Kyle873's Doom RPG Mod [0.10.0 Beta]

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

Post by DarkkOne »

I'm curious, how does DRPG decide what "level" something is, in terms of sequence? Like... If it's vanilla Doom, I understand it's easy enough to know that E1M1 is before E1M2 or even E2M1 since it allows progression through the episodes.

But what about with https://bitbucket.org/JPLeBreton/wadsmoosh ? This thing "smooshes" All of the official wads into one massive multi-episode WAD. This includes Doom, Doom2, and Final Doom + Master Levels. Is this likely to work with DRPG, or would something need to be done in advance to make the two play well together?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

I'm, err, already working on making a wadsmoosh compatibility patch. :P
DarkkOne
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by DarkkOne »

Best answer I could receive. :)

I've literally just been waiting for the remaining bugs to be ironed out of wadsmoosh before I wanted to start a new playthrough. I really like the idea of playing through the entirety of Doom "in-order" with a single character, sequentially like that. Just gotta figure out whether I want to go Legendoom, DRLA, or vanilla DRPG...
Someone64
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Someone64 »

Bug Report: Using latest git build available on the gzdoom site (probably not good idea...), loaded DRLA Files, Doom RPG and its Brightmaps and compat patches for DRLA in that order and WW's sound pack last.
Playing on the Jenesis megawad. Doom RPG scripts consistently break when I teleport back to base from this save: http://www.mediafire.com/view/8gpcacdixko82gm/save1.zds

Seemed to only happen after I completed a kill reinforcements mission as I could teleport back fine before that.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Unfortunately, this save is too late to catch the bug as it already happened.
However, that you say this was after a Kill Reinforcements mission is very helpful - I need to do some more testing, as that may just be the problem!
I've been trying to track down this bug for weeks and was struggling to reproduce it, but in all my attempts I didn't do a kill reinforcements mission. this is promising.

In other news, I just updated my fork.
It brings WadSmoosh support! (alpha :P ) it should work with whatever IWADS you choose to smoosh in, but there is some setup required.
Here's how to use it:
First, this won't work with the current DRPG Launcher. Sorry, it needs to be recompiled to add a new IWAD to it.
Set up your load order like so:
doom_complete.pk3 as your IWAD
DoomRL Arsenal wads/LegenDoom wad if you're using these
DoomRPG
DoomRPG-Brightmaps (optional)
DoomRPG-Doom1 - BUT ONLY if you don't have Doom 2 built into your WadSmoosh file (also wat)
DoomRPG-RL/LegenDoom patches if required
DoomRPG-WadSmoosh(RL/LD) - Only pick the one you need. This had to be split up because of the way you define new menus in zdoom.
..other stuff here as usual

When getting to the main menu there's a new WadSmoosh section in options. By default all IWADS are enabled - disable any you didn't include. Changes here require starting a new game - though a character save is perfectly fine.
All enabled IWADS are added to the Outpost transporter. To Switch IWADS, use SPRINT+STRAFE keys.
Newly unlocked levels will continue to scale with you - e.g. if you finish doom 1 and the monsters reach level 85, then start doom 2, they'll begin at 86 - but if you bounce around the IWADS, the monsters will increase on those levels in the order you played those levels in.

I've not tested this in multiplayer yet. I suspect changing IWAD pages in the transporter will change for everyone, or it'll just desync. Let me know what works and what doesn't.

This build comes with a change behind the scenes too - it was built on the newly released build of GDCC, after a major internal rewrite. This could cause (or fix) all manner of things across the board, so please, any and all feedback is appreciated. Because both of these changes could cause significant issues, I've not merged this in to Kyle's main page for now.
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Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Silentdarkness12 »

.....!!!!!!!!!!!

OH MY GOD YES

I LOVE YOU

AND I JUST GOT WADSMOOSH AND GOT IT ALL SET UP TOO!

EPIC.
Someone64
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Someone64 »

Not sure if this is a DRLA problem or DRPG problem but computer area maps seem to act as instant use pickups rather than items you can hold in your inventory. Makes buying them at the shop pretty pointless.

EDIT: Actually I suppose you can buy them mid level herp.

EDIT2: Another bug report. The turret gets aggro'd at force walls you put down.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

I noticed that the damage types were incorrect in LegenDoom - all damage was treated as bullet type. Just pushed an update to my fork to fix this.
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Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Silentdarkness12 »

I've noticed a slight bit of odd behavior.

Not sure if this is Wadsmoosh or simply a new glitch cropping up, but sometimes, when going through a wave in the Arena, the white text that normally describes a special effect the wave has, will read "RLPowerModItem".
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

I've just pushed another update too, fixing the above mentioned issue with the force wall and friendlies/turret.
Note in both of these, the changes were to DECORATE data - so the changes will apply on the next map and you don't have to start a new save.
Last edited by subenji on Sat Jul 09, 2016 9:49 am, edited 1 time in total.
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BoneofMalkav
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by BoneofMalkav »

Will the Doom RPG Launcher be updated to support WadSmooshed?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

I expect so. :P Lets just make sure its stable first.

Confirmed the Arena bug too, and fixed locally. Apparently this has been here a while, but only had a 1 in 16 chance of happening, so it's gone unnoticed for ages. This one is in ACS though, so I'm just going to include it with whatever next patch I do. The flawed behaviour doesn't actually break anything, so it's not worth compiling a new acs lib and uploading for.

I've also discovered that kill enemies missions don't work with LegenDoom either - but I have a thing and can't patch it right now. Just know that I know and will fix it soon. :)
doomguy214
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by doomguy214 »

I HAVE FOLLOWING QUESTIONS:-
1.How to Access The Outpost map, using my Transport skill (Do i have to bind a special key for that if yes where to bind the key & or i have to do something else to access the level while Playing Doom 2 or Doom 1 Levels ie how to access the level while playing my game)
2.How to Use Armor by Increasing or removing my Stims in RL Arsenal version of this mod
3.How to Increasing or removing my Stims
4.How to Increase my Rank so I can access Levels from Outpost Level

Hopefully you will give a little help on this above topics

Thanks for replying my question in advance
Hopefully you will answer my Question
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

1. You can either open the menu, go to the transport skill and press attack, or bind keys to skill wheel and use skill, hold the skill wheel key with the transport skill selected to assign it, in play you can use that key to quick select a skill, and use the use skill key to activate.
I bind q to skill wheel and middle mouse to use skill.

2. I don't entirely understand your question, but in RL Arsenal, armor is an inventory item, that you have to activate to equip. If you want to change armor, you need to bind a key to remove armor to take off your currently worn armor.

3. Stims are a menu item by themselves. It works like preparing potions in the Witcher series - you select the size of stim, (no downsides here, just pick whichever you need) fill it with the compounds you like, then when you want to apply it, press a key you bound to use stim. There's quite a bit to using stims effectively, see this page for details.
https://github.com/Kyle873/DoomRPG/wiki/Stims

4. Rank increases in a similar fashion to XP. Anything that gives XP also gives progress towards the next rank. Just keep playing!

Edit:
I just pushed an update to my fork, fixing script terminations after starting a kill reinforcements mission. Someone64's report was why I was able to find it; thank you! It also adds the LegenDoom support for kill enemies/reinforcements that I didn't have time to do yesterday.
WadSmoosh support seems to be quite stable, so it's going to be merged in to main soon. There's a couple of things overlooked that need fixing first, and Kyle's helping with updating the launcher.
doomguy214
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by doomguy214 »

Hmm My Problem is i am unable to change page to transport skill I am stuck at healing page do i have assign a key to change the page to transport skill

Hmm Secondly can i use armor or mods in RL Arsenal by acquiring stims only & where to acquire them & how to remove once i applied A Stim & Which stim should i apply to use my mods & armor just like doom rl arsenal

Thanks for answering my above question
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