Kyle873's Doom RPG Mod [0.10.0 Beta]

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

Post by Maros »

Hi
As total noob who just started to explore world of doom wads, can you explain to me how to launch this mod? I tried your installation guide, but wanted to work it with brutal doom so I tried launcher and I have no idea how to use it -when I mark all patches it gives me error saying that they have patch conflict -all of them with everything
So I just started it in autorun last day, tried to add brutal doom 19, but its somehow messed up and now its not working at all :D
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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by TTK_86 »

Maros wrote:Hi
As total noob who just started to explore world of doom wads, can you explain to me how to launch this mod? I tried your installation guide, but wanted to work it with brutal doom so I tried launcher and I have no idea how to use it -when I mark all patches it gives me error saying that they have patch conflict -all of them with everything
So I just started it in autorun last day, tried to add brutal doom 19, but its somehow messed up and now its not working at all :D
Hello!

Brutal doom has not been working alongside Doom RPG for a long time now, you just have to choose! Does it launch without problems if you try it without brutal doom?
Have you tried out doomRLA?It plays nicely with doom RPG.
If not, try it out now http://forum.zdoom.org/viewtopic.php?f=19&t=37044
Maros
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Maros »

TTK_86 wrote:
Maros wrote:Hi
As total noob who just started to explore world of doom wads, can you explain to me how to launch this mod? I tried your installation guide, but wanted to work it with brutal doom so I tried launcher and I have no idea how to use it -when I mark all patches it gives me error saying that they have patch conflict -all of them with everything
So I just started it in autorun last day, tried to add brutal doom 19, but its somehow messed up and now its not working at all :D
Hello!

Brutal doom has not been working alongside Doom RPG for a long time now, you just have to choose! Does it launch without problems if you try it without brutal doom?
Have you tried out doomRLA?It plays nicely with doom RPG.
If not, try it out now http://forum.zdoom.org/viewtopic.php?f=19&t=37044
Sure
I have weapons and mosters RLA and man, your mod is great! Spent few hours playing it
Tried to autolaunch with brutal doom, it even started but weapons are all messed so reinstalled everything and now it works without problem ....only not via launcher -without brutal doom it still have some problem
With only brightmaps and Doom RL aresenal and second one with monsters I get this error

Code: Select all

Execution could not continue.
Script error, ":ANIMDEFS.txt" line 7:
Unknown texture PMARA1
and btw I used nano something suit and now I cant get it off, how to get rid of it? It says something about technician
second question is how to see weapon or armor(without wearing it) stats, because there are lots of them and they are all mixed up with various dmg and rate of fire and that diablo like colours (like legendary in gold/orange) are not helping either
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

Maros wrote: Sure
I have weapons and mosters RLA and man, your mod is great! Spent few hours playing it
Tried to autolaunch with brutal doom, it even started but weapons are all messed so reinstalled everything and now it works without problem ....only not via launcher -without brutal doom it still have some problem
With only brightmaps and Doom RL aresenal and second one with monsters I get this error

Code: Select all

Execution could not continue.
Script error, ":ANIMDEFS.txt" line 7:
Unknown texture PMARA1
I might be wrong about this, but I know that DRLA updated with Monster Pack 5 after the latest DRPG update, which is not yet compatible with Monster Pack 5, so that might have something to do with it. I don't know if that could be causing the error though, because I'm still using Monster Pack 4.
Maros wrote:and btw I used nano something suit and now I cant get it off, how to get rid of it? It says something about technician
second question is how to see weapon or armor(without wearing it) stats, because there are lots of them and they are all mixed up with various dmg and rate of fire and that diablo like colours (like legendary in gold/orange) are not helping either
Nano skin armors can't be removed once equipped. There's a bindable key for DRLA that gives you information about armors and modpacks currently in your inventory. This is how you would see the warning that a particular suit of armor you own cannot be removed. Make sure you set this keybinding. I made the same mistake myself when I first played DRLA.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Maros wrote:

Code: Select all

Execution could not continue.
Script error, ":ANIMDEFS.txt" line 7:
Unknown texture PMARA1
You are not loading DRLA. Make sure you are loading both DRLA and the compat patch.
Maros wrote:and btw I used nano something suit and now I cant get it off, how to get rid of it? It says something about technician
second question is how to see weapon or armor(without wearing it) stats, because there are lots of them and they are all mixed up with various dmg and rate of fire and that diablo like colours (like legendary in gold/orange) are not helping either
Cybernano armor or Nanofiber skin armor? They cannot be removed, it says so before you wear them.
Frozenwolf150 wrote:I might be wrong about this, but I know that DRLA updated with Monster Pack 5 after the latest DRPG update, which is not yet compatible with Monster Pack 5, so that might have something to do with it. I don't know if that could be causing the error though, because I'm still using Monster Pack 4.
It is updated, there was a small amount of time where the MAPINFO was not updated properly, but it now works as it should.
Maros
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Maros »

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

Post by wildweasel »

Maros wrote:Here is screenshot
http://postimg.org/image/d7fk0xkbr/
You need to check the checkboxes for DoomRLA on both columns. The entries on the left are just compatibility patches; they will not work unless you have enabled the mods themselves as well.
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

Yholl wrote:
Frozenwolf150 wrote:I might be wrong about this, but I know that DRLA updated with Monster Pack 5 after the latest DRPG update, which is not yet compatible with Monster Pack 5, so that might have something to do with it. I don't know if that could be causing the error though, because I'm still using Monster Pack 4.
It is updated, there was a small amount of time where the MAPINFO was not updated properly, but it now works as it should.
So does this mean that DRPG is now fully compatible with the new monsters?
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Hege Cactus
 
 
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Hege Cactus »

So this mods pretty fun I must say
Tho one thing irks me;

Is the insane regeneration on bosses intentional?
Cause like, it doesnt feel much of a boss enemy if the encounter boils down to either being able to burst it to death before regen ticks in or not be able to kill it at all, when I see a boss enemy I usualy think it'd be a longer battle, not shortburst it or no dice. (ofcourse theres the weaken spell at max that can cut em off a bit but it also feels bit.. forced on to run)

It just feels rather.. odd.
Maros
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Maros »

AHA! Thanks wildweasel
few questions
How to continue with my character? I want to start doom 1 with him but have no idea how
How armor works? They are all same and difference is only how much armor can withstand(100 armor, 200 armor etc) and resistance? Also what resistance mean? Armor takes less damage or your guy?
When you take "quest" to collect stuff from fallen monsters will it work in levels you cleared before? Because I took insane mission to kill nightmare mastermind for pretty nice body shield but I cant find him in any level (and killed like 10 various masterminds) and my last mission is well ..last with boss fight
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Frozenwolf150 wrote:So does this mean that DRPG is now fully compatible with the new monsters?
Yholl wrote:but it now works as it should.
Yeeeeeeeeeeeeeeeeees.
Hege Cactus wrote:Is the insane regeneration on bosses intentional?
Cause like, it doesnt feel much of a boss enemy if the encounter boils down to either being able to burst it to death before regen ticks in or not be able to kill it at all, when I see a boss enemy I usualy think it'd be a longer battle, not shortburst it or no dice. (ofcourse theres the weaken spell at max that can cut em off a bit but it also feels bit.. forced on to run)

It just feels rather.. odd.
Yeah, it can be a huge problem at times. Maybe some sort of regen scaling could be in order? The amount of regen scaling down over time based on how much it has already healed or something. Dunno, I'll discuss it with Kyle eventually, see what's feasible.
Maros wrote:How to continue with my character? I want to start doom 1 with him but have no idea how
Go to DRPG Options in the menu, and down the bottom, load your previously saved character.
Maros wrote:How armor works? They are all same and difference is only how much armor can withstand(100 armor, 200 armor etc) and resistance? Also what resistance mean? Armor takes less damage or your guy?
Protection is how much damage the armor will absorb. Resistance is applied after, and reduces damage that you will take.
Maros wrote:When you take "quest" to collect stuff from fallen monsters will it work in levels you cleared before? Because I took insane mission to kill nightmare mastermind for pretty nice body shield but I cant find him in any level (and killed like 10 various masterminds) and my last mission is well ..last with boss fight
Yes, it will work. It might take a while to find the correct monster if it's Nightmare or Cybernetic, so just keep at it, unless you have a difficulty on that makes all monsters a certain type, like Hell or Armageddon.
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Slax
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Slax »

Could have enemy regeneration come in timed bursts, slowly becoming less and less effective with absorbed damage.
To keep things... "fair".
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Hege Cactus
 
 
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Hege Cactus »

Slowdown for the regen as damage gets absorded could work
I'd personaly see a check for the bosses that turns all the regen into a shit ton of health and damage reduction could add more fun potentially.
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EbKeth
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by EbKeth »

Found a multiplayer bug: in the current version (0.9.12 Beta). If you are under the effect of an aura from another player, in range of their aura, and their aura ends, then you will have that aura indefinitely. There were 3 players running Peer-to-Peer (we forgot to run Packet Server instead). We were running with RLAresenel and RLMonsters using the Doom RPG Launcher. I'll do some more testing with the bug next time we play.

Is there any way to automatically visit the outpost after each level, or have the game launch right into the outpost?
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Hege Cactus wrote:I'd personaly see a check for the bosses that turns all the regen into a shit ton of health and damage reduction could add more fun potentially.
The potential problem there is ending up with so much health it overflows. It's happened before.
EbKeth wrote:Found a multiplayer bug: in the current version (0.9.12 Beta). If you are under the effect of an aura from another player, in range of their aura, and their aura ends, then you will have that aura indefinitely.
Yeah, seems like it goes weird sometimes.
EbKeth wrote:There were 3 players running Peer-to-Peer (we forgot to run Packet Server instead).
GOOD. Don't use Packet Server. Ever.
EbKeth wrote:Is there any way to automatically visit the outpost after each level, or have the game launch right into the outpost?
Not to my knowledge, no.
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