Kyle873's Doom RPG Mod [0.10.0 Beta]

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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Doomguy914 »

Patriot1776 wrote: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.

ALWAYS have your pink aura ready at all times. Even if you have to use a lot of extra energy on later levels this aura is a must for combating enemy ammo/money/energy leech auras. Pay attention to your ammo types and how they affect certain monsters. Certain types of monsters, especially during Armageddon and Hell events, won't take damage from some ammo types. Ready your ammo drop skill as you may need to use quite a bit of it on the map. Never stay in one spot for too long as enemies will teleport ambush you while you are in a menu. KILL the fucking HUNGRY as soon as you can! Those guys will eat through your health in seconds. They also have a nasty habit of glitching through walls at the worst times. Time stopping items are useless as well as invisibility. Shadow monsters are not affected by them and will rape you if you are careless because time is stopped. Also the weaken skill is your best and only friend when it comes to bosses. If you are using your best weapons and dealing tons of damage, but the enemy is regenerating at a faster rate than you are hurting them, just run. Those are all the helpful ideas I can think of to pass those events. Good luck.

Edit: It's been a while since I've played the Hell unleashed event so I forgot what exactly it was. If it's the one with the crate at the beginning of the level it's super easy to accomplish.Just purchase a recall device, or a combat translocator. Reach the exit to right before the switch, or teleport so you don't set off the event. Mark your location with the recall device, or CT and just run back to the beginning. Open the crate. Grab your item. Recall to the exit. Very simple and affordable.
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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: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.

ALWAYS have your pink aura ready at all times. Even if you have to use a lot of extra energy on later levels this aura is a must for combating enemy ammo/money/energy leech auras. Pay attention to your ammo types and how they affect certain monsters. Certain types of monsters, especially during Armageddon and Hell events, won't take damage from some ammo types. Ready your ammo drop skill as you may need to use quite a bit of it on the map. Never stay in one spot for too long as enemies will teleport ambush you while you are in a menu. KILL the fucking HUNGRY as soon as you can! Those guys will eat through your health in seconds. They also have a nasty habit of glitching through walls at the worst times. Time stopping items are useless as well as invisibility. Shadow monsters are not affected by them and will rape you if you are careless because time is stopped. Also the weaken skill is your best and only friend when it comes to bosses. If you are using your best weapons and dealing tons of damage, but the enemy is regenerating at a faster rate than you are hurting them, just run. Those are all the helpful ideas I can think of to pass those events. Good luck.

Edit: It's been a while since I've played the Hell unleashed event so I forgot what exactly it was. If it's the one with the crate at the beginning of the level it's super easy to accomplish.Just purchase a recall device, or a combat translocator. Reach the exit to right before the switch, or teleport so you don't set off the event. Mark your location with the recall device, or CT and just run back to the beginning. Open the crate. Grab your item. Recall to the exit. Very simple and affordable.
Well, that right there, the issues of having to use auras and skills constantly just to give myself a fighting chance, that's what seals my fate of being 'cheapshot raped' by an ambush because unless I'm missing something, FOCUS MODE is the ONLY WAY the restore EP fast enough to use them constantly with EP capsules being rare, and of course, you MUST stand perferctly still and not do anything while focusing, leaving you completely vulnerable to getting 'cheap-arse raped' by a monster teleporting right next to you, and its why I have such a SERIOUS PROBLEM with level events like this! You are forced to use skills and auras constantly, and having to stop and be a sitting duck while focusing to recharge EP is how you get killed 90% of the time!!!! :evil: :evil: :evil: :evil:

Well, from what I remember one time, the level transporter said next level Toxic Touch, had become an 'Active Battle Front' and the last time I had this, I remember, it was 'Inner Fear' of Community Chest 4, and as soon as I alerted anything, various percentages of things had been cranked up to the max, including the luck level, to where extra enemies were being teleported in non-stop, all of them having auras, and very quickly the monster population reached slaughtermap levels because of the non-stop teleporting in of monster reinforcements. My computer was brought to its knees by that level even and there was absolutely ZERO chance of even making it out of the start area. THAT is the kind of level event I'm afraid this is.

EDIT: I was going to try and see again what the level event was, but I had already decided to delete/save over my AV save game because of my fear of that 'Active Battle Front' level event being as I just described, fear of it the level, as soon as I make any noises, quickly filling up with slaughtermap-numbers of aura-enhanced monsters and 'Toxic Touch' is a very, very confined and close-quarters level, so things would have gotten uncontrollably outta hand probably in less than a minute. That is the reason I wasn't even gonna try it.

I really, really do wanna give playing with level events on a normal basis a real chance, but as long as there is no choice from the player about randomly getting an event that cranks the difficulty up to impossibly and utterly unfair levels such that you can't even safely stop and focus to restore your EP, the event instead just aims to be as utterly hopeless and futile as possible, then I'm sorry, I can do without them until the player has the options of either turning off the non-stop reinforcements of enemies beforehand, or alternatively, can kindly inform on the 'Game Difficulty' menu that they do not wish those specific level events to ever be selected.

It is the fact that the never-ending teleporting in extra monsters, almost always behind you or to your side to where you can't see them, and thus making it extremely dangerous to use 'Focus Mode' to recharge your EP, that I have such a major, MAJOR problem with on these level events. They effectively make it to where there is effectively NO SAFE AREA to focus your EP back, and in these specific level events, as soon you're outta EP for auras and skills, your DONE, your DEAD. The never-ending teleporting in extra enemy reinforcements on these specific level events that could be ANYTHING, even a Cyberdemon or Spider Mastermind-tier enemy if the space allows, is what pushes these events to being unfairly intolerable. If turning off enemy reinforcements during these level events could be done, so that now it is now safe to use 'Focus Mode' to restore your EP when you need to, Armageddon/Hell Events I would be willing to grind my way through as I now stand a half-decent chance of making it through without having to spend a whole freaking day, 8-9 hours on the same level trying again and again and again and again.
Last edited by Patriot1776 on Sat Jan 23, 2016 7:55 pm, edited 5 times in total.
Funky Gnoll
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Funky Gnoll »

Invisibility II is one of the best defensive buffs in the game. Many monsters won't shoot at all, and the ones that do will likely have their projectiles passing through you.
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Nems
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Nems »

So I dunno if this was just some random crash or what but I was playing through Lost Episodes of Doom with Doom RPG + DoomRL Arsenal + Monsters and it CTD'd me. I provided the log. It didn't happen again thankfully but I felt like it should be reported regardless.

I've also noticed that if you put the monster population % even a point past 100 the entire game lags horrible. I know decreasing the monster pop. is essential in playing slaughter WAD's.

Absolutely love this mod, by the way, despite these issues. Easily one of my top five favorites along with DoomRL Arsenal.
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Echofinder
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Echofinder »

I heard it was fixed, but I have an issue where killing a megaboss doesn't drop any items. Specifically, killing one with a salvaged nuclear bomb doesn't drop items; though this may be intentional.

Killing it normally dropped items. Specifically, I maxed out my shotgun upgrades on my turret, and then used hold position to send it down an elevator to shoot at the boss until it died (They don't aggro turrets for some reason). Though the item drops were pretty low compared to fighting Sloth. I loaded the game afterwards as it was a bit too cheesy.

One last thing, is there any way to toggle Armageddon's "Spawn monster right next to you" thing? I wouldn't mind regular enemies, but I've had Terminators spawn that way...
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AlumiuN
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by AlumiuN »

I seem to have come across a rather annoying issue: using this with RLA on the normal Doom 2 maps, I've only been able to go to MAP20 once - every time I've tried to go back the game has crashed as soon as the screen wipe has finished, and this is preventing me from proceeding to later levels. Note that this happens regardless of whether I attempt to travel there by teleporting from the outpost or just proceeding from MAP19.
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Patriot1776
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Patriot1776 »

Echofinder wrote:I heard it was fixed, but I have an issue where killing a megaboss doesn't drop any items. Specifically, killing one with a salvaged nuclear bomb doesn't drop items; though this may be intentional.

Killing it normally dropped items. Specifically, I maxed out my shotgun upgrades on my turret, and then used hold position to send it down an elevator to shoot at the boss until it died (They don't aggro turrets for some reason). Though the item drops were pretty low compared to fighting Sloth. I loaded the game afterwards as it was a bit too cheesy.

One last thing, is there any way to toggle Armageddon's "Spawn monster right next to you" thing? I wouldn't mind regular enemies, but I've had Terminators spawn that way...
That is exactly why I do not at all like Armageddon difficulty and Armageddon level events. Very, very dangerous and tough enemies can just spawn within feet of you and so makes it extremely dangerous to even stop and focus your EP back, which you have to do a few times on really any level played at Armageddon difficulty with how crucial skill use becomes to even staying alive. The fact you can't even assume you'll be able to safely focus your EP back, that you are likely to get uber-cheapshotted by a spawned enemy that happens to be extremely dangerous, is why I've stopped playing with level events completely. The level event RNG seems to me at least to have predilection for selecting a Hell Event or Armageddon Event and so then consciously trying to make the player ragequit, ALL BECAUSE the spawning of monsters, there are literally it seems NO RESTRICTIONS on just how insanely tough they can be, when there do need to be limitations on the kinds of monsters that can spawn.
Echofinder
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Echofinder »

I've play Hell/Armageddon difficulty regularly, but I don't really notice the need for EP. And I go -80%XP, monster level = my level + map level, and event chance 50-100%. Granted, I cheese the hell out of Pandora's Box, Whispers, and Megaboss events; I don't think those are possible without some serious grinding.

Even with my own personal conducts (No stims, no buying shield parts, no buying weapon mods, max shield limited to 500 or lower, no unbreakable armors, no points into strength/defense, no shotgun turret, no power-up skills, no "OP" shield parts:MASTA-R4, REMI-500, etc) and I don't really have significant EP use aside from magnetize and the occasional heal/pink aura; detox stims deal with most status effect issues without needing EP.

Have you considered building a shotgun turret? Even half upgraded it should be able to deal with most of the simpler spawns on its own.

The only real annoying thing about the spawn - besides the Terminators and Hellstorm Elementals - is that it always seems to summon a Cacobyss to omnom my face while I'm hacking/looting a crate.
dskid747
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by dskid747 »

So I've been playing this with my brother for a little while; and in multiplayer. After anywhere between a few seconds after we just start, to over an hour. My game would just randomly freeze, then crash. Not displaying a single error message; causing the host to not be able to do anything saying 'syncing with player 2' all the time. This causes us to have to restart the server and lose whatever progress we didn't save. I don't know if this is the wad, but I haven't experienced this playing anything else; and neither have I experienced this in singleplayer. Also for some reason I seem to get more lag when in multiplayer than singleplayer. I've tried looking everywhere to see if anyone else had the same problems, but to no avail.

If this helps my PC specs are: Intel Core i3-2350M 2.30GHz, 4GB of RAM, 64-bit, ASUS laptop.
Any help would be appreciated.
Echofinder
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Echofinder »

I've had that problem happen. By any chance were you running a "kill" mission? I've managed to consistently get the game to crash with no error message by entering a relatively small level with a "Kill" mission active.
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armyman12345
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by armyman12345 »

I can't seem to find the teleport skill when I go in "skills" in the menu.
dskid747
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by dskid747 »

No, it seems to happen completely randomly, at completely random times. If this helps, we're using also Alien Vendetta wad, and PSXSFX wad which adds Final Doom sounds. We're using g2.1.pre-1159-gfbefe13 gzdoom. I've tried updating to the newest one and whenever I try to load a saved game from the launcher, my game crashes. Doing it from in-game works fine it seems. Stopping us from playing loading multiplayer saves.

Also armyman12345; try holding shift then using either your a or d keys to find the teleport skill, or left or right.

Edit: Actually try using what you have as the movement left and right keys for the shop but holding shift as well. Like when you switch pages. I found it myself doing that way. You'll also discover a lot of other skills. If you can't find it then I don't know how to help.
Xanirus
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Xanirus »

Anyone else seem to think that the Marine's class bonus is a little high? It just seems compared to everyone else, I seem to never really have a problem with ammo as long as I'm using automatic weapons, even from the start with no capacity upgrades. I know that may be the intent, but it still feels huge. I feel like it's going to make the magazine mods useless. I know his secondary bonus is so-so, which means his primary bonus would have to be that much better, but I get the feeling it should be more around 50% instead.

Scouts get an up to 8x damage bonus with pistols and SMG's, but this is mitigated depending on the ROF.
Regengades fire 50% more pellets, but you have to consider the possibility that not all pellets will hit.

Where as the marines get essentially a whopping 75% increase to the mag of any and all automatic weapons, there doesn't seem to be any exceptions to this rule. Anyone else feel the same?
VANDAMVANDAM
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by VANDAMVANDAM »

got a crash with the latest gdcc conv branch, rather consistent without nat. lvl + max xp multiplier, with 3 different gzdoom builds.
gzdoom -file dra.wad drh.wad drm.wad DoomRPG/DoomRPG DoomRPG/DoomRPG-Brightmaps DoomRPG/DoomRPG-RLArsenal DoomRPG/DoomRPG-RLMonsters
was playing as scout
gzdoom: /tmp/yaourt-tmp-nobody/aur-gzdoom-git/src/gzdoom/src/p_sight.cpp:653: bool P_CheckSight(const AActor*, const AActor*, int): Assertion `t1 != __null' failed.
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Ryan Cordell
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Ryan Cordell »

That might be more a problem with the very latest GZDoom builds than DoomRPG.
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