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

Posted: Wed Jun 01, 2016 2:07 am
by Rozy
On the latest version you put up I'm getting runaway script termination of pretty much all the mods scripts when going to or leaving the outpost after loading a character, this is with gzdoom 2.1.0, doomrla and the monster pack in eternal doom.

I also seem to be getting some errors in the console when starting up. Despite having latest everything and using the launcher to ensure everything is being loaded in the right order.
Spoiler:

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

Posted: Wed Jun 01, 2016 2:14 am
by Marrub
Rozy wrote:I also seem to be getting some errors in the console when starting up. Despite having latest everything and using the launcher to ensure everything is being loaded in the right order.
Spoiler:
Those aren't related to DoomRPG.

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

Posted: Wed Jun 01, 2016 2:22 am
by Rozy
I don't get them loading rla on it's own. Instead I just get errors on the bits designed to hook into doomrpg. So it makes me think something might possibly be wrong with the compatibility patch? I certainly don't remember them before unless I'm just getting overly paranoid now.

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

Posted: Wed Jun 01, 2016 6:27 am
by subenji
Those errors have always been there, I've not really looked at them but I've always just figured they're part of things getting defined twice - once for DRLA, again for DRPG hooking in.
I'll test some more today in regards to script terminations - I did push that quick change before I wrapped up last night (though I did do a quick test first! :P ) so there's a chance a typo slipped in.

-I can't reproduce the script terminations, can you send me your character data?

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

Posted: Wed Jun 01, 2016 11:20 am
by Rozy
Well this is what I have in my ini. There's not a whole lot in it and I was just reloading old data through an attempt through sunlust as a test before starting fresh.
Spoiler:


And yeah Ill just assume I'm being paranoid because of the problems this mod is still having off and on.

Edit: We can chalk this one up as my fault. Swapping to a development version of gzdoom has the scripts behaving.

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

Posted: Wed Jun 01, 2016 12:18 pm
by subenji
oh I totally missed you were using stable!
Yeah, DRPG needs to use features that aren't in stable yet. Has done since before I started on it.

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

Posted: Wed Jun 01, 2016 12:33 pm
by Rozy
Yeah I saw posts mentioning it was broken on dev versions, so I ended up using 2.1.0. But I guess that was wrong too. It actually seemed to work pretty okay on stable besides that for the most part though, which is pretty weird.

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

Posted: Wed Jun 01, 2016 9:58 pm
by 4thcharacter
Hi, just dropped by to tell that there's a DoomRPG/RLA wiki that's been left inactive until now and for those who are interested to put some RPG related stuff can join if they want to. I don't know anything that much about DoomRPG compared to RLA so it would be nice if someone here is willing to help who knows a bunch on DoomRPG.

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

Posted: Wed Jun 01, 2016 10:05 pm
by Rozy
Just uh... Mentioning the crates definitely are broken when playing with doomrla at least. I dunno about with vanilla or legendoom. I've opened a crate and been greeted with multiple uniques and lots of high grade assemblies. ... In common crates. This is nearly every crate. The one with actual reasonable contents is a pleasant surprise.

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

Posted: Thu Jun 02, 2016 7:02 am
by Void Weaver
^Found the same thing about crates, looks like a crates content is absolutely random and isn't related with a rarity grade of crate.

Also I want to remind about this thing:
Void Weaver wrote:Echofinder, i regularly clash with this terrible lags too. Looks like that happens due a some cycled\timed character info checking\updating process. Also i noticed that lags begins more intensive with increasing amount filled weapon\armor slots in your locker, but probably i am wrong.
Echofinder wrote:If you have a lot of stored locker stuff it starts to generate a lot of lag, in the menu and during gameplay. Try cleaning out your excess stuff and see what happens.
That's still very annoying.

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

Posted: Thu Jun 02, 2016 4:23 pm
by Tanksy
Rozy wrote:Just uh... Mentioning the crates definitely are broken when playing with doomrla at least. I dunno about with vanilla or legendoom. I've opened a crate and been greeted with multiple uniques and lots of high grade assemblies. ... In common crates. This is nearly every crate. The one with actual reasonable contents is a pleasant surprise.
If you want to replace the broken OP RPG crates with the RLA crates, go to the Randomizers.txt inside DoomRPG-RLAssembly/Scripts folder and CTRL+F for "DRPGCrate" or something along those likes, and replace it with "RLSupplyCrate". Or just change the chance of it spawning to 0/Deleting the line.

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

Posted: Thu Jun 02, 2016 11:52 pm
by whateve
Tanksy wrote:
Rozy wrote:Just uh... Mentioning the crates definitely are broken when playing with doomrla at least. I dunno about with vanilla or legendoom. I've opened a crate and been greeted with multiple uniques and lots of high grade assemblies. ... In common crates. This is nearly every crate. The one with actual reasonable contents is a pleasant surprise.
If you want to replace the broken OP RPG crates with the RLA crates, go to the Randomizers.txt inside DoomRPG-RLAssembly/Scripts folder and CTRL+F for "DRPGCrate" or something along those likes, and replace it with "RLSupplyCrate". Or just change the chance of it spawning to 0/Deleting the line.
That is a fantastic fix, thank you. Am I correct in thinking that if I change the instances of each weapon to an ammo type (I.E: "DropItem "RLCombatShotgunPickup"" to "DropItem "DRPGShell"") that enemies will no longer drop that weapon and instead drop that ammo type? I'd like weapon finds to be rarer (or merely limited to the spawns on the map*) and modpacks even rarer, so that you're forced to save credits and spend them wisely to upgrade/build new weapons.

*As a side note, is it possible to insure that map specific weapon spawns are always common? Or to reduce the rarity of alternates?

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

Posted: Fri Jun 03, 2016 1:03 pm
by subenji
I want to do a full rebalance of the early game once I've got the mod stable.
I've actually been able to reproduce another runaway script termination bug that happens after 5 or so maps played so I'm currently trying to prevent that.

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

Posted: Fri Jun 03, 2016 10:37 pm
by Soul Sucka
Very nice job taking the initiative to continue the work on this godlike mod, subenji! Much appreciated.

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

Posted: Sat Jun 04, 2016 9:21 am
by user5124
Does anyone know if selling the nanomachic gun generator thing after using it, throwing it down, picking it up, using it, throwing it down, repeatedly, makes it worth insane amounts to sell?

I'm trying to figure out why I suddenly have 12M... I was broke and now I'm rich in just a few minutes, without doing anything noteworthy that I can remember...
:ugeek: :?: