Kyle873's Doom RPG Mod [0.10.0 Beta]

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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

You sound quite upbeat Edward. yes I intentionally made something up while trying to get help running a fun mod just to rile you up. I did it for the lolz. (Learn the difference between lying and being wrong.) And I'll keep that in mind wildweasel, thanks again!
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

Straight from the site. Look at the date. February huh? http://forum.drdteam.org/viewforum.php?f=23
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

Yeah, February, a date that has long since been. Incidentally, the builds this mod told you to use.
And start using the edit button.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

You saw the same link right? The one where it shows that that version is the last updated post? I'm done talking to you now.

So this mod is awesome, but I'm so confused about the bomb mechanics. I can collect keys to disarm it and have before using the focus mode. On some levels it won't allow me to use the focus mode even after collecting a lot of keys. The keys themselves as well have a 40 second timer next to all of them, but collecting keys does not affect the timers. The same thing happened while trying to initiate a generator to remove toxins from the level. It let me use the focus skill, and I got it all the way to 100% but the toxins didn't disappear.

*Ok I just found out that you have to hit use instead of focus on both of them.

AND I just now noticed the edit post button so forgive me. Am I wrong here, or is this a very hostile forum? This guy is making me very unwelcome here.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

Doomguy914 wrote:You saw the same link right? The one where it shows that that version is the last updated post? I'm done talking to you now.
Well if you're going to be all huffy about it, I'll just leave this here:
Kyle873 said in the first post in this thread wrote:YOU WILL NEED THE LATEST SVN VERSION OF GZDOOM TO RUN THIS MOD! ZDOOM IS NO LONGER SUPPORTED!


GZDoom Builds
Like it or not, the answer was given to you from the get go. It'd be nice if next time you don't start pointless arguments about things you missed. Yes, we get that people are more interested in reading the last pages first, but it's on you in the end if you miss critical information.
Doomguy914 wrote:AND I just now noticed the edit post button so forgive me. Am I wrong here, or is this a very hostile forum? This guy is making me very unwelcome here.
I get tired of seeing the same question in the same thread show up twice a week on average. Everyone does. The short of it I don't have a problem with you, I have a problem with the question.
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wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

Doomguy914 wrote: AND I just now noticed the edit post button so forgive me. Am I wrong here, or is this a very hostile forum? This guy is making me very unwelcome here.
No, that's just Edward, he does this to everyone and I am actually getting really tired of it. That said, if you find yourself in an argument with Edward and he has just told you that you're wrong or lying, abandon that argument immediately, because it will not end well for either party. =P
edward850 wrote:I get tired of seeing the same question in the same thread show up twice a week on average. Everyone does. The short of it I don't have a problem with you, I have a problem with the question.
You are under no obligation to be the forum's go-to question-answerer. If you can't be polite when trying to address an issue, then please just don't answer the problem.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

Appreciate it Weasel. I'll just take your advice then.
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Dancso
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Dancso »

Is there a way to disable the random monster spawns?
I've looked all over the menus but couldn't find an option for it and it's annoying the heck out of me, considering I have a "tactical" playstyle that involves clearing whole areas so I can rest easy that they're safe and spend as much time in the menus / shop as necessary. I know the menus can be made to pause game time but I still get jumped at the worst moments occasionally and it's not fun being chewed on by one of those flesh-lostsouls that charge me before I can react. Not to mention the spawns are sometimes put out of bounds or inside a wall, making it hard if not impossible to get the 100% kills reward when I'm unfortunate enough.

Another thing that's mildly annoying are the ammo-leeching auras, though it seems less intensive than it used to be a while back (i may be wrong), anyone else feel like an option to turn this specific aura type off could be a nice addition?
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Henix_Aurorus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Henix_Aurorus »

Dancso wrote:Another thing that's mildly annoying are the ammo-leeching auras, though it seems less intensive than it used to be a while back (i may be wrong), anyone else feel like an option to turn this specific aura type off could be a nice addition?
Those and EP-leech auras are incredibly annoying, and unless your Capacity and Energy stats (or whatever it was called; I don't remember at the moment) are cranked up really high, it can be particularly debilitating, especially on weapons with lower ammo capacities.
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lwks
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by lwks »

So, after one hour trying to understand how to install this mod I discovered how, and then I got this error:
R_OPENGL: Unable to create an OpenGL 3.x render context.
How to fix it? Or is this my Video Card? :?
Last edited by lwks on Fri May 29, 2015 11:35 am, edited 1 time in total.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Dancso wrote:Is there a way to disable the random monster spawns?
I've looked all over the menus but couldn't find an option for it and it's annoying the heck out of me, considering I have a "tactical" playstyle that involves clearing whole areas so I can rest easy that they're safe and spend as much time in the menus / shop as necessary. I know the menus can be made to pause game time but I still get jumped at the worst moments occasionally and it's not fun being chewed on by one of those flesh-lostsouls that charge me before I can react. Not to mention the spawns are sometimes put out of bounds or inside a wall, making it hard if not impossible to get the 100% kills reward when I'm unfortunate enough.
Play on a lower difficulty, Hell and up have extra monsters appearing in a pseudo-Nightmare! fashion.
The Hungry have been fixed so they stop spawning in walls for ages, but I haven't finished the update they are in yet.
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MrBoroda
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by MrBoroda »

Damn! Monsters with yellow auras are WAY too overpowered. Just had Hell Event and was cornered by some demons with yellow aura and one with black aura. Got my 25k sucked out in matter of seconds. Returned only few thousands.
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Patriot1776 »

Henix_Aurorus wrote:
Dancso wrote:Another thing that's mildly annoying are the ammo-leeching auras, though it seems less intensive than it used to be a while back (i may be wrong), anyone else feel like an option to turn this specific aura type off could be a nice addition?
Those and EP-leech auras are incredibly annoying, and unless your Capacity and Energy stats (or whatever it was called; I don't remember at the moment) are cranked up really high, it can be particularly debilitating, especially on weapons with lower ammo capacities.
I don't rely on EP-powers so much, so EP drainers aren't as debilitating, but yes, ammo-leechers can get me to ragequit when they have a bunch of other monsters serving as meat-shields for them and you do not have the space to run and draw them out into the open or are cornered. Ammo-leechers become a downright cheapshot of an enemy when they show up with you cornered and you cannot kill them quickly, AND your ammo capacities are not high enough to absorb the losses. I say either there be a menu option to disable ammo-leechers, or the spawning of them be explicitly inhibited until you've raised your capacity stat to a certain point.
Joemoben
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Joemoben »

So, I hate to be one of those people that sign up just to post a technical issue, and yet here I am, doing so anyways. I continually get this error when trying to load up DoomRPG with DoomRL.
Spoiler:
I enjoy the hell out of DoomRL and feel as though without it added in I will not be getting the full experience of DoomRPG. Any help would be greatly appreciated.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Joemoben wrote:So, I hate to be one of those people that sign up just to post a technical issue, and yet here I am, doing so anyways. I continually get this error when trying to load up DoomRPG with DoomRL.
You are using the DRLAUpdate branch of DoomRPG. This is only for development of DRLA 1.0, so it's kicking the bucket over not knowing what in the world these mysterious weapon pickup sprites are.

Use the Master branch, and it'll work fine.
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