Kyle873's Doom RPG Mod [0.10.0 Beta]

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

Post by Triple S »

Could just limit drain auras so that they don't stack.
Ranik
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Ranik »

Triple S wrote:Could just limit drain auras so that they don't stack.
Actually I'm not sure they actually stack so much as there is always one nearby constantly and they teleport at that. Granted this is just an issue with WADS that have monsters already placed on the map.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

Ranik wrote:
Triple S wrote:Could just limit drain auras so that they don't stack.
Actually I'm not sure they actually stack so much as there is always one nearby constantly and they teleport at that. Granted this is just an issue with WADS that have monsters already placed on the map.
Ranik there is a much simpler solution to your aura dilemma. Only look at this spoiler if you seriously need help dealing with shadow monsters.
Spoiler:
Pirate507
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Pirate507 »

Hey guys,

I know you're all gearing up for a huge launch but I was hoping if someone here could answer a question for me real quick:

Are continues bugged?
I'm running DRLA + Monsters.

Situation:
I'm running a "hell unleashed" anomaly and I think I'm handling it as best I can, loaded up a MASSIVE stim and bought an assload of continues and invulnerability items, but everytime I get one shotted by either a hellstorm elemental or something else (being a one-shot, it's pretty hard to tell where it came from). The CONTINUE USED stays on the screen, but I'm 100% dead. All I can do is re-load my game and try again. Several times I died even while invulnerable.

Is this because how the hellstorm attacks? If IRC, It's coded somewhere that a telefrag does the maximum amount of damage in the game or something absurd like that. I remember Romero mentioning it in an interview that a telefrag actually does more damage than even god mode protects you from.

Does this mess with the Continue item script? Or is this intentional? I couldn't find anything about it in the forums.

Anyways, I'm having an absolute blast with these mods. Keep up the awesome work, and best of luck with the launch guys!
Cheers,
-Pirate
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Patriot1776 »

Was playing through the Resurgence mappack when I got to the first slaughter level, map11, and cranking down the monster population to 75% wasn't enough to prevent a crash due to my framerate dropping into the single digits. What's a good number to crank down the monster population to on this wad? Don't wanna go too low or I'll have to start my playthrough over again and then the early levels will become too easy. I've got a feeling unfortunately that Resurgence just may be one of those level packs that RPG+RL just can't deal with, but I hope I'm wrong.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

Patriot1776 wrote:Was playing through the Resurgence mappack when I got to the first slaughter level, map11, and cranking down the monster population to 75% wasn't enough to prevent a crash due to my framerate dropping into the single digits. What's a good number to crank down the monster population to on this wad? Don't wanna go too low or I'll have to start my playthrough over again and then the early levels will become too easy. I've got a feeling unfortunately that Resurgence just may be one of those level packs that RPG+RL just can't deal with, but I hope I'm wrong.
Evil Operative already helped me out with a similar situation.

DoomRPG Menu > Go to Difficulty Options > Set the 'Absolute Monster Population' to something below 200. Depending on your computer you can add a higher count than 200. As an example I have a high end gaming computer and on Dark Tartarus the map Doomer's Room I could handle 600 monsters with the all aura event without slow down. I could bump it up to 800, but it was sluggish as hell. 1000 + was impossible at the rate they regenerated and how slow I was moving/shooting.
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Patriot1776 »

Doomguy914 wrote:
Patriot1776 wrote:Was playing through the Resurgence mappack when I got to the first slaughter level, map11, and cranking down the monster population to 75% wasn't enough to prevent a crash due to my framerate dropping into the single digits. What's a good number to crank down the monster population to on this wad? Don't wanna go too low or I'll have to start my playthrough over again and then the early levels will become too easy. I've got a feeling unfortunately that Resurgence just may be one of those level packs that RPG+RL just can't deal with, but I hope I'm wrong.
Evil Operative already helped me out with a similar situation.

DoomRPG Menu > Go to Difficulty Options > Set the 'Absolute Monster Population' to something below 200. Depending on your computer you can add a higher count than 200. As an example I have a high end gaming computer and on Dark Tartarus the map Doomer's Room I could handle 600 monsters with the all aura event without slow down. I could bump it up to 800, but it was sluggish as hell. 1000 + was impossible at the rate they regenerated and how slow I was moving/shooting.
Thanks much man. Had to switch to the 'update' branch instead of 'master' to get the 'Absolute Monster Population' limit. I'm gonna try a hard limit of 400 start over on my playthrough. Enjoying what I'm seeing so far with the 'update' branch. :D
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Patriot1776 wrote:Thanks much man. Had to switch to the 'update' branch instead of 'master' to get the 'Absolute Monster Population' limit. I'm gonna try a hard limit of 400 start over on my playthrough. Enjoying what I'm seeing so far with the 'update' branch. :D
Wait what

How are you playing the update branch?
More to the point, how the hell do you have the dev build of DRLA needed for it?
GuardStrike
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by GuardStrike »

I got another question. Do you guys plan on making a medieval/fantasy setting of DOOMRPG? Kind of like a first person Diablo?

Or would it be too much like the Wrath of Cronos mod?
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Patriot1776 »

Yholl wrote:
Patriot1776 wrote:Thanks much man. Had to switch to the 'update' branch instead of 'master' to get the 'Absolute Monster Population' limit. I'm gonna try a hard limit of 400 start over on my playthrough. Enjoying what I'm seeing so far with the 'update' branch. :D
Wait what

How are you playing the update branch?
More to the point, how the hell do you have the dev build of DRLA needed for it?
I meant the drlaupdate branch. Is the drlaupdate branch not supposed to be accessible anymore? Launcher version 0.9.4 too, if its outta date...
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Yholl »

Patriot1776 wrote:I meant the drlaupdate branch. Is the drlaupdate branch not supposed to be accessible anymore? Launcher version 0.9.4 too, if its outta date...
The drlaupdate branch crashes if you don't have the DRLA dev build. So yeah.

Code: Select all

Unknown patch 'MA75X0' in texture 'MA75Y0'
Unknown patch 'WSTEX0' in texture 'WSTEY0'
ANIMDEFS: Can't find NUKBX0

Execution could not continue.

Script error, ":ANIMDEFS.txt" line 46:
Unknown texture NUKBX0
You get this error if you run it with B7.92, so either you are still running master, or you somehow got my dev build, which troubles me.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

Maybe he only thinks he's playing the update branch, as in he just selected it in the combobox expecting it to do something.
Or he's playing it without DoomRPG for some reason. :P
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Patriot1776 »

Well, it should be said that I DID get a crash initially, and then subsequently updated to the absolute latest Git build of GZDoom, and I've not had crashes since, and I did what edward850 did, selected it in the combobox.
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

That doesn't actually do anything on its own. You're not running the drlaupdate branch.
Any other option would require you to bend reality, as you do not have the internal DRLA builds necessary to run it.
Clusterone666
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Clusterone666 »

Pirate507 wrote:Hey guys,

I know you're all gearing up for a huge launch but I was hoping if someone here could answer a question for me real quick:

Are continues bugged?
I'm running DRLA + Monsters.

Situation:
I'm running a "hell unleashed" anomaly and I think I'm handling it as best I can, loaded up a MASSIVE stim and bought an assload of continues and invulnerability items, but everytime I get one shotted by either a hellstorm elemental or something else (being a one-shot, it's pretty hard to tell where it came from). The CONTINUE USED stays on the screen, but I'm 100% dead. All I can do is re-load my game and try again. Several times I died even while invulnerable.

Is this because how the hellstorm attacks? If IRC, It's coded somewhere that a telefrag does the maximum amount of damage in the game or something absurd like that. I remember Romero mentioning it in an interview that a telefrag actually does more damage than even god mode protects you from.

Does this mess with the Continue item script? Or is this intentional? I couldn't find anything about it in the forums.

Anyways, I'm having an absolute blast with these mods. Keep up the awesome work, and best of luck with the launch guys!
Cheers,
-Pirate
I'm curious, what's this big update they are gearing up for? o.o
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