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.
otherhand
Posts: 2
Joined: Mon May 16, 2016 12:55 pm

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

Post by otherhand »

Lmaoboat wrote: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.
I agree strongly with both of these, especially the second one - I just finished my first time playing this mod, using original Ultimate Doom iwad. I loved the carryover between episodes!

But yeah, the bosses can be a little nuts. I ran into one in episode 2 that was a straight up instakill via plasma shotgun if he saw you for more than half a second, and that was on a level where everything else was being mowed down fairly easily. I ended up having to teleport out, buy an invisiblity, and come back and punch him in the face with that golden gauntlet I just happened to be lucky enough to have.

You could consider taking some cues from Diablo on this one maybe - those games make the beefy monsters a little more common so that they're an ambient threat, but they're never nasty enough to outright destroy a run the second you round a corner.

I'm also a pretty big fan of the shield feature, but I think it could benefit from some visibility on the HUD, like at least a bar or something. EP isn't really visible either.

Has anyone
Spoiler:
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

otherhand wrote:I'm also a pretty big fan of the shield feature, but I think it could benefit from some visibility on the HUD, like at least a bar or something. EP isn't really visible either.
They are on the HUD. I assume you are either still using the status bar hud, or you've just done something horrifying that's broken it.
otherhand wrote:
Spoiler:
Spoiler:
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

AgentSpooks wrote:Also i am currently working on creating a guide with information about the game(auras, weapons, enemies, stats etc.), if that's okay. If it isn't, notify me :3
I will most probably upload it either on a thread here or on github where the old guide is found at(it's pretty shallow if you ask me), if anyone else wants to participate, they're my guest.
I have plenty of time in my hands this upcoming week or so. So yeah, count me in. I could put some indepth on some of the DoomRL weapons and bestiary.

Actually if anything I would be able to contribute things for a guide/wiki dedicated for DoomRL Arsenal.
Killamanjaro53
Posts: 12
Joined: Sun Mar 06, 2016 10:21 pm

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

Post by Killamanjaro53 »

Script error, "LegenDoom_1.3.wad:DEC_FIST" line 2:
Parent type 'LDWeapon' not found in LDFists
Script error, "LegenDoom_1.3.wad:DEC_FIST" line 5:
"CHEATNOTWEAPON" is an unknown flag

Script error, "LegenDoom_1.3.wad:DEC_FIST" line 7:
"weapon.bobrangex" requires an actor of type "Weapon"


Execution could not continue.

Script error, "LegenDoom_1.3.wad:DEC_FIST" line 7:
Unexpected '0.05' in definition of 'LDFists'

Got this error when trying this +Legendoom + DoomRLA + DoomRL Monsters
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 [0.10.0 Beta]

Post by wildweasel »

I'm not sure you're supposed to combine Legendoom and DoomRLA...also, this is the DoomRPG thread, have you loaded DoomRPG as well?
Killamanjaro53
Posts: 12
Joined: Sun Mar 06, 2016 10:21 pm

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

Post by Killamanjaro53 »

Yes
SandvichBros
Posts: 3
Joined: Fri May 20, 2016 5:27 pm

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

Post by SandvichBros »

edward850 wrote:
scrubsucksatdoom wrote: adding c:/windows/syswow64/config/systemprofile/desktop/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
adding C:/Windows/system32/config/systemprofile/Desktop/doomrpg/DoomRPG-RLArsenal, 27 lumps
http://superuser.com/questions/704749/m ... o-solve-it (It's either that or you're somehow logged in as the system administrator, which you really shouldn't be in any circumstances.)
Meanwhile, stop storing things on the desktop. Especially Steam.
Twice in the same page, it's like a servicing apocalypse.
What about me? Think you could help me out? I had recently updated after a while of, well, not updating, and I got this:
OS: Windows NT (NT 10.0) Build 10586

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/GZDoom/gzdoom.pk3, 608 lumps
adding Doom2.wad, 2919 lumps
adding C:/GZDoom/DoomRPG/DoomRPG, 3290 lumps
adding C:/GZDoom/DoomRPG/DoomRPG-Brightmaps, 782 lumps
adding C:/GZDoom/DoomRPG/DoomRPG-RLArsenal, 27 lumps
adding C:/GZDoom/DoomRPG/DoomRPG-RLMonsters, 8 lumps
I_Init: Setting up machine state.
CPU Speed: 1996 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A6-5200 APU with Radeon(TM) HD Graphics
Family 22 (22), Model 0, Stepping 1
Features: MMX MMX+ SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.52
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 'MA75X0' in texture 'MA75Y0'
Unknown patch 'WSTEX0' in texture 'WSTEY0'
ANIMDEFS: Can't find PMARA1

Execution could not continue.

Script error, ":ANIMDEFS.txt" line 7:
Unknown texture PMARA1
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 [0.10.0 Beta]

Post by wildweasel »

You are loading the RLArsenal and RLMonsters patches without the DoomRL-Arsenal and DoomRL-Monsters WAD files.
Killamanjaro53
Posts: 12
Joined: Sun Mar 06, 2016 10:21 pm

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

Post by Killamanjaro53 »

hm, could've sworn legendoom and doomrla would work together, oh well.
Killamanjaro53
Posts: 12
Joined: Sun Mar 06, 2016 10:21 pm

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

Post by Killamanjaro53 »

Also this is strange, playing GZdoom, my HUD is gone, can't see health,ammo or armor

Edit:nvm
nexus_6
Posts: 10
Joined: Sat Nov 15, 2014 3:54 pm

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

Post by nexus_6 »

I got the latest versions on DoomRPG and DoomRL but the hud doesn't seem to be working properly. I've noticed that when I'm selecting a DoomRL class the graphics don't load (flickering marine for all of them) and in game it doesn't show what weapon I'm currently using.

My load order is

doomrl_arsenal_1.05
doomrl_arsenal_hud_1.05
doomrl_arsenal_monsters_beta_6.2
DoomRPG
DoomRPG_Brightmaps
DoomRPG_doom1
DoomRPG_extras
DoomRPG_RLArsenal
DoomRPG_RLMonsters

Is this wrong or do the latest version not work well together?

http://imgur.com/a/SXts6
User avatar
BoneofMalkav
Posts: 82
Joined: Thu May 22, 2014 6:04 am
Graphics Processor: nVidia with Vulkan support
Location: It's Never Worth The Risk
Contact:

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

Post by BoneofMalkav »

nexus_6 wrote:I got the latest versions on DoomRPG and DoomRL but the hud doesn't seem to be working properly. I've noticed that when I'm selecting a DoomRL class the graphics don't load (flickering marine for all of them) and in game it doesn't show what weapon I'm currently using.

My load order is

doomrl_arsenal_1.05
doomrl_arsenal_hud_1.05
doomrl_arsenal_monsters_beta_6.2
DoomRPG
DoomRPG_Brightmaps
DoomRPG_doom1
DoomRPG_extras
DoomRPG_RLArsenal
DoomRPG_RLMonsters

Is this wrong or do the latest version not work well together?

http://imgur.com/a/SXts6

Try not loading DoomRPG_extra's with all of that. Doom RPG's Extras and DoomRLA don't work well together.
nexus_6
Posts: 10
Joined: Sat Nov 15, 2014 3:54 pm

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

Post by nexus_6 »

Thanks! That seems to have sorted the HUD issue, menu graphics still a little weird but it's not a big deal.

Sorry if it was mentioned earlier but is this part of the mod?

Image

I'm not sure what it is or how I respond to it but it pop up now and again.
User avatar
-Ghost-
Posts: 1788
Joined: Wed Sep 08, 2010 4:58 pm

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

Post by -Ghost- »

So if the GDCC conversion got merged into the master, is the master version currently the most up to date?
SandvichBros
Posts: 3
Joined: Fri May 20, 2016 5:27 pm

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

Post by SandvichBros »

edward850 wrote:
scrubsucksatdoom wrote: adding c:/windows/syswow64/config/systemprofile/desktop/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
adding C:/Windows/system32/config/systemprofile/Desktop/doomrpg/DoomRPG-RLArsenal, 27 lumps
http://superuser.com/questions/704749/m ... o-solve-it (It's either that or you're somehow logged in as the system administrator, which you really shouldn't be in any circumstances.)
Meanwhile, stop storing things on the desktop. Especially Steam.
Twice in the same page, it's like a servicing apocalypse.
What about me? I get the same error, except I don't have it on Desktop or on Steam; rather, I have it on it's own entirely singular folder--"C:\GZDoom."
Plus, I'm not running as admin either, as far as I can tell, so what gives?

P.S.--If it any consolation, I hadn't updated for a while until last Friday, so I downloaded a bunch of updates, and also, I thought it might be a good idea to save the old stuff and add it back on when it was finished, but cancelled when it got to the "same-named files sortout." Will I need to start all over?

(recent edit) P.P.S.--Just tried with the DoomRL WAD files while still having the aforementioned error and it gave me this:
OS: Windows NT (NT 10.0) Build 10586

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/GZDoom/gzdoom.pk3, 608 lumps
adding Doom2.wad, 2919 lumps
adding C:/GZDoom/Wads/DoomRL Arsenal Beta 7.94.wad, 3896 lumps
adding C:/GZDoom/Wads/DoomRL HUD.wad, 484 lumps
adding C:/GZDoom/Wads/DoomRL Monsters Beta 5.2.wad, 5699 lumps
adding C:/GZDoom/DoomRPG/DoomRPG, 3290 lumps
adding C:/GZDoom/DoomRPG/DoomRPG-Brightmaps, 782 lumps
adding C:/GZDoom/DoomRPG/DoomRPG-RLArsenal, 27 lumps
adding C:/GZDoom/DoomRPG/DoomRPG-RLMonsters, 8 lumps
I_Init: Setting up machine state.
CPU Speed: 1996 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A6-5200 APU with Radeon(TM) HD Graphics
Family 22 (22), Model 0, Stepping 1
Features: MMX MMX+ SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.52
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 'MA75X0' in texture 'MA75Y0'
Unknown patch 'WSTEX0' in texture 'WSTEY0'
ANIMDEFS: Can't find NUKBX0

Execution could not continue.

Script error, ":ANIMDEFS.txt" line 46:
Unknown texture NUKBX0
Locked

Return to “Abandoned/Dead Projects”