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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Mon Jul 18, 2016 7:57 pm
by subenji
This is completely incorrect. The SHA-1 file is based on the files the DoomRPG Launcher downloads, to check if your downloaded data is up to date. it has nothing to do with character save data.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Mon Jul 18, 2016 8:37 pm
by Tranthula
How bout that. I swear it was. Oops. . .
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Tue Jul 19, 2016 9:26 am
by Liferot
how do i access maps via level transporter?
its blank accept for the uac base i'm already in
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Tue Jul 19, 2016 12:43 pm
by subenji
Either just start on a map rather than UAC Outpost, or in Doom RPG Options set up the Starting Map section.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Tue Jul 19, 2016 4:54 pm
by Azalius
subenji wrote:What mods are you using?
Post your save data, I'll have a look at it.
Only the DoomRL Arsenal/Monster Pack patches, the wads, and an Oblige-generated megawad + the textures for that.
Don't actually know where I'd get my save data from.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Tue Jul 19, 2016 6:01 pm
by subenji
It's in gzdoom-<user>.ini, several lines beginning drpg_char_data_<n>=
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Tue Jul 19, 2016 6:11 pm
by Azalius
Code: Select all
drpg_char_data_15=
drpg_char_data_14=
drpg_char_data_13=
drpg_char_data_12=
drpg_char_data_11=
drpg_char_data_10=
drpg_char_data_9=
drpg_char_data_8=
drpg_char_data_7=
drpg_char_data_6=
drpg_char_data_5=
drpg_char_data_4=
drpg_char_data_3=100010001000100010101000100010100010001010101010E30038001D000C00060300140007003A01300110010F000B001C000D00270010F0016000700130120016002F0023000800030001000500020100020001010001000101000101010100010107A05CB45
drpg_char_data_2=001000100010001000100010001000100010001000100010001010001010001010101010100010101010103000400070002000B000E010100010002000102010001000100010001000100010101010001000101010001000100010001000101010001000100010001000100010001000
drpg_char_data_1=10141001110140121010141200101012001101012020121001011101011010110101110111010102012020101110111010120001010121101101010110101010101010101010102000100010001000100010001000100010100010001020001000100010001010100010001000100010
drpg_char_data_0=000F02260B037323232322E404C0200010100010001030002010506020200020201060104010202040301B0201B0250190202201C010C0C0C0E0A0D0D0C0B0D11AA51AA525126001AA51AA511A1083335135401110061116A30A11100027C5F02190280A0001402803A0001010101010
There you go.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Wed Jul 20, 2016 6:36 pm
by Naxza
Y'might be best off just including the save*.zds file, gzdoom-*-ini, and oblige map together in a zip and uploading that somewhere.
On another note, I lost another character to runaway scripts. "Consume You" plus "Kill Auras," and it's been a long time since my last hard backup. The latter's more to my fault, but it's rough. Lost the Rigelatin Assault Weapon and Unmaker, along with all the extra sweg I pulled off of cyberbosses and whatever.
Edit: This of course coming after I thought the problem was related to my version of gzdoom. I'm using the latest stable for this one. It's not gzdoom. :/
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Wed Jul 20, 2016 8:51 pm
by Tranthula
Naxza wrote:Y'might be best off just including the save*.zds file, gzdoom-*-ini, and oblige map together in a zip and uploading that somewhere.
On another note, I lost another character to runaway scripts. "Consume You" plus "Kill Auras," and it's been a long time since my last hard backup. The latter's more to my fault, but it's rough. Lost the Rigelatin Assault Weapon and Unmaker, along with all the extra sweg I pulled off of cyberbosses and whatever.
Edit: This of course coming after I thought the problem was related to my version of gzdoom. I'm using the latest stable for this one. It's not gzdoom. :/
I've also had Runaway happen more than wanted. It only seems to happen at random, or it's very rare, but when it happens, it doesn't seem to want to go away.
I'd advise anyone to, of course, safe often and plenty. Autosaves are wonderful. Please also keep these saves around when the scripts happen, to where if subenji needs them, we got em.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Wed Jul 20, 2016 9:23 pm
by Tranthula
On another side note, as far as character saving / loading, I have a problem.
I use the latest subenji fork for RPG, and I can get char saving / load for the stable version of GZDoom (2.1.1) working just fine, but not for the latest build of GZDoom. Can anyone else confirm, or is it just me?
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Thu Jul 21, 2016 5:55 am
by Azalius
I think I can confirm that: I think that's why my game broke earlier on. Damn shame too, that means I lost my Chronotrooper Armor for no real reason.
I remember reading way earlier that it's safer to stay with stable versions of GZDoom/ZDoom for the moment.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Thu Jul 21, 2016 1:24 pm
by PerilousPear
Hello everyone. I am new here.
I've been checking the thread for the "runaway script terminated" bugs. Any progress/fix on that?
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Thu Jul 21, 2016 6:29 pm
by Azalius
As far as I know, the only thing you can do is go back to a stable build of (G)Zdoom and keep multiple saves around to fall back on if it happens.
Also, I have a gameplay question. When you're running DRPG + RL Arsenal, does leveling Capacity ever increase your weapon limit? I know it works for everything else after enough investment, I just want to carry 8 weapons like in regular Doom and think six is a little limiting compared to that and want to know if I have to go messing around with RL to do that.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Thu Jul 21, 2016 11:23 pm
by Tranthula
Azalius wrote:As far as I know, the only thing you can do is go back to a stable build of (G)Zdoom and keep multiple saves around to fall back on if it happens.
Also, I have a gameplay question. When you're running DRPG + RL Arsenal, does leveling Capacity ever increase your weapon limit? I know it works for everything else after enough investment, I just want to carry 8 weapons like in regular Doom and think six is a little limiting compared to that and want to know if I have to go messing around with RL to do that.
Sadly no. Yholl has kept the 6 weapon limit a permanent thing.
Good way to combat this is to just juggle weapons from your inventory to your storage locker and back-n-forth.
PerilousPear wrote:Hello everyone. I am new here.
I've been checking the thread for the "runaway script terminated" bugs. Any progress/fix on that?
Hey Perilous. Subenji (current dev for DoomRPG) is working on it slowly but surely. In the meantime, remember to keep autosaves on and save often. Helps minimize damage when the scripts runaway.
Azalius wrote:I think I can confirm that: I think that's why my game broke earlier on. Damn shame too, that means I lost my Chronotrooper Armor for no real reason.
Dang, that blows.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Posted: Sat Jul 23, 2016 1:32 am
by Azalius
Ok. My ability to save and load characters is completely FUBAR.
Do I need to just outright delete my .ini and start from scratch or is there something less nuclear I can resort to?