DoomRL Arsenal - [1.1.5] [MP-B7.3]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Abba Zabba
Posts: 2166
Joined: Mon Sep 05, 2011 8:50 pm
Location: a place lol!
Contact:

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

twinkieman93 wrote:wall of text
Fair enough on your concepts point, but in response to your DoomRL3D joke, you already can kind of do that.
User avatar
Gouanaco
Posts: 18
Joined: Fri Aug 16, 2013 5:50 am
Location: Aus

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Gouanaco »

No No Yholl you mistake me.

Beta 4 was fine until hotfix #6.

I played on hotfix #2 and #3 perfectly fine?

So im not sure whats going on?
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Gouanaco wrote:No No Yholl you mistake me.

Beta 4 was fine until hotfix #6.

I played on hotfix #2 and #3 perfectly fine?

So im not sure whats going on?
No idea, I know that either Hotfix #4 or #5 fixed and changed a huge amount of stuff, but I fail to see how it would be borked now. Perhaps you could try resetting the ZDoom.ini file, see if that helps. Probably won't, but I have no idea how I can help you.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Vict »

I like how applying rare mods to Rare items gives them special properties.

Like making the Railgun fire explosive slugs.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Vict wrote:I like how applying rare mods to Rare items gives them special properties.

Like making the Railgun fire explosive slugs.
Yup.

Generally they vaguely follow the kind of effect they would normally have. Kinda.
User avatar
Hareton
Posts: 57
Joined: Thu Mar 28, 2013 2:59 am

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Hareton »

It refuses to execute DoomRL HUD. Not all of us are IT specialists, installation instructions would be appropriate. I figured out that the name of the wad need to be in quotation marks, because there are spaces, but for some reason it runs without a hud, I have only class selection and new pistol. This is how my gzdoom shortcut looks like: gzdoom.exe -file "DoomRL Arsenal Beta 4.wad" "DoomRL HUD.wad"
(Gzdoom 1.8.02)
Ribo Zurai
Posts: 873
Joined: Fri Jul 03, 2009 1:47 pm

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Ribo Zurai »

I think you should rename your files and remove those spaces.
User avatar
Hareton
Posts: 57
Joined: Thu Mar 28, 2013 2:59 am

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Hareton »

I tried and it didn't change anything.
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [WIP] DoomRL Arsenal - Beta 4

Post by NantoCodd »

Don't know if it would work or not, but try to make it into a pk3 file. First, compress both of the files into a single zip file. Name it whatever you want, then change the .zip file extension into .pk3. Load the pk3 with any ways you like.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Sgt. Shivers »

Can't you just click and drag the file into GZDoom?
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Sgt. Shivers wrote:Can't you just click and drag the file into GZDoom?
Yeah, that. People have had trouble with shortcuts before, but this always works.
cool bud

Re: [WIP] DoomRL Arsenal - Beta 4

Post by cool bud »

had trouble with the hud also,but realized the problem wasn't with zdoom not loading it. The real problem was that on all screen sizes aside from 11,the hud isn't changed at all. So just go to display options and set your screen size to 11 and it'll show up fine. Atleast it worked for me
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Hareton wrote:It refuses to execute DoomRL HUD. Not all of us are IT specialists, installation instructions would be appropriate. I figured out that the name of the wad need to be in quotation marks, because there are spaces, but for some reason it runs without a hud, I have only class selection and new pistol. This is how my gzdoom shortcut looks like: gzdoom.exe -file "DoomRL Arsenal Beta 4.wad" "DoomRL HUD.wad"
(Gzdoom 1.8.02)
cool bud wrote:had trouble with the hud also,but realized the problem wasn't with zdoom not loading it. The real problem was that on all screen sizes aside from 11,the hud isn't changed at all. So just go to display options and set your screen size to 11 and it'll show up fine. Atleast it worked for me
Ah right, this is your problem, Hareton. The HUD is only altered on the ZDoom Fullscreen Hud; the Status bar Hud is completely unaffected. It's loading fine.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Just a little progress bump.

I'm well on the way to finishing BETA 5, it should only be a few days away. I've only got a few more assemblies to make, then the new uniques, some tweaks or bugfixes, and it'll be done. There are a loooot of new weapons in this update, it will certainly mix things up a bit.

Also, I updated the main post to show the new class selection pictures! These are cool little animations of the new classes done by SoloSpaghetti which are a big part of this update, check 'em out!

Quite a few of the new weapons are classed as pistols, so Scout is getting some killtastic new weapons in this update. There's even one weapon which is both rapidfire and a pistol, so both Marine and Scout benefit from it. (The gun is piss, though. Heh.)
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - Beta 4

Post by Slax »

May wanna update the F1 help screen with some basic mod info. I've screwed up enough assemblies already, grumble mumble...
Post Reply

Return to “Gameplay Mods”