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

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gunofdis
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by gunofdis »

Yholl wrote:
gunofdis wrote:Another bug: Scouts essentially don't get more damage making a hunting revolver high power.
Fixed.
gunofdis wrote:an odd feature: Scouts gain less for the added randomness from high power than everyone else. +25% damage over standard instead of +50%. Except the Uzi, which gets the correct amount.
I have no idea what in the seven hells you are talking about. Scouts don't have randomness.
I mean the bonus randomness added to HP guns yields +50% damage on average, while the +2 to the scout multiplier they get yields roughly +25% damage (though it varies a bit from gun to gun).
gunofdis wrote:Heavy assault is firewood right now because it and combat didn't get the buff all the other heavies got.
I had to rewrite this response four times because I couldn't find a way to express myself that wasn't me swearing.
I am sick of waking up and seeing messages like this. Sick of it. I am MORE than happy to fix stuff and mess with values and everything, on this mod that I take huge amounts of time out of my life to work on. But when I get snarky little messages like this, I don't want to goddamn work on it. YES. YOU ALREADY MENTIONED THE GODDAMN DAMAGE WAS WRONG. I'VE FIXED IT. I DON'T NEED YOUR PASSIVE-AGGRESSIVENESS, THANK YOU.
I was just explaining to someone else not to get their hopes up yet. Not everything said is a personal attack on you.
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Abba Zabba
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Abba Zabba »

I'd really like for there to some way (like an option) to control the spawn rate of higher quality weapons, armor, and items. On some map sets where the flow is really easy, the powerful equipment (especially when we're talking about early game zombies everywhere) you get so very early on (namely the combat shotgun, though I had also received a battle rifle from the second zombie I killed in one case) makes it pretty much a breeze. Or, perhaps, a setting that makes all the weapons that are spawned the bare bone standards (pistol, shotgun, rocket launcher) with the only way to get better equipment being through modpacks.
gunofdis
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by gunofdis »

Play on lower difficulties. Monster drops are highly difficulty dependent (though most lower level zombies drop battle rifles, which are standard weapons in this wad).
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Abba Zabba
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Abba Zabba »

Lower difficulties would mean less monsters, dropping the challenge back down. I was thinking of a game mode where weapon progression was only through modding.
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Kyle873
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Kyle873 »

gunofdis wrote:
Yholl wrote:
gunofdis wrote:Another bug: Scouts essentially don't get more damage making a hunting revolver high power.
Fixed.
gunofdis wrote:an odd feature: Scouts gain less for the added randomness from high power than everyone else. +25% damage over standard instead of +50%. Except the Uzi, which gets the correct amount.
I have no idea what in the seven hells you are talking about. Scouts don't have randomness.
I mean the bonus randomness added to HP guns yields +50% damage on average, while the +2 to the scout multiplier they get yields roughly +25% damage (though it varies a bit from gun to gun).
gunofdis wrote:Heavy assault is firewood right now because it and combat didn't get the buff all the other heavies got.
I had to rewrite this response four times because I couldn't find a way to express myself that wasn't me swearing.
I am sick of waking up and seeing messages like this. Sick of it. I am MORE than happy to fix stuff and mess with values and everything, on this mod that I take huge amounts of time out of my life to work on. But when I get snarky little messages like this, I don't want to goddamn work on it. YES. YOU ALREADY MENTIONED THE GODDAMN DAMAGE WAS WRONG. I'VE FIXED IT. I DON'T NEED YOUR PASSIVE-AGGRESSIVENESS, THANK YOU.
I was just explaining to someone else not to get their hopes up yet. Not everything said is a personal attack on you.
Unlike Yholl, I don't have the sentiment to hold back.

Yeah, because stating things that you think you know or understand internally which are wrong like you wrote the mod is a prime fucking way to really piss the author off and it even pisses me off to come in here and watch people act like they know every line of DECORATE that exists in the mod.

It doesn't matter if it isn't a personal attack, just the general tone and condescension of people in here lately has been fucking disgusting. For example, the Radiation Suit is NOT goddamn broken, not to mention going "HOHOHO I MADE A PATCH BUT I'M NOT GOING TO GIVE IT TO YOU TEEHEE" is a colossal douche bag move. Either explain what you did, how you reproduced it, or whatever. Don't just go "HURR IT'S BROKEN" with no information and expect us to be psychics who can read your mind half way across the planet.

This is the reason I don't hang around here or 90% of the community anymore, and to be quite honest, I think he's starting to feel the same way.
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iSpook
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by iSpook »

Which is quite a shame.
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Captain J
 
 
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Captain J »

Same, and to be honest, i've met even more worse person. and ignorig or told them my own opinion in all seriousness is kinda correct way to dodge the unnecessary arguments.

Otherwise, this forum is not your world nor well...a forum. so we'd better be kind and honest to get along.
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Abba Zabba
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Abba Zabba »

One minor cosmetic abnormality I noticed is the red wood stock on the view sprites for the heavy shotgun don't match the basic brown color on the pickup/HUD sprite.
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Pardo
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Pardo »

Im running on gzdoom 2.0.5 and i get a lot of script errors in red during loading and then this

Code: Select all

Execution could not continue.

Script error, "doomrl_arsenal_1.01.wad:DEC_HPNB" line 667:
Expected ')', got ','.
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Kyle873
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Kyle873 »

Pardo wrote:Im running on gzdoom 2.0.5 and i get a lot of script errors in red during loading and then this

Code: Select all

Execution could not continue.

Script error, "doomrl_arsenal_1.01.wad:DEC_HPNB" line 667:
Expected ')', got ','.
edward850 wrote:Yholl can't do much about you running out of date versions of G/ZDoom. ;)
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edward850
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by edward850 »

Don't make us reinstate an old favourite:
LINK REMOVED - Moderator.
Kostov
 
 
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Kostov »

Do you want to induce epilepsy?
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Silentdarkness12
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Silentdarkness12 »

Yholl wrote:
gunofdis wrote:
Silentdarkness12 wrote:Was playing as technician, and using a rad suit. I got hurt by the radioactive spillage of a green goop barrel I blew up. Status debuffs and all.
inb4 the status effects were either Fatigue or Blind.
Poison and Radiation, actually. What's going on with that? I thought the rad suit would have blocked it out entirely.

Also, do we really need to have a giant argument over the posts above/below this one? I don't think so.

EDIT: @Abba Zabba I'd like something close to what you said. Finer controls on the spawn rate of weapons of various types would be neat.
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Shadelight
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Shadelight »

edward850 wrote:Don't make us reinstate an old favourite:
LINK REMOVED - Moderator.
Can we get a non-flashing version?
Vict
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

Post by Vict »

Jeez, people need to relax. It always worries me when I see mods get so big because handling the massive influx of both bug reports and suggestions can get overwhelming.

I'm positive that Yholl knows exactly what he is doing, so give him some time to figure it out. Mentioning what you think is an issue, whether it is or not, is all you need to do. If it is and it's fixed, great; if it never was, then whatever. The same goes for suggestions. That's really all they are, suggestions, so don't push too hard and try to go against the creator's vision for their own mod. I'm sure everything here gets read, so don't feel the need to repeat things.

Anyway, change of topic: I like Doom 2 megawads that kill you on exit of certain levels (like every 9 levels) because I feel that it prevents me from becoming "Too powerful" in mods where you can amass crazy powerful weapons. Does anyone have some good suggestions for megawads that go well with this mod that feature good power balance, or resets to 0 every few maps?
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