Kyle873's Doom RPG Mod [0.10.0 Beta]

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Naxza
Posts: 14
Joined: Tue Jul 12, 2016 6:14 pm

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

Post by Naxza »

It was "Kill Monsters" the first time and "Kill Reinforcements" the second. Shot in the dark, but I don't suppose have spawn rates above normal is throwing anything for a loop? I have it at 130%.

Everything turned out okay when I abandoned the mission before starting the next level and running it without.
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subenji
Posts: 123
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

It shouldn't, because I've gone over that section thoroughly when I fixed the increased monster counts - but I'll have another look at it, as it does seem to be the culprit.
Tanksy
Posts: 143
Joined: Mon May 16, 2016 1:14 pm

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

Post by Tanksy »

This bug with my friend crashes is odd, in that I never crash from it and yet he crashes in under 30 minutes.
Naxza
Posts: 14
Joined: Tue Jul 12, 2016 6:14 pm

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

Post by Naxza »

Tanksy, have you tried switching up hosting roles? Where you host and your friend joins, to see if it'll crash you too?

Subenji- another thing that maybe comes up with my crash is that I have "starting map weight" notched from one to two under the game difficulty options. I'm not really sure if that increases the number of spawns that occur in tandem with monster population percentage, or if it spawns more dangerous enemies by some factor (map level, probably?), so that maybe in circumstances where the game is spawning extra monsters for a particular mission (particular monsters for kill missions, or anything for reinforcements), some monster script is left hanging?

Talking way out my ass here, I know.

Edit: Turned the monster percentage back down to 100%, no mission on a level but I did get the dark fog special encounter. Somewhere after ten minutes (thanks autosaves), something happened where scripts broke again. I've got saves mid-level where everything is dandy and a save after where things aren't, holler if you'd like 'em, for science or whatever.

Gotta tell you, running through Alien Vendetta's slaughter-type maps with something like fog makes for a truly harrowing encounter (thanks, six continues, used every last one of you). CONSUME YOU popped up on a revisit to an earlier level, and a hastily crafted infinity stim and my good ol' Thomson let me make the last push through that. Seriously. I've played AV before, I've played it with the Psychic mod, maybe done it with Project MSX too, I can't remember. Point being, this is probably the best way I've done it and the way everything comes together in often emergent ways is really great. I've got stories to tell and features to gush over. Thank you again for keeping this possible.
Pokky
Posts: 52
Joined: Mon Jun 20, 2016 7:41 am

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

Post by Pokky »

Hi, I noticed something when playing doomrpg+drla.

Exotic weapons like the nuclear weapon will not spawned at all. When playing with just drla only, it will showed up but not with doomrpg.
Naxza
Posts: 14
Joined: Tue Jul 12, 2016 6:14 pm

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

Post by Naxza »

I don't follow- weapon spawns won't be the same every time, so if you're waiting on a spot for a nuclear plasma rifle to pop up, you might be disappointed. That said, I've got exotic weapons as random spawns (plasma shotgun), as mission rewards, and straight from the store (missile launcher). Heck, I can go buy a nuclear plasma pistol or rifle right out of the store right now. You sure you're using the latest versions of everything?

Assembled weapons did get pulled from the crate and mission drop tables, so don't expect to find a nuclear laser rifle. I don't think they ever spawned as item replacements either- y'gotta craft those.
Pokky
Posts: 52
Joined: Mon Jun 20, 2016 7:41 am

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

Post by Pokky »

Other exotic weapon spawned perfectly fine but not the nuclear weapons for the weapon spawn point. I also played the previous version before beta10 and haven't find any nuclear weapons in all of my run.

I've never said about the crate and it's loot though.

Actually, you can get assembled weapon from chainsaw spawn, dead player classes like the technician, or defeating certain foes.
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subenji
Posts: 123
Joined: Sun May 15, 2016 10:21 pm

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

Post by subenji »

Naxza wrote:Edit: Turned the monster percentage back down to 100%, no mission on a level but I did get the dark fog special encounter. Somewhere after ten minutes (thanks autosaves), something happened where scripts broke again. I've got saves mid-level where everything is dandy and a save after where things aren't, holler if you'd like 'em, for science or whatever.
Please do send them in, that'll be perfect.
Pokky wrote:Hi, I noticed something when playing doomrpg+drla.

Exotic weapons like the nuclear weapon will not spawned at all. When playing with just drla only, it will showed up but not with doomrpg.
DoomRPG does not handle weapon pickups when playing with DoomRLA. You can even see the code here:
https://lh3.googleusercontent.com/-Y_8p ... -45-11.png
Note DRPG pickups are overridden by Native RL Pickups with no modifications of any kind (blank {}). Any differences in weapon drops are pure RNG, and cannot be anything else.
Naxza
Posts: 14
Joined: Tue Jul 12, 2016 6:14 pm

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

Post by Naxza »

You're gonna love this part- I tried breaking everything with the before-break save, let the game run for ten minutes or so to see what would spawn up, no luck reproducing. The after-break save is properly broken, but I dunno that I can identify why. I did try doing a 'kill monsters' on the broken save, but that didn't change anything.

Here is the before and after saves. You'll need the Alien Vendetta wad, again.
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subenji
Posts: 123
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

It'll still be helpful anyway, thanks. :)
I've just pushed a new update to my fork. This adds some more WadSmoosh support - making sure the game returns to the outpost on completing say, E4M8. I'd like to have the outro play and then have the game return to the outpost, but for now it just does a standard map statistics screen.
I've also removed WadSmooshRL and WadSmooshLD - that was poor design on my part and now you only need to load the WadSmoosh folder. The WadSmoosh Options screen is now in the DoomRPG Options screen.
There's also a fix for LegenDoom - map events One Monster and Hell skill/Armageddon Skill were not using LegenDoom monsters.
And finally, the magnetic powerup from stims now affects items dropped from monsters as well as map items.
Tanksy
Posts: 143
Joined: Mon May 16, 2016 1:14 pm

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

Post by Tanksy »

Naxza wrote:Tanksy, have you tried switching up hosting roles? Where you host and your friend joins, to see if it'll crash you too?
I would, but he said it crashed in single player too. We might try with the latest dev build 2.2 1814 and see if that works.
Naxza
Posts: 14
Joined: Tue Jul 12, 2016 6:14 pm

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

Post by Naxza »

Erh. I seem to have found the legendary Angelic Boots in a locked "common" loot chest in the first secret level. I'm pretty sure it shouldn't do that. On the bright side, they go great with my naturally found angelic armor!

Edit: Curiously, unless the turret absorbs a chunk of the damage you receive, it appears that the angelic armor damage retaliation aura will hurt your turret as well as the mooks that slap at you. Ol' turret goes kablooey if I take more than two hits, even if those barely scuff me. I know that's mostly a DRPG problem, but it's there, so I'm throwing it out there.
Last edited by Naxza on Sat Jul 16, 2016 2:12 pm, edited 1 time in total.
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Tranthula
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Location: Seabound

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

Post by Tranthula »

@Naxza

If you have on, per say, Angelic Armor, Gothic Boots, set of armor that has matching boots, vice-versa, etc., almost any crate you open will have the second half of the complete set of armor. Regardless of crate tier
Naxza
Posts: 14
Joined: Tue Jul 12, 2016 6:14 pm

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

Post by Naxza »

Crud, that would explain why I found so many gothic armors while wearing the boots! I was wondering if there was a set bias in there. All's well then, except that I keep destroying my own turret now.

Edit: Finished another level, no map event, no starting map weight, no monster population increase, no mission, no special event. I've got runaway scripts again. I'm thinking that maybe I go give Legendoom a spin and see if it has something to do with the DRLA integration.
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Doomguy914
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Doomguy914 »

Loving the updates so far! Great work Subenji. Running in to one issue tho, there is loot EVERYWHERE. Is there a way to reduce the misc drops on level starts? I'm playing the 12n1 wad and I just made it to kamasutra. My luck is already around 150 and the loot crates are ridiculous.
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