
You cannot run DoomRPG with an old version of GZDoom, it will be fundamentally broken in many, many ways.

Sounds like your computer cannot into graphics for some reasons, dunno.
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epiccolton26
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by epiccolton26 »

Well, my computer is a Windows 7 Laptop from 2010-2011 with Intel Graphics, maybe that's why.

Also, the problem is fixed when I exit out of GZDoom and open it back up.

P.S. Would a better alternative be to use the latest GZDoom with the Software Renderer? The game may look less appealing in terms of visuals, but it would it be better than using 1.8.7?
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by edward850 »

Also, gzdoom dev builds do support GL3.3, so unless you somehow have the maximum rare chipset which only supports 3.0, it'll work.
Or you need to update your drivers (which you should be doing anyway).
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

From experience, the mod won't break if you used ZDoom or GZDoom in software. I myself use ZDoom to play it. This is out of preference, though, not because I can't run GZDoom 2.x.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Blue Shadow wrote:From experience, the mod won't break if you used ZDoom or GZDoom in software. I myself use ZDoom to play it. This is out of preference, though, not because I can't run GZDoom 2.x.
It won't break, but a lot of things will look bad, and if you start messing with auras, rip in pieces framerate.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

I don't mind things looking bad for not being rendered in truecolor. As for auras, I have the "fancy" effects disabled, if that's what you're referring at. So, they're not a problem.
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

Another glitch in the latest version. The remote locker doesn't cost any EP to use. It worked in the previous version, but now for some reason it's free. Unless this was intentional, in which case I retract that statement.
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Tapwave
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Tapwave »

Frozenwolf150 wrote:Another glitch in the latest version. The remote locker doesn't cost any EP to use. It worked in the previous version, but now for some reason it's free. Unless this was intentional, in which case I retract that statement.
Using the skill by itself consumes no EP, but depositing and taking items does.
Unless you meant depositing and withdrawing doesn't cost jack, in which case that does look like a bug.
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NewGustavo6046
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by NewGustavo6046 »

Doesn't cost which jack? Leather jacket? Iron jack? o.O
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by edward850 »

NewGustavo6046 wrote:Doesn't cost which jack? Leather jacket? Iron jack? o.O
If you have nothing to say, don't say anything at all.
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NewGustavo6046
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by NewGustavo6046 »

edward850 wrote:
NewGustavo6046 wrote:Doesn't cost which jack? Leather jacket? Iron jack? o.O
If you have nothing to say, don't say anything at all.
Good advice, meddlesome. No offenses. It's the truth at all. Although you are a good moderator. I would be an moderator when I grow.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by edward850 »

NewGustavo6046 wrote:Although you are a good moderator.
... uhh... You might want to double check that? Nowhere does it say I'm a moderator.
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

terranova wrote:
Frozenwolf150 wrote:Another glitch in the latest version. The remote locker doesn't cost any EP to use. It worked in the previous version, but now for some reason it's free. Unless this was intentional, in which case I retract that statement.
Using the skill by itself consumes no EP, but depositing and taking items does.
Unless you meant depositing and withdrawing doesn't cost jack, in which case that does look like a bug.
Yeah, that's what I mean, the deposit and withdrawl doesn't incur any EP cost. It did in the previous version, but not in the latest update.
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NewGustavo6046
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by NewGustavo6046 »

Frozenwolf150 wrote:
terranova wrote:
Frozenwolf150 wrote:Another glitch in the latest version. The remote locker doesn't cost any EP to use. It worked in the previous version, but now for some reason it's free. Unless this was intentional, in which case I retract that statement.
Using the skill by itself consumes no EP, but depositing and taking items does.
Unless you meant depositing and withdrawing doesn't cost jack, in which case that does look like a bug.
Yeah, that's what I mean, the deposit and withdrawl doesn't incur any EP cost. It did in the previous version, but not in the latest update.
EP? Experience Points? Shouldn't it cost dollars?
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

Another question. Since Monster Pack 5 for DRLA has been released, will the next update of DRPG be compatible with the new monsters?
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