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 »

Viscra Maelstrom wrote:also, the Tactical Rocket Launcher doesn't have a pick-up sound if you get one.
Fixed, thanks.
gunofdis wrote:The PP7 feels like it could use a little sumpin sumpin.
I agree. I'll see what I can do.
DarkTalon25 wrote:Gluttony Elemental? What MP version was that in, and what was it like? The only versions I ever had were 5.2 and 6.0, and I never encountered such a thing.
It was never in any MP version. It was a half-finished monster that was not hooked up to any method of spawning at all. It literally could not spawn. People keep claiming it did, but it is completely impossible.
VANDAMVANDAM wrote:Is there a way to mod casull after you've picked up and modded anti freak?
It has 1s mod, and casull has no sniping abilities.
and then if you have both of them and mod only when you have both, will it be working on both?
comet1338 wrote:the dual wielding lets you only mod the AFJ
drop both, pick up the casull and mod it to your liking, then pick up your modded jackal
"Use Bulk Mod again to apply to current weapon.
Press AltFire to switch which gun you wish to mod.
Press Drop Item (DRLA) to drop it, or switch weapons to cancel."


How the hell did you miss this?
DragonPriest wrote:Does this work with GZDoom at the moment? I've only tried it with ZDoom so far.
Anything that runs on ZDoom runs on GZDoom, simple.
gunofdis wrote:Last I knew there were some minor bugs if you DIDN'T use GZDoom.
No.
Vict wrote:It's just an idea. I can understand wanting to keep visual consistency.
muh consistency
Princess Viscra Maelstrom wrote:the high power blaster doesn't need to "reboot" once its clip is completely empty.
Seems like something weird is up with it, I'll fix.
Ribo Zurai wrote:Something weird is going on my gameplay. I'm playing Sunder, as Demolitionist. After some random point, every death makes the game crash. His death scream won't play, instead a log of all item pickup events will roll quickly and the game crashes.

It only stop crashing when I change maps using the changemap command, but after a few deaths it starts crashing again.
gunofdis wrote:Here's a crash dump from floor damage. Fell in lava on an oblige map as marine wielding an F Jackhammer, combat armor, and no boots.
Okay, I'm only going to say this once.
I don't care about the damagefloor crashes on latest GZDoom. I don't care at all. We have already established it has absolutely nothing to do with my mod.

If people continue to report on this like people keep repeating questions about other things already answered in this thread, I'm going to lose my shit.
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amv2k9
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by amv2k9 »

Yholl, on the issue of damagefloor crashes in recent GZDoom revs, wrote:If people continue to report on this like people keep repeating questions about other things already answered in this thread, I'm going to lose my shit.
I would say this should be noted in the 'Known Issues' portion of the OP, but then we all know how nobody reads those♪
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Silentdarkness12
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Silentdarkness12 »

The weapon description text for the Piercing Chainsaw doesn't seem to go away, ever. Which causes it to clash with the weapon description text whenever you are using any other weapon.
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edward850
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by edward850 »

Yholl wrote:I don't care about the damagefloor crashes on latest GZDoom. I don't care at all. We have already established it has absolutely nothing to do with my mod.
Also it was already fixed, so some people really need to check their versions before reporting anything. Yes, drdteam hasn't updated, no that does not mean keep reporting it.
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Take One
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Take One »

Minor-ish problem because I can't imagine why anyone would want to do this, but trying to add a nano mod to a high power minigun makes GZDoom completely bomb out without an error message. So I guess technically not minor, but still.

On that note, not a bug at all, but the high power minigun (a basic assembly) seems to be a lot more powerful than the demo ammo minigun (a master assembly), although I'm not sure if Nightmare enemies have splash resistance or anything, which would explain that for my case. I'm not complaining because I'm in love with this ludicrous gun.
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wildweasel
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by wildweasel »

Take One wrote: On that note, not a bug at all, but the high power minigun (a basic assembly) seems to be a lot more powerful than the demo ammo minigun (a master assembly), although I'm not sure if Nightmare enemies have splash resistance or anything, which would explain that for my case. I'm not complaining because I'm in love with this ludicrous gun.
If you're using DoomRPG, a lot of the "unique" and assassination targets resist demolition ammo.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

Take One wrote:Minor-ish problem because I can't imagine why anyone would want to do this, but trying to add a nano mod to a high power minigun makes GZDoom completely bomb out without an error message. So I guess technically not minor, but still.

On that note, not a bug at all, but the high power minigun (a basic assembly) seems to be a lot more powerful than the demo ammo minigun (a master assembly), although I'm not sure if Nightmare enemies have splash resistance or anything, which would explain that for my case. I'm not complaining because I'm in love with this ludicrous gun.
Demo ammo has a lot of convoluted math behind it saying that it sucks balls on anything that isn't the battle rifle (or maybe a pistol if you like using them on non-scouts), which it is merely ok on now. That combined with High power getting a bit of a buff can lead to some disappointment.

High power minigun averages 21 damage per shot, Demo Ammo averages 18 but has a miniscule splash radius.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

the Nanomachic Armanent Generator doesn't seem to generate a new type of weapon when reloading. i dunno if this is a known issue already or not. i also heard thunder crackling in the distance in a few levels; i assume that means a rare weapon or armor has been spawned?

also, after having done subsequent playthroughs with the different chars, i feel as if the Scout sort of pales compared to the rest right now. the rebalancing of him isn't really bad per se, but it seems that every new pistol he has to find is an Exotic, and even with pistols replacing Clip spawns, he doesn't seem to get enough new weapons to build an arsenal of his own. if you compare say the Renegade, there's three common shotguns, all of which has useful assemblies. the Scout has useful assemblies too, but again, there's only ONE common pistol. if he doesn't find anymore pistols, he's stuck having to rely on other guns to survive, which gimps his damage output. maybe it's silly to have some of the arguably better handguns show up as commons too, but i think he needs some more commons to make his playthroughs run more smoothly.
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wildweasel
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by wildweasel »

Viscra Maelstrom wrote:the Nanomachic Armanent Generator doesn't seem to generate a new type of weapon when reloading.
How are you reloading it? If you're just pressing Reload, then that's intentional. Dryfire it or press and hold the Drop key to make it generate a new gun.
maybe it's silly to have some of the arguably better handguns show up as commons too, but i think he needs some more commons to make his playthroughs run more smoothly.
I feel like the Marksman Pistol should at least be brought down to Common, since it's not that much better than the regular pistol, compared to the Combat Pistol or Handcannon.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Viscra Maelstrom »

i was thinking the same thing. there's certainly not a shortage of pistols in this mod, but between the lack of common pistols, and the Scout getting rebalanced, he just seems to lack a bit of oomph now. or maybe the RNG hated me on my Scout runs. he was pretty good my first one, but i was really struggling to stay alive on later ones. all the other characters felt just fine once you get into their respective niches.

edit: if a Bruiser Brother sees you, and its sibling hasn't, and you get out of the first bruiser's LOS, it'll stop dead in its tracks and cry its activation sound in a stuck loop until it can see you again.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

wildweasel wrote:
maybe it's silly to have some of the arguably better handguns show up as commons too, but i think he needs some more commons to make his playthroughs run more smoothly.
I feel like the Marksman Pistol should at least be brought down to Common, since it's not that much better than the regular pistol, compared to the Combat Pistol or Handcannon.
Same. 1 frame out of 14 and excessive accuracy do not an exotic make.
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Take One
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Take One »

In my experience, the scout gets pretty ridiculous against single enemies with the right weapons. Even the basic revolver doesn't take long to bring down a Cyberdemon with a negligible loss of ammo (bullets, at that). Swarms of zombies can be obliterated with demo ammo pistols/uzis, too. I even had tremendous luck with a storm marksman pistol (works pretty darn well with the scout because it's still more accurate than a standard pistol and can take down multiple enemies with a single shot) clearing packs of imps and demons. His problem seems to be groups of larger enemies - you have to pick them off individually with no real way to take on groups at once, but that seems to be his playstyle (which works perfectly for me) rather than an actual balancing problem, because the individual enemies can be taken down so quickly with good aim. Personally, I'm actually really bad with the demolitionist and, to a lesser extent, renegade.
gunofdis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by gunofdis »

The trick to renegade is to have a heavy shotgun or plasma shotgun handy for bosses and a plasmatic double/super/hunting shotgun for everything else. P Nanoshrapnel super shotgun is your holy grail, followed by S Frag Shotgun, Megaton Shotgun (sexy, sexy beast but the reload is painful) and Conqueror Shotgun. Shrapnel Launcher is pretty nice crowd control but the long reload is pretty rough. Really needs a good indestructible armor but once you have one he's really hard to kill
Kaeoschassis
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by Kaeoschassis »

I haven't actually tried the v1.0 Scout yet - that's what I'm about to go do as soon as I've posted this, in fact - but I can't say I've ever had a problem getting my hands on decent pistols. I average about two handcannons per 30 map set, and I've played through enough wads that I'm fairly comfortable saying that's not just some crazy luck. Granted I won't see, say, a nuclear plasma pistol on EVERY megawad, I've only had the Cleric Baretta once, and I've never seen a legendary spawn in actual gameplay ever, but I'm pretty sure we can all agree that a handcannon with ANY assembly is one hell of a good weapon to tide you over.

I'm not saying it's impossible that you'll find yourself in a situation where you never find a decent pistol, but I do feel like it's pretty unlikely. Regardless, the Scout's my bestie, so I was gonna play him next anyway. I'll report back if my mind is changed.

On the matter of the Demolitionist, having just run through with him for the first time, I uh... I think he might be just a teensy bit overpowered. Or more accurately, he makes the Mother-in-Law overpowered as hell. And yes, I'm well aware that as a master assembly with two exotic mods in it, that's not an easy gun to get. But if you DO get it? You've basically won. Granted you can't stomp all over bosses and a couple of nightmare/armageddon enemies with it, but in those cases you can still clear out the rest of the room with one, maybe two shots, and the bosses are then much, much easier to dodge. Granted I'm playing without DoomRPG, but still. The Mother-in-Law felt balanced-ish before because of how easy it was to blow yourself to bits with the thing, but yeah, I feel like it could maybe use a tweak. My initial reaction would be maybe decrease its fire-rate, but that's just a thought.

On the other hand, things like the super machinegun and plasma cannon feel PERFECT with the demolitionist, and are amazing fun.
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comet1337
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Re: DoomRL Arsenal - [1.0] [MP-B6.0]

Post by comet1337 »

my marine can't hear you over this non-stop nuclear onslaught

literally wrote "+attack" in the console and plowed through like 3 maps with it

but in the end, all will fall before the hungry



EDIT:

demo appears to be immune to barrel fire and slime
Last edited by comet1337 on Mon Sep 28, 2015 11:43 am, edited 1 time in total.
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