Kyle873's Doom RPG Mod [0.10.0 Beta]

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Xanirus
Posts: 219
Joined: Thu Jan 27, 2011 1:43 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Xanirus »

lantismckavanagh wrote:All right, great job, the character saving/loading feature works like a charm now, if it weren't for a little issue:
once you load/save, any kind of HUD or DoomRPG related mechanic stops working.
I.E. Once I save my character, I can't open the menu anymore, or use the teleport to the various levels, thus I'm stuck at the UAC outpost and I can only load another game.
Saving the game after saving/loading a character then loading that particular savegame doesn't fix the situation.

Is there a way to make this work or is it a bug?
If I remember correctly, that error is related to the awfulness of the latest GZDoom Builds. (Though I actually got that through the regular branch from before, not this new version.) You might want to try this specific build of GZDoom mentioned here:

http://forum.zdoom.org/viewtopic.php?f= ... 25#p885832
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Patriot1776
Posts: 425
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Location: Moonshine Still, North Carolina Mountains

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Patriot1776 »

I'm still running the older version of this right now, due to all these problems, but I am using the latest 64-bit stable release of GZDoom. How many folks are using the latest 64-bit stable? How quality of a build is it really?
lantismckavanagh
Posts: 5
Joined: Sun Mar 13, 2016 1:58 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by lantismckavanagh »

If I remember correctly, that error is related to the awfulness of the latest GZDoom Builds. (Though I actually got that through the regular branch from before, not this new version.) You might want to try this specific build of GZDoom mentioned here:

viewtopic.php?f=19&t=33292&start=2625#p885832
I just changed to 1.9.1 actually, because it gave me this issue with 1.9.0
I don't go on the 2.1 version as it gives me strange flickering graphics issues.

I do believe that the last version in which the save character thingy worked was 9.14 or such.
I had it, I erased it when the 10 came out, silly me.
LaZzA
Posts: 1
Joined: Mon Mar 21, 2016 3:49 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by LaZzA »

I hate having to join a forum just to post a bug, but this one is game breaking for me sadly..

When I hit map 18 everything seemed normal until I got to the exit, then when I stepped on the platform it gave me the text "something is preventing you from leaving"
After a bit of research I discovered this is the "Pandora's Box or Hell Unleashed Event" and from what I can gather there was supposed to be a golden box at spawn you are supposed to open before leaving the map

Now despite my best efforts I couldn't ever find this golden box until I eventually decided to cheat and look around for it
Suffice to say I found it in the wrong place..
Pandoras Box
Pandoras Box
Could any players or Dev's shed some light on this?
Lmaoboat
Posts: 2
Joined: Mon Mar 21, 2016 8:52 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Lmaoboat »

Been playing this with DRLA the past few days, a few thoughts I've had:

I feel like crates and mission reward could have more variety, as well as a more gradual increase in quality. One of my first crates, which I got from something like wave 10 in the arena, seem to dump a bunch of really high quality stuff on me early on in the game. Mission rewards only seem to award things like shield parts and powerups at the highest difficulties, and the shield parts seem to be able to be of any quality level. I wonder if maybe chests and mission rewards could give any sort of item, rather than like 6 guns or pieces of armor?

On the topic of missions, it seems like aura and some Kill missions would take way more time to completely than ones like reinforcements or assassination, but are considered equal in difficulty. Also, are all those items you pick up just for collection missions, or is there some sort of crafting system planned.

I'm also getting the impression that you need to invest heavily into regeneration and energy as well is get lucky and find some Aug parts before using any combat skills even starts to become viable.

I think boss enemies should be more common, but not as strong. As it is, I always seem to end up in a situation where I instagib absolutely everything up until some omni-aura, teleporting instant hitscan attacker takes all my ammo, inflicts all the status effects, and murders me.

Not much to say about shields other than they're my favorite mechanic by far. Easy to use, tons of variety, and I love the way parts fit together.
Devan
Posts: 19
Joined: Wed Jul 05, 2006 8:36 am
Location: Lithuania

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Devan »

LaZzA wrote:I hate having to join a forum just to post a bug, but this one is game breaking for me sadly..

When I hit map 18 everything seemed normal until I got to the exit, then when I stepped on the platform it gave me the text "something is preventing you from leaving"
After a bit of research I discovered this is the "Pandora's Box or Hell Unleashed Event" and from what I can gather there was supposed to be a golden box at spawn you are supposed to open before leaving the map

Now despite my best efforts I couldn't ever find this golden box until I eventually decided to cheat and look around for it
Suffice to say I found it in the wrong place..
Pandora.jpg
Could any players or Dev's shed some light on this?
I have a similar problem. I was playing Plutonia, and in map 15 I had the environmental hazard event, so I had to collect the fuel tanks. The problem is, while they aren't outside the map, some of them are still placed in a position which can't be reached.
AnEskimoPlays
Posts: 1
Joined: Tue Mar 29, 2016 12:13 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by AnEskimoPlays »

Xanirus wrote:
If I remember correctly, that error is related to the awfulness of the latest GZDoom Builds. (Though I actually got that through the regular branch from before, not this new version.) You might want to try this specific build of GZDoom mentioned here:

http://forum.zdoom.org/viewtopic.php?f= ... 25#p885832
I've been having this same problem, but unfortunately switching to 1.9.0/2.10 or any other current version available right now hasn't solved the issue for me.
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Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Patriot1776 »

Patriot1776 wrote:I'm still running the older version of this right now, due to all these problems, but I am using the latest 64-bit stable release of GZDoom. How many folks are using the latest 64-bit stable? How quality of a build is it really?
Anybody got a follow-up on this?
Your Doom
Posts: 8
Joined: Sat Jun 20, 2015 9:34 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Your Doom »

I need some serious help before I go nuts. I used to be able to play this, but now I can't find a working version of gzdoom. :( All I get is "OpenGl Drivers not accelerated!"
I need help. Can somebody get me a version of Gzdoom that works?
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4thcharacter
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by 4thcharacter »

Your Doom wrote:I need some serious help before I go nuts. I used to be able to play this, but now I can't find a working version of gzdoom. :( All I get is "OpenGl Drivers not accelerated!"
I need help. Can somebody get me a version of Gzdoom that works?
GZDOOM 1.9.1 seems to work for me.
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edward850
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by edward850 »

Your Doom wrote:I need some serious help before I go nuts. I used to be able to play this, but now I can't find a working version of gzdoom. :( All I get is "OpenGl Drivers not accelerated!"
I need help. Can somebody get me a version of Gzdoom that works?
GZDoom is working, your video drivers are not.
Decker Shado
Posts: 6
Joined: Thu May 15, 2014 3:34 pm

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Decker Shado »

Seem to be having trouble playing ever since I ran the game with RL Arsenal. Now every single time I try to launch Doom RPG, no matter what mods/wads are selected or not, I run into the same problem. "Execution could not continue. User info descriptor too big"

I'm running GZDoom g2.1.1 64 bit, and I checked for updates on Doom RPG.. while it always crashes on me, the host of changes last time I played vs the first time tells me despite that the updater is certainly working. I don't even know where to look to find said user info descriptor. Many searches, and I haven't found anything on that error outside of a few pages of code for the system itself on 2 sites.
_mental_
 
 
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Joined: Sun Aug 07, 2011 4:32 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by _mental_ »

"User info descriptor too big" error means that combined length of some console variable's name and its value is exceeding the engine limit. Deleting/renaming your .ini file should solve the problem.
Alternatively, you can open the mentioned .ini in text editor and look for long lines, like with more than 200 characters. Delete such line(s) and save the file.
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Mini--Joe
Posts: 97
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Mini--Joe »

How do I use the "skill" to go to the UAC base? I cannot find it.
Your Doom
Posts: 8
Joined: Sat Jun 20, 2015 9:34 am

Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Your Doom »

Thanks edward850, I'll see if I can update the drivers.
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