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

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

Post by Yholl »

gunofdis wrote:Nano Double Shotgun altfire uses frames from the reload and looks ridiculous.
Heh, fixed.
VANDAMVANDAM wrote:Reactive shield system doesn't work against cacobys amigo shots.
Whoops, bit of an oversight, that attack didn't actually have a damagetype assigned to it. Fixed.
VANDAMVANDAM wrote:Will there be ability to unmod/destroy mod on a weapon (maybe an item)?
You already can, but it destroys the weapon. I might be adding a feature that allows you to take off a mod without destroying it, but only if you have one mod on it. Regardless, you must be Technician to do so.
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).
*Yholl makes "i dunno" noise
VANDAMVANDAM wrote:Also in hells revealed 2 wad there is no menu (after you begin the game).
Hell Revealed 2's menu is a single M_Doom image, not my problem.
Take One wrote: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.
It obviously can't show every armor in your inventory at once! Activating an armor will allow you to see the stats there.
Take One wrote:The Firestorm mod effect for the Lightweaver (damaging enemies in front while it's recharging) doesn't seem to work as intended; it makes a cool shockwave effect come out of the weapon while it's recharging, but doesn't seem to actually be doing any damage.
Hmm, yeah, it does seem to not be working anymore. Will investigate.
Forevener wrote:Hungries. They're often going off the map.
The Hungry don't count to kills, so no, it's not them.
Forevener wrote:Yholl, is there any way to check if monster is off the map and get him back?
Impossible.
Forevener wrote: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.
Impossible.
Forevener wrote:
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.
Take One wrote: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.
I cannot reproduce this, sorry. If you guys have more specific info about what armor/boots you were wearing etc. that'd be great, because it is not crashing for me at all.
VANDAMVANDAM
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by VANDAMVANDAM »

I don't want modpacks, I want weapons in order to remod them.
About boots/armor: energyshielded vest + antigrav ptotective boots (av crashes), jetpack (it could be another armor, but afaik it happened with jetpack too) + antigrav steel boots (hr2).
Maybe there is a way to force show enemies/teleport them near player. really is there any way to detect or to do anything with those monsters or somehow debug the spawn points or have a good debug log on spawning scripts? It would be great if there were debug methods, I know small hr2 maps in which it would be relatively easy to find who is doing nasty stuff but with logs it would be so much easier, and with spawn points and or with getting info whether this actor is dead or alive. also, "kill monsters" has no effect on those (I've tested it only once though).
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Yholl
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Yholl »

VANDAMVANDAM wrote:I don't want modpacks, I want weapons in order to remod them.
Better hope I decide to do that feature, then.
VANDAMVANDAM wrote:About boots/armor: energyshielded vest + antigrav ptotective boots (av crashes), jetpack (it could be another armor, but afaik it happened with jetpack too) + antigrav steel boots (hr2).
Sorry, still cannot reproduce. And I've never crashed from damagefloors in all my time developing DRLA. It has rarely been a thing with ZDoom itself in some builds, though.
VANDAMVANDAM wrote:Maybe there is a way to force show enemies/teleport them near player. really is there any way to detect or to do anything with those monsters or somehow debug the spawn points or have a good debug log on spawning scripts? It would be great if there were debug methods, I know small hr2 maps in which it would be relatively easy to find who is doing nasty stuff but with logs it would be so much easier, and with spawn points and or with getting info whether this actor is dead or alive. also, "kill monsters" has no effect on those (I've tested it only once though).
IDDT will reveal all actors on the map.
VANDAMVANDAM
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by VANDAMVANDAM »

Yholl wrote:IDDT will reveal all actors on the map.
That's the problem there is literally no monster actors.

Why would I ever want to remod a weapon, f.e. I have Anti-freak + sniper and there it's impossible to kill amigo, so I have to change my gun to another pistol in order to stop the caco spawning process.
Also, mancubi on armageddon is really harmless not that dangerous as PE or caco.
And archvile (corrupted player) is rather easy too, since he has no revive ability and easily dies to almost any pistol (playing as a scout), but he has HUGE amount of dmg still. (There was a mod which added continues to doom and mods maybe this way player could've become corrupted in SP or maybe this mod won't work as intended, don't remember name of this mod).
Could you please tell how many monsters are unfinished in different difficulties?
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Take One
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Take One »

Yholl wrote:
Take One wrote: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.
It obviously can't show every armor in your inventory at once! Activating an armor will allow you to see the stats there.
Heh, whoops, I had a feeling that I was missing something obvious because no one else had mentioned it. Thanks.
Yholl wrote:Sorry, still cannot reproduce. And I've never crashed from damagefloors in all my time developing DRLA. It has rarely been a thing with ZDoom itself in some builds, though.
Looks like you're right. I'd updated to the last build to be posted on http://devbuilds.drdteam.org/gzdoom/ and hadn't actually tried it vanilla because dumb. I just tried it without any mods and it's still crashing on damage floors, so it's not a problem with DRLA.
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Yholl
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Yholl »

VANDAMVANDAM wrote:Why would I ever want to remod a weapon, f.e. I have Anti-freak + sniper and there it's impossible to kill amigo, so I have to change my gun to another pistol in order to stop the caco spawning process.
I have no idea what this example has to do with remodding weapons.
VANDAMVANDAM wrote:Also, mancubi on armageddon is really harmless not that dangerous as PE or caco.
You clearly haven't been shot in the face by it.
VANDAMVANDAM wrote:And archvile (corrupted player) is rather easy too, since he has no revive ability and easily dies to almost any pistol (playing as a scout), but he has HUGE amount of dmg still. (There was a mod which added continues to doom and mods maybe this way player could've become corrupted in SP or maybe this mod won't work as intended, don't remember name of this mod).
easy
u wot
VANDAMVANDAM wrote:Could you please tell how many monsters are unfinished in different difficulties?
Okie dokie.

NIGHTMARE
Elite Former Captain [Missile Launcher]
Elite Former Captain [Napalm Launcher]
TECHNOPHOBIA
Cyber-Caco - Cacodemon replacement
Cyberdemon Mk. II - Cyberdemon replacement
ARMAGEDDON
The Watcher - Imp replacement
Rift Demon - Spectre replacement
Crusader of Ruination - Hell Knight replacement
Arachnomaster - Arachnotron replacement
Lord-vile/Vile-Lord/Dark-vile, whatever I end up calling it - Arch-vile replacement
Nightmare Overmind - Spider Mastermind replacement
Nightmare Cyberdemon Mk. II - Cyberdemon replacement
Supreme Overmind - Super boss
Cyber-Riftlord - Super boss
Take One wrote:I just tried it without any mods and it's still crashing on damage floors, so it's not a problem with DRLA.
Ah, thank god. Much appreciated for testing that, thanks.
VANDAMVANDAM
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by VANDAMVANDAM »

Yholl wrote:I have no idea what this example has to do with remodding weapons.
For example I made a terrible mistake and had no save or was playing coop (in some situations having wrong mod pack on high tier item is bat because both weapons and mod packs are rare (and mods are not as rare as infinite bfg)), so that's why I would love to have remod possibility.
Yholl wrote:You clearly haven't been shot in the face by it.

On both map 07 in hr2 and av I had a tough fight with them, but all of the fight was about speed and my aim. However map07 (if I remember it wright) in hr2 was hilariously overpowered, the most painful were revs, and I didn't even tried the next map, it was enough to see how many monsters are there in the starting room, maybe if I would be reeeaaaaaaaaaalllly patient I would handle it, but after previous ones I just didn't want to continue. And I was dead from above by mancubi on map 07 (hr2) when I was too slow, and I would like to say that jetpack helps me a lot, adaptive armour would have been better, but I haven't found it on this playthrough. BUT, if there was a start with cacoby it would be worse than having almost anything else, they really bad when they charge and if you're trying to fight them in close combat, had to try over and over again one map in av only because of them, nor mancubi, nor rev, nor archvile, nor EVEN PE, nor cybie were as painful as them. Personally, I think that mancubi should match his "friends" like PE or caco, because they are really good at throwing parties and I love those parties a lot, and vile and mancubi now are in no way close to them, new baron is more painful than those 2. And I think that even after archvile killed me in a close combat many times (he is bad in middle to long distance fights and caco will survive for a few turns while archvile or mancubi would be dead already, and PE would be alive too, since he is really good at surviving and instakilling you a lot better than arch or mancubi ones), he is not as deadly, and mancubi too, they just don't give that armageddon feeling when you want to run away from this great party forever and never to return again. I feel like they're from a different league, like corrupted player is a rare chaingunner and mancubi is a nightmare monster, but not an armageddon one. I feel like they should be buffed. And also in doom mancubi was more dangerous than caco, and archvile ability was generally more dangerous than mancubi and caco.
Speaking of monsters, the only enemy which gives me the same feeling is Arachnotron, but I see that you're going to make armageddon version of Arachnotron.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Yholl wrote: NIGHTMARE
Elite Former Captain [Missile Launcher]
Elite Former Captain [Napalm Launcher]
TECHNOPHOBIA
Cyber-Caco - Cacodemon replacement
Cyberdemon Mk. II - Cyberdemon replacement
ARMAGEDDON
The Watcher - Imp replacement
Rift Demon - Spectre replacement
Crusader of Ruination - Hell Knight replacement
Arachnomaster - Arachnotron replacement
Lord-vile/Vile-Lord/Dark-vile, whatever I end up calling it - Arch-vile replacement
Nightmare Overmind - Spider Mastermind replacement
Nightmare Cyberdemon Mk. II - Cyberdemon replacement
Supreme Overmind - Super boss
Cyber-Riftlord - Super boss
Does that mean Gluttony Elemental is gone for good? Rest in piss.
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SAraisXenoQueen
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by SAraisXenoQueen »

Cyber-Caco? That sounds somewhat familliar...

On the subject of monsters, you could probably use some of their mock-ups on that site for future monster ideas, eh?

There's also probably the possibility of using the rest of the Astral Dreadnaught as a boss-level caco. We have one for the pain elemental.

Trying to get the resources and people together to make quick skit videos on little aspects of the Mod or whatever have you. First video would be classes/mod packs
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

not a bug report or anything, but did the missile launcher get rebalanced in this version? the description says it deals extra explosive damage, and it seems a bit more useful overall to have, especially with the Napalm Launcher getting the nerf-hammer because of how holy poo poo it was previously.
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SAraisXenoQueen
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by SAraisXenoQueen »

I'd honestly just up the rarity on the Zeus cannon and it's akin and make them superiors. They're quite powerful, and you don't find them too often. I infer to them as mega-assemblies to my friends for the sole purpose of differentiating from normal/advanced/master assemblies that don't follow under it's near-BFG power slot. (Cluster-Bomb, MIL, Conqueror, etc are all under this unofficial categorization). They're all like their normal counterparts on steroids (The Megaton Shotgun reminds me of the Planetside 1 Jackhammer Image).
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Vict »

Okay, I was exaggerating a bit. My computer (I think) is 12 years old. Still, yeah... And yes, it is running a single core processor.
edward850 wrote: Does the performance get better or worse (or not change) if you switch rarity beams off?
I didn't notice it making too much of a difference, maybe slightly? I gained a decent amount of performance on the test map with them off but it was still rough. Are the actors for the beams are still active even with the setting off? I did notice that in levels with many weapons lying around that my framerate did dip.
edward850 wrote: 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.
What do you think it is? Think that it might be related to the rarity beam actors? I wouldn't be surprised, if they were always active. A little more optimization wouldn't hurt anyway.

The flashing sectors thing is probably just me noticing it more because of that effect.
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by edward850 »

They are still active when off, but even more-so, as they recheck the cvar (via a script) every tic rather than every ~second. However if it doesn't actually do anything, then it's not related to scripts at all. Or at least the execution of them, anyway.
Vict
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Vict »

Oh, that might be doing more harm leaving them off than turning them on... I'll have to test this.

EDIT: Okay, I did test it. I played as a Technician and spawned 50 battle rifles. These are my findings:

Rarity beams on: Framerate severely hitched every time the beams started up.
Rarity beams off: Framerate was constantly at an unplayable level.

It does seem to be related to the rarity beams. Would it be possible to turn them off completely, maybe via an addon or by having "off" mean "always off"?
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Yholl
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Yholl »

VANDAMVANDAM wrote:For example I made a terrible mistake and had no save or was playing coop (in some situations having wrong mod pack on high tier item is bat because both weapons and mod packs are rare (and mods are not as rare as infinite bfg)), so that's why I would love to have remod possibility.
Don't do that then.
VANDAMVANDAM wrote:On both map 07 in hr2 and av I had a tough fight with them, but all of the fight was about speed and my aim. However map07 (if I remember it wright) in hr2 was hilariously overpowered, the most painful were revs, and I didn't even tried the next map, it was enough to see how many monsters are there in the starting room, maybe if I would be reeeaaaaaaaaaalllly patient I would handle it, but after previous ones I just didn't want to continue. And I was dead from above by mancubi on map 07 (hr2) when I was too slow, and I would like to say that jetpack helps me a lot, adaptive armour would have been better, but I haven't found it on this playthrough. BUT, if there was a start with cacoby it would be worse than having almost anything else, they really bad when they charge and if you're trying to fight them in close combat, had to try over and over again one map in av only because of them, nor mancubi, nor rev, nor archvile, nor EVEN PE, nor cybie were as painful as them. Personally, I think that mancubi should match his "friends" like PE or caco, because they are really good at throwing parties and I love those parties a lot, and vile and mancubi now are in no way close to them, new baron is more painful than those 2. And I think that even after archvile killed me in a close combat many times (he is bad in middle to long distance fights and caco will survive for a few turns while archvile or mancubi would be dead already, and PE would be alive too, since he is really good at surviving and instakilling you a lot better than arch or mancubi ones), he is not as deadly, and mancubi too, they just don't give that armageddon feeling when you want to run away from this great party forever and never to return again. I feel like they're from a different league, like corrupted player is a rare chaingunner and mancubi is a nightmare monster, but not an armageddon one. I feel like they should be buffed. And also in doom mancubi was more dangerous than caco, and archvile ability was generally more dangerous than mancubi and caco.
Speaking of monsters, the only enemy which gives me the same feeling is Arachnotron, but I see that you're going to make armageddon version of Arachnotron.
what
SAraisXenoQueen wrote:Cyber-Caco? That sounds somewhat familliar...

On the subject of monsters, you could probably use some of their mock-ups on that site for future monster ideas, eh?
A single mockup frame is almost completely useless for making an actual monster. Generally when frankenspriting things together, you look for stuff that would be easily compatible with the thing you are working on in all rotations.
Princess Viscra Maelstrom wrote:not a bug report or anything, but did the missile launcher get rebalanced in this version? the description says it deals extra explosive damage, and it seems a bit more useful overall to have, especially with the Napalm Launcher getting the nerf-hammer because of how holy poo poo it was previously.
Kinda, yeah. It wasn't doing the radius damage it was meant to before, now it is doing the full amount it was intended to.
SAraisXenoQueen wrote:I'd honestly just up the rarity on the Zeus cannon and it's akin and make them superiors.
This is not how DRLA rarities work. Not to mention how far beyond Superior the Zeus Cannon is. An assembly won't suddenly stop being an assembly.
Vict wrote:It does seem to be related to the rarity beams. Would it be possible to turn them off completely, maybe via an addon or by having "off" mean "always off"?
I'll have a look, I can most likely reduce the impact of them substantially.
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