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.
ArchXeno
Posts: 192
Joined: Sat Jan 09, 2010 4:33 pm

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by ArchXeno »

Ribo Zurai wrote:How does the player corruption thing work? Is it a co-op only feature? I wanna fight some mean post-mortem players.
Spoiler:
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Yholl »

gunofdis wrote:Yeah, but the super shotgun acts like it has 3 barrels :v
20 + 3 + 3 = 26
how is that 3
Ribo Zurai wrote:How does the player corruption thing work? Is it a co-op only feature? I wanna fight some mean post-mortem players.
If you die to certain damagetypes, you'll become a corrupted player. You can also very rarely encounter them on UV, and they appear a lot on Armageddon.
gunofdis wrote:Who's the target audience for the marksman pistol? Scouts don't really care because pistols are already quite accurate and fire considerably faster. Everyone else looks at it, then looks at the battle rifle they were already carrying and goes the other way.
Seryder.
gunofdis
Posts: 238
Joined: Mon Feb 03, 2014 4:43 pm

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

The shrapnel cannon's shots are a bit flaccid. Would be nice if they had less gravity. Oh, I grabbed a new gzdoom and forgot to disable autoaim. It's basically worthless with autoaim on.
Last edited by gunofdis on Wed Sep 23, 2015 3:26 pm, edited 1 time in total.
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by SAraisXenoQueen »

Not quite sure, but I think the Cacobyss is causing some slight crashing. I only say this because it's crashed when a Cacobyss has been heard. This does not mean they're the cause, and I also have not been able to replicate it past accidental discovery thus far, but will try. Will keep posted.

Also.

Nightmare Masterminds sometimes get bored and start shooting things. Like their allies.
Enemies without arms or some sort of tech interface can no longer open doors.
Nice touches. Gives a bit more flavor to some of the enemies if they have actions that they do without the presence of a player. It was also pretty odd for something without arms to be opening doors (Although not in the way that one would think about it unless it was brought up).
ShinyCrobat
Posts: 65
Joined: Sat Jul 20, 2013 5:42 pm

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by ShinyCrobat »

I'm curious, how much stuff did you add from DoomRL that the wiki doesn't document for spoiler reasons?
Forevener
Posts: 35
Joined: Sun Sep 20, 2015 6:24 am
Location: Ufa

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Forevener »

Could you add exact weapon stats to the info popup? That would be very nice.
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Kostov »

No offense, but it's funny to see lots of people without avatars post on this mod's page. :D
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Patriot1776 »

Player corruption I've not ever experienced so far. Can it only happen to you in Co-Op? I'm wanting to think yes since the vast majority of the time re-loading from saves you don't have the corruptive damagetypes killing you at that time.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

i've had one instance where an Arch-Vile spawner plopped a corrupted Renegade in my face, but that's it.
gunofdis
Posts: 238
Joined: Mon Feb 03, 2014 4:43 pm

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Viscra Maelstrom wrote:i've had one instance where an Arch-Vile spawner plopped a corrupted Renegade in my face, but that's it.
I'm pretty sure they're the Archvile replacement on Armageddon. I was doing stupid things with sunder.wad last night and those fuckers would put an early end to the run, sometimes the moment I opened the door.
ShinyCrobat wrote:I'm curious, how much stuff did you add from DoomRL that the wiki doesn't document for spoiler reasons?
Most of the spoiler stuff from DoomRL didn't make it in this version but is supposed to be in the works. There's a lot of new stuff just for this mod, though.



e: please stick +NOAUTOAIM on projectiles that are affected by gravity. Not doing so makes them quite fond of the floor 6 feet in front of you.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Vict »

The new version is really damn good, but I've been noticing odd performance hitches. This is running DoomRLA with the Monster Pack and the HUD using the latest Sept 14 SVN of Zdoom. (not GZDoom)

Now, I'll admit, my computer is -old-; calling it a toaster would be a compliment, but I was going from 60 solid from the last version to 25 solid with slight hitches with 1.0. I'm assuming that's because a lot of scripts are running, or something like that?

I can understand how the test map would eat it alive (Which it does, with a "pulsing" framerate, so I think it may be the rarity beams that are causing my issues), but the constant lowered framerate is strange. It seems to happen more on maps with "blinking" light sectors, so it may be an SVN issue? Hell if I know.

I know it's not Yholl's problem to get something working with a computer that's pushing 16 years old, but I thought that I would just bring it to attention in the case that there is an oversight somewhere.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Triple S »

Ah, I love accidentally stumbling upon discovering new assemblies. I was prepping a Double Shotgun to be a future Focused Double Shotgun.
Spoiler:
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by wildweasel »

I don't think it's necessarily scripts; just actor spam, in regards to the new blood and barrel effects. Though the blinking lights sounds weird; I wonder if there's any substance to that theory, or if the drop is just more noticeable because of the blinking.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by edward850 »

The sector lighting effects have existed since 1993, so all bets are it being a placebo. It'd be his 16 year old hardware itself as both the cause and symptom, as literally any additional complexity will drop the performance by factors if you're already stretched for it.

The big problem here is if he's indeed using 16 yearold hardware as he claims, he's likely running a single-core processor, which means he also has ZDoom competing with FMOD (the sound) on the same core, and even possibly the MIDI playback. A dual-core processor is practically a requirement nowadays for ZDoom itself, as the sound mixing relies on it. It's not as dramatic or even noticeable if you're playing vanilla, sure, but then DoomRLA is somewhat past that.

TL;DR: Literally everything will be causing the performance drop, and I'm surprised that it even works in such old hardware.
Vict wrote:(Which it does, with a "pulsing" framerate, so I think it may be the rarity beams that are causing my issues)
Does the performance get better or worse (or not change) if you switch rarity beams off?
Last edited by edward850 on Wed Sep 23, 2015 8:44 pm, edited 1 time in total.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

also, the Incineration Device Launcher doesn't have a weapon description i noticed, and it only uses up one rocket for the Demolitionist, but it doesn't say it consumes less ammo in the perks screen.
Post Reply

Return to “Gameplay Mods”