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

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

Post by gunofdis »

Triple S wrote:
gunofdis wrote:All 3 modes do the same damage (200 on average). It's probably better if you're not playing on the higher difficulties, where exotics drop constantly and all the zombies have armor.
I tend not to play on Nightmare or up on certain map packs, because the way they spawn enemies can make more than a few situations nigh unwinnable (and a few of them don't give you much ammo, likely expecting you to get it from enemies that are now significantly harder to kill). UltraV works well enough if I'm not running RPG, but if I'm running RPG as well then I usually just throw it on Armageddon because everything starts one-shotting me eventually anyway - I might as well start it sooner and get better shit for my trouble!


EDIT: And yeah I know all three modes do the same damage. It's about how the damage is delivered that makes the important difference.

If you only crunch numbers, you'll miss out on a lot of useful stuff to help until you get the big guns.
The other reason why I don't like it is that P mods are used in damn near everything you'll do with shotguns. Making a throwaway gun out of it just delays your Conquerer/Nano/Plasma guns. Not to mention that TTTT normal shotgun remains one of the best shotguns in the game
comet1337_old
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by comet1337_old »

just found a typo

"picked up an chameleon rifle "
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Yholl
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Yholl »

Forevener wrote:Could you add exact weapon stats to the info popup? That would be very nice.
No, sorry. You have no idea of the horrifying scope of what you just asked, not to mention that a lot of weapons aren't exact to being with.
Patriot1776 wrote: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.
wut
If you die to mindrape, instead of being a corpse, you are a zombie. I can't even work out what you are talking about with saves.
gunofdis wrote: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.
Will do. Also can you please stop starting your statements with letters? I still have absolutely no idea if that FR you wrote previous was meant to be a feature request or a bug.
Vict wrote: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?
Yeah, pretty much. 7.94 had no scripts at all, 1.0 has quite a few constant scripts going. They've been optimised where they can be, with the help of Edward850, but they'll still leave a noticeable impact if your computer can't really handle it. Sorry man.
Viscra Maelstrom wrote: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.
Will investimageterate. My copy is currently broken 'cause stuff is half done, so I need to finish that before I can continue testing bug reports, hahaha.
comet1337 wrote:hovering hostile chainguns are causing crashes when they spot you
Will investigatorator.
gunofdis wrote:Unless you really need the sniper mode it's really just a worse heavy double.
To be more accurate, the main mode is stat-wise identical to the Super Shotgun.
gunofdis wrote:
ArchXeno wrote:Where is the code/scripting that handles the amageddon start items?
RLArmageddon<classname>Starter in DoomRLA.wad's DECORATE.
If you are planning on investigating that, you might not want to bother, I'm basically in the middle of nuking all that in my current build.
Viscra Maelstrom wrote:the Zeus Cannon is pretty ridiculous in a Demolitionist's hands. there's no real thought process required to use it, just blast into enemy crowds and they'll turn into a bloody pulp before long. i guess it does lose its effectiveness against boss enemies, but anything else is just ahahaha.
Hahahaha, yeah, it's amazing. Not sure if I should nerf it slightly though, it's so much fun.
comet1337 wrote:yholl, the mod told me to tell you that something broke
Yes, known issue, already fixed here. You basically have a 1 in 4 chance of that happening if you play as Tech on Armageddon, heh.
Viscra Maelstrom wrote:Anti-Material Rifle? now what could this thing do- OH GOD YES THIS IS AWESOME.
ye
comet1337 wrote:just found a typo

"picked up an chameleon rifle "
Fixed, thanks!


Wow, I go stick balloons on things for a day, come back to three pages of stuff, ahahhaa. I should probably get back to work on these bugfixes!
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edward850
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by edward850 »

Yholl wrote:
Vict wrote: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?
Yeah, pretty much. 7.94 had no scripts at all, 1.0 has quite a few constant scripts going. They've been optimised where they can be, with the help of Edward850, but they'll still leave a noticeable impact if your computer can't really handle it. Sorry man.
I can optimize it further if he confirms to what I think is causing him intermittent performance issues. It won't be much, but it'd be something.
Yholl wrote:
comet1337 wrote:hovering hostile chainguns are causing crashes when they spot you
Will investigatorator.
Do you think this is what was crashing for us during the stream?
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

i did notice some slight performance hiccups myself, but i just assumed that was because of things like gore enhancements and Sunlust's later levels having ridiculously open vistas, not to mention monster-counts. nothing really game-breaking for me, but it's noticable.

i also noticed that tracking maps seems to spot rarity beams, even if you're not a Technician. either that, or IDDT doesn't work exactly like a tracker map does.
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Yholl
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Yholl »

edward850 wrote:Do you think this is what was crashing for us during the stream?
I know that very very rarely, sometimes something has crashed in Armageddon. There's something in there, but I have no idea where to even start looking, honestly. I don't think our crash was related though, it was consistant, which this is not.
Princess Viscra Maelstrom wrote:i also noticed that tracking maps seems to spot rarity beams, even if you're not a Technician. either that, or IDDT doesn't work exactly like a tracker map does.
IDDT reveals all actors, so no, it doesn't work the same as a tracking map.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Yholl wrote: FR feature request
Looks like you figured it out. It's pretty commonly used in software development so sometimes I forget that someone developing a mod might not get it :V


edit: Nano Double Shotgun altfire uses frames from the reload and looks ridiculous.
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Hellstorm Archon
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Hellstorm Archon »

Found another typo with the "Anti-Materiel Rifle." Shouldn't it be "Anti-Material Rifle?"
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Hellstorm Archon wrote:Found another typo with the "Anti-Materiel Rifle." Shouldn't it be "Anti-Material Rifle?"
Nope, it's proper English. From the French for "equipment" or "hardware"
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wildweasel
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by wildweasel »

Hellstorm Archon wrote:Found another typo with the "Anti-Materiel Rifle." Shouldn't it be "Anti-Material Rifle?"
Common misconception, actually!
Wikipedia wrote:Materiel (from the French matériel for equipment or hardware, related to the word material, and sometimes so spelled in English) is military technology and supplies in military and commercial supply chain management.
Therefore, an anti-materiel rifle is a rifle designed to destroy equipment or hardware, especially vehicle engine blocks and things that tend to be behind a few inches of plate steel.

[edit] I appear to have been ninja'd, probably because I posted this from a phone.
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Triple S
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Triple S »

gunofdis wrote:The other reason why I don't like it is that P mods are used in damn near everything you'll do with shotguns. Making a throwaway gun out of it just delays your Conquerer/Nano/Plasma guns. Not to mention that TTTT normal shotgun remains one of the best shotguns in the game
If I'm a Renegade I might not use it, because it makes more sense for me to aim for stronger shotguns (as I'll be focusing on them more). But if I'm limited on mods and ammo, and I need something to cover a lot of bases at once, it's pretty useful.

Like I said, the original intent was to make a Focused Double, since that's my go-to shotgun for WADs heavy in shells and long-distance combat (power + accuracy + Serious Sam coachgun sounds = yes), and alternate between that and whatever rapid-fire weaponry I can use until I can make a Nano Rocket Launcher and treat that like a shotgun (loldemolitionist). When literally all I have are shells, and the maps are encouraging me to keep my distance, I can't afford to wait until I get enough mods by some miracle.

In terms of the 4T Shotgun: with my luck, the concept of getting four Technical mods blows my mind.
VANDAMVANDAM
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by VANDAMVANDAM »

Reactive shield system doesn't work against cacobys amigo shots.
Will there be ability to unmod/destroy mod on a weapon (maybe an item)?
There are often monsters that are out of map bounds or "they are not shown at all" (maybe it's a chaingunner), but still I've got a strong feeling that this is not only chaingunner. (almost all of the levels in alien vendetta 90-98% of kills).
Sometimes the game crashes on armageddon, and most of the crashes happened on lava or acid or any other damaging fluid.
Also in hells revealed 2 wad there is no menu (after you begin the game).
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Take One
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Take One »

I'm not sure what's up, but any armour that's in my inventory doesn't show up in the "in inventory" page in the armour info screen (even though it does display carried modpacks correctly). They only show up if I equip them (on the right page for it), so I can't see any stats for carried armour until I do that. All I can say is that it happens with every player class.

Trying to apply a tech mod to the storm marksman pistol works as it should, but also prints the error "Jump Target 'RLNuclearOnslaught' not found in RLTechnicalModItem", no matter whether or not the pistol can be modded any further. This doesn't seem to affect anything else, though, because I'm not about to make a Nuclear Onslaught out of a marksman pistol. Judging by previous posts, this isn't the only weapon that does that, but it's definitely not every weapon that does.

Very, very, very minor cosmetic issue, but the class perks info section for the hunting revolver doesn't have a space between the Scout and Technician's perk descriptions like the other weapons do.
Spoiler:
All that being said, well done for all of the work that's gone into this. I got burned out on Doom quite a while ago, and now I haven't been able to put it down for the last few days. The scout seems to be balanced much better now, particularly when using the tactical armour set, so I've been having a blast as a ridiculously fast glass cannon (I still feel a little overpowered, but that might just be because I modded the heck out of a hunting revolver and found a marksman pistol - I'm definitely not killing Cyberdemons in seconds with uzis anymore, which is better, even if I'm still taking out barons with five bullets).
Forevener
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Forevener »

VANDAMVANDAM wrote:There are often monsters that are out of map bounds or "they are not shown at all" (maybe it's a chaingunner), but still I've got a strong feeling that this is not only chaingunner. (almost all of the levels in alien vendetta 90-98% of kills).
Hungries. They're often going off the map. Yholl, is there any way to check if monster is off the map and get him back?
VANDAMVANDAM wrote:Sometimes the game crashes on armageddon, and most of the crashes happened on lava or acid or any other damaging fluid.
Yep, happened to me too, especially at the UAC Outpost's Arena from DRPG in coop.

And another suggestion. Could you mod DRLA weapon slots into the keybindings (or selector of any kind)? I'd like to have my six weapons to be at appropriate numbers (or easily accessible selector). Because right now if you have 6 rifle-themed weapons, they're all gonna be at key 4.
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Take One
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Take One »

Those damage floor crashes have been happening to me, too, and I was just playing on Ultra-Violence. It's always when I die to a damaging floor, and seems to happen every time I do, but I haven't died much, so I'm not entirely sure.

Edit: Yes, after a bit of testing, it happens every time I die to a damaging floor. It has to be the floor itself that kills me, not if I get hit while just on a damaging floor, and it seems to happen with every player class.
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