Kyle873's Doom RPG Mod [0.10.0 Beta]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
MarlonRayLewis
Posts: 2
Joined: Wed Jan 20, 2016 3:50 pm

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

Post by MarlonRayLewis »

OK. Well, you know what?? I think this whole mod is just not optimized for the "particular" different versions of ANY programs or resources you may be using. I say this because the mod CLAIMS to allow you to use the "transport skill" at "any time." I do not have the skill, it is not in the skills menu, it is NOWHERE to be found. Second of all, it claims you can use the base transporter to leave and start a mission. THERE ARE NONE AVAILABLE. It only allows me to stay on base. The whole thing is very frustrating, and while the mod looks GREAT, it's somewhat pointless right now. Can anyone help me with any of this?
GuardStrike
Posts: 87
Joined: Thu Sep 04, 2014 3:57 pm

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

Post by GuardStrike »

edward850 wrote:You're still not telling us how you are trying to load the map, either.
I thought it was pretty obvious to most that I'm using the DOOM RPG launcher on the Mods/patches tab, but whatever.
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: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

MarlonRayLewis wrote:OK. Well, you know what?? I think this whole mod is just not optimized for the "particular" different versions of ANY programs or resources you may be using. I say this because the mod CLAIMS to allow you to use the "transport skill" at "any time." I do not have the skill, it is not in the skills menu, it is NOWHERE to be found. Second of all, it claims you can use the base transporter to leave and start a mission. THERE ARE NONE AVAILABLE. It only allows me to stay on base. The whole thing is very frustrating, and while the mod looks GREAT, it's somewhat pointless right now. Can anyone help me with any of this?
Wow, um...welcome to the forums? =/
User avatar
Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

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

Post by Cryomundus »

MarlonRayLewis wrote:OK. Well, you know what?? I think this whole mod is just not optimized for the "particular" different versions of ANY programs or resources you may be using. I say this because the mod CLAIMS to allow you to use the "transport skill" at "any time." I do not have the skill, it is not in the skills menu, it is NOWHERE to be found. Second of all, it claims you can use the base transporter to leave and start a mission. THERE ARE NONE AVAILABLE. It only allows me to stay on base. The whole thing is very frustrating, and while the mod looks GREAT, it's somewhat pointless right now. Can anyone help me with any of this?
Shift A/D on the skills menu. Keep that bit in mind, it's how you switch pages in this mod. There's also a rather helpful link to a manual on the first page. It kinda explains a lot of stuff. I know it's called the "Installation guide", but it has info on a lot of stuff.

Also, you need to start the one titled "Hell on Earth" or something like and then you can warp to the base and back. If you don't the maps aren't selectable. It's a bit weird, honestly.
MarlonRayLewis
Posts: 2
Joined: Wed Jan 20, 2016 3:50 pm

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

Post by MarlonRayLewis »

Sorry Weasel, I was very frustrated. I know that's bad for a first post. Really, I appreciate all the time Kyle put into this, and I know it works for EVERYONE, but it wasn't working for me, and THAT's how I was feeling, lol. Thanks for helping me out with this Cryomundus, I really appreciate that. I was looking on the github but couldn't find the answer I was looking for in the guides. Thanks, man.

...And THANK YOU KYLE. The mod is amazing. I already knew it was, but finding out about how to switch the pages brought it all together. Your mod is amazing, and I know I'm gonna have a lot of fun playing it. Thank you, and sorry I was so aggravated.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

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

Post by edward850 »

GuardStrike wrote:I thought it was pretty obvious to most that I'm using the DOOM RPG launcher on the Mods/patches tab, but whatever.
What output does the command line from the launcher (Copy Command-Line to Clipboard) and the log file (Enable Logging to File) give?
The log file will be found in your launcher folder as "Doom RPG.log".
User avatar
Doomguy914
Posts: 315
Joined: Tue May 26, 2015 8:06 pm

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

Post by Doomguy914 »

Bofubutt wrote:Okay, it's not just me and shadow enemies are a million times more dangerous than they were in previous versions, right? To the point of being pretty much unfair?

In previous versions, a shadow enemy would be a tough challenge, but I'd know that I could take them if I was well-stocked, and they were rare enough that usually was never in a position where I could not at least try to avoid one. But now, they're pretty much guaranteed to kill me in one shot, even if it's a Shadow Aura Zombieman or something and I'm at full health. Meanwhile, I can empty an entire clip into them with the RCP-120 or something, and by the time the reload animation is over, they've already regained all of the health I've taken away from them (and probably drained away any ammo I had anyway if they happen to be within 200 feet of me). I never had this problem before the update a couple of months ago.
That's why disruption has been added as a skill. At level 2 it can disrupt shadow auras. It was very useful on the icon of sin map event I had once. Haven't got that event again yet though.
GuardStrike
Posts: 87
Joined: Thu Sep 04, 2014 3:57 pm

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

Post by GuardStrike »

edward850 wrote:
GuardStrike wrote:I thought it was pretty obvious to most that I'm using the DOOM RPG launcher on the Mods/patches tab, but whatever.
What output does the command line from the launcher (Copy Command-Line to Clipboard) and the log file (Enable Logging to File) give?
The log file will be found in your launcher folder as "Doom RPG.log".

I can't provide the custom command line as I never even use it since I don't even know how to use it. But I will give the logging info here.

Log started: Thu Jan 21 13:27:43 2016

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users//Desktop/Games/DOOM/gzdoom.pk3, 608 lumps
adding Doom2.wad, 2919 lumps
adding C:/Users//Desktop/Games/DOOM/brightmaps.pk3, 499 lumps
adding C:/Users//Desktop/Games/DOOM/chillax-v9.7.3.wad, 1095 lumps
adding C:/Users//Desktop/Games/DOOM/doom2.wad, 2919 lumps
adding C:/Users//Desktop/Games/DOOM/doomrl_arsenal_1.05.wad, 7702 lumps
adding C:/Users//Desktop/Games/DOOM/doomrl_arsenal_hud_1.05.wad, 654 lumps
adding C:/Users//Desktop/Games/DOOM/doomrl_monsters_beta_6.2.wad, 6576 lumps
adding C:/Users//Desktop/Games/DOOM/lights.pk3, 4 lumps
adding C:/Users//Desktop/Games/DOOM/DoomRPG-master/DoomRPG, 3076 lumps
adding C:/Users//Desktop/Games/DOOM/DoomRPG-master/DoomRPG-Brightmaps, 781 lumps
adding C:/Users//Desktop/Games/DOOM/DoomRPG-master/DoomRPG-Doom1, 576 lumps
adding C:/Users//Desktop/Games/DOOM/DoomRPG-master/DoomRPG-RLArsenal, 27 lumps
adding C:/Users//Desktop/Games/DOOM/DoomRPG-master/DoomRPG-RLMonsters, 8 lumps
I_Init: Setting up machine state.
CPU Speed: 3100 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i5-4440 CPU @ 3.10GHz
Family 6, Model 60, Stepping 3
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
Opened device Speakers (Realtek High Definition Audio)
EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Unknown patch ADEL_F10 in texture ADEL_F10
Texture ADEL_F10 is left without any patches
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'DRPGDarkBlueAuraInfiniteAmmo' more than once.
Tried to register class 'DRPGPowerStimInfinity' more than once.
Script warning, "" line 0:
Icon 'PINV' for 'InvulnerabilitySphere2' not found

Script warning, "" line 0:
Icon 'PINS' for 'BlurSphere2' not found

Tried to register class 'RLStandardWeaponSpawner' more than once.
Tried to register class 'DRPGDRLAActive' more than once.
Script warning, "doomrl_arsenal_1.05.wad:DEC_FLAM" line 299:
Unknown class name 'RLFlamethrowerFlameSA'
Script warning, "doomrl_arsenal_1.05.wad:DEC_FLAM" line 302:
Unknown class name 'RLFlamethrowerFlameSA'
Script warning, "doomrl_arsenal_1.05.wad:DEC_FLAM" line 304:
Unknown class name 'RLFlamethrowerFlameSA'
R_Init: Init Doom refresh subsystem.
Script error, ":GLDEFS.txt" line 215:
Warning: dynamic lights attached to non-existent actor RLNightmareDemonTeleportEffect1

Script error, ":GLDEFS.txt" line 216:
Warning: dynamic lights attached to non-existent actor RLNightmareDemonTeleportEffect2

Script error, ":GLDEFS.txt" line 217:
Warning: dynamic lights attached to non-existent actor RLNightmareDemonTeleportEffect3

Script error, ":GLDEFS.txt" line 225:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailA

Script error, ":GLDEFS.txt" line 226:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailB

Script error, ":GLDEFS.txt" line 227:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailC

Script error, ":GLDEFS.txt" line 228:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailD

Script error, ":GLDEFS.txt" line 229:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailE

Script error, ":GLDEFS.txt" line 230:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailF

Script error, ":GLDEFS.txt" line 231:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailG

Script error, ":GLDEFS.txt" line 232:
Warning: dynamic lights attached to non-existent actor RLNightmareSpectreTrailH

DecalLibrary: Load decals.
Editor number 16703 refers to hidden class type 'RLStandardWeaponSpawner'
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 750/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 361.43 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 32
Max. fragment uniforms: 4096
Max. vertex uniforms: 4096
Max. uniform block size: 65536
Uniform block alignment: 256
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080

<------------------------------->

map01 - entryway

<------------------------------->
Doom RPG v0.9.14 Beta - Pew Pew Turrets (Compiled on Oct 14 2015 at 04:16:42) loaded!
You have been paid 20 Credits by the UAC
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

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

Post by edward850 »

You are actually using the command line always, that's all the launcher constructs, and I told you to simply press the button it had there anyway. Next time don't make assumptions because that just wastes time.

Fortunately, the answer is revealed to you in the log file as well. Stop loading doom2.wad as a PWAD, silly. You already have it as an IWAD.
GuardStrike
Posts: 87
Joined: Thu Sep 04, 2014 3:57 pm

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

Post by GuardStrike »

edward850 wrote:You are actually using the command line always, that's all the launcher constructs, and I told you to simply press the button it had there anyway. Next time don't make assumptions because that just wastes time.

Fortunately, the answer is revealed to you in the log file as well. Stop loading doom2.wad as a PWAD, silly. You already have it as an IWAD.

And speaking of assumptions, I would imagine you think and assume "everyone" would know how PWADs and IWADs work.

Pardon me if not "everyone" knows about DOOM modding as much as you do. Sheesh. Acting a little too rude there. Cut me some slack.
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

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

Post by Shadelight »

How is that an assumption? He was pointing out your mistake. You asked for help by posting your log and got your answer and it's not too hard to google the info or look on the Doom wiki either.
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: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

I feel like there's a lot of politeness that could have been displayed in this discussion that wasn't.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

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

Post by edward850 »

GuardStrike wrote:And speaking of assumptions, I would imagine you think and assume "everyone" would know how PWADs and IWADs work.
Pardon me if not "everyone" knows about DOOM modding as much as you do. Sheesh. Acting a little too rude there. Cut me some slack.
The difference between IWADs and PWADs isn't actually the problem there, or any knowledge of modding. While doing so is wrong in the first place, by loading Doom2 twice you'll notice it gets added after Chillax, which is why you are only getting Doom2 levels, because it was the last level set you loaded.
If you added any other additional mapset, you'd have the exact same problem, just in a very undefined order. It is by sheer coincidence that Doom2 got loaded after Chillax by selecting both.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

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

Post by Patriot1776 »

Anybody got suggestions on what to do to survive a 'Hell Unleashed' level event? Level event generator gave me THAT, JUST when I thought it was safe to go back to having level events in my games after setting the event interval to 10 minutes and cranking the chance percentage back up to 20%. :( I'm not even trying the event until I get some input as to what I specifically need to have so I'm not ragequitting outta frustration within the first several seconds of entering the level. This has brought a playthrough of Alien Vendetta to a screeching halt on Toxic Touch.

Level events like Low Power Event, and single monster events, all auras, and the one where a Spider Overmind's messing with you I can deal with because you've got time to do what you need to do give yourself a fighting chance to win. Armageddon events and 'Hell Unleashed' however, I have a serious problem with because now you are not given even the chance to do the things I think you have to do keep yourself alive because no matter where you try to hide, a super-strong enemy can just teleport in right next to you and proceed to utterly mess you up and there isn't a damn thing you can do about the non-stop teleporting in of extra enemies. I call that 'cheapshotting' of the worst kind as far as this mod goes and are absolute playthrough stoppers, I would really appreciate it in the future if there is a player option to disable level events that take the in-level difficulty to Armageddon and beyond and do everything they can to make the player ragequit and want to throw their computer off their desk in anger. I have very limited time to play and would like to get to be able to get to the end of a mapset with a single character thank you very much, and NOT have to start all over again because of me running into playthrough-breaking and playthrough-ending level events like this.
User avatar
Zhs2
Posts: 1301
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

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

Post by Zhs2 »

I haven't played with DRLA weapons, which is what everyone else seemed to do, but I played through Doom and Doom 2 each first to get my character trained some before I felt ready to tackle a harder megawad, i.e. Alien Vendetta, because it seemed like the right thing to do. I had a relatively simple time murdering anything until I got all the way to Map23, upon which I found a Dark Zone. I tried valiantly to complete this map I had no memories of and no inklings of what to do to guide me home, and eventually because I was too slow every single Mancubus and Hell Knight was a shadow aura and they were actually killing me - like, literally draining me of my 50 continues no matter what I did. Sanely, I left the level and went back to do some other events that had appeared in the interim, and though I was frustrated and unsure of what exactly to do, I thought about my battle strategy while I trained. The next time I attempted that map and event, I ended up running all the way through it with everything I'd figured out previously, all the way up to the point in the level where I was getting mass murdered, and, sure enough, I just ignored my 100% kills and completed the map to wipe that event off the slate. It wasn't too bad with max augments and level 50 gear, really, since by that point you should have enough stuff to kill like any vanilla monster save big ones with a single shotgun blast. Yes, not the super shotgun, which is something I find amusing about DoomRPG.

Anyway, to answer your concerns specifically, you should play the level normally on a Hell Unleashed until you locate the exit. Don't flip/walk the exit! Go back and open that box, then dash all the way to the line and hope you don't explode under a random Archvile's influence! This, of course, cuts you out of the whole luck scenario with better and better drops over time, but it's better than kicking your own unprepared ass if all you want to do is run through the megawad. I had a Hell Unleashed roll on me at Map18 in AV, and while I found it both simultaneously fun and troublesome, I found myself reloading from the beginning of the level and using this exact strategy once I found out just how hard I wasn't surviving.
Locked

Return to “Abandoned/Dead Projects”