DoomRL Arsenal - [1.1.5] [MP-B7.3]

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Simon-v
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Simon-v »

Yholl wrote:
Baconator wrote:I have a one wish or suggestion: make regular doomguy playable character without any buffs or strengths. Just for fun purpose.
Technically, that already exists. I don't know how well it would work, somethings might break, or maybe it works perfectly fine.
If you open up DRLA and look in the MAPINFO lump, there's a section that should look like this.

Code: Select all

playerclasses = "DoomRLMarine", "DoomRLScout", "DoomRLTechnician", "DoomRLRenegade", "DoomRLDemolitionist", "DoomRLCommando"
Add

Code: Select all

, "DoomRLPlayer"
to the end of that, and you should be able to play as a generic marine with no special effects at all. Hopefully.
If you don't have it, you can get a program called SLADE 3 that will allow you to open up DRLA and edit it; it's what most of us use for making Doom mods.
Yholl wrote:
Baconator wrote:Used SLADE and seems to work.
Thanks for help!
Nice, glad to hear it's working for you!
I tried that too, and it does work fine — but only when the wad is open in SLADE. When it is closed, the game crashes on game start with a null pointer dereference. Very odd. Eh, keeping that open is not that much of a hassle, i guess?..
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Slax
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Slax »

Simon-v wrote:
Yholl wrote:
Baconator wrote:Used SLADE and seems to work.
Thanks for help!
Nice, glad to hear it's working for you!
I tried that too, and it does work fine — but only when the wad is open in SLADE. When it is closed, the game crashes on game start with a null pointer dereference. Very odd. Eh, keeping that open is not that much of a hassle, i guess?..
You wouldn't happen to have an autorun folder full of unwanted junk, would you?
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

4thcharacter wrote:Also, I nominate that we get a Kukri as a superior melee weapon in the future.
skyrish10 wrote:Oh yeah, the Gurkha knife and i also nominate that we will get a Katana (assembling it to Piercing Blade becomes the HF Blade from Metal Gear Solid) as another superior melee weapon as well
Oh hang on, I'll just magic these sprites out of thin air and get to work on them right away.
Murix wrote:Yeah the one it came with was just a test map. What are the maps in the screen shots? i'd like to try them out.
Yholl wrote:First one is Hellcore 2.0, second one is Whitemare 2.
Third one is Bloody Steel, fourth one is Monster Hunter Ltd.
ElMapache96 wrote:Is there a way to remove the limit of 6 weapons? I just do not like to be throwing weapons and then take another and less even if a weapon that I really like and want to stay for me if I get ammo for that weapon.
Nope.
Redead-ITA wrote:i think you can get the ammo and not the weapon by holding shift while running into the weapons if remember
Holding Reload. Shift could be anything. Keybinds, remember?

EDIT:
Simon-v wrote:I tried that too, and it does work fine — but only when the wad is open in SLADE. When it is closed, the game crashes on game start with a null pointer dereference. Very odd. Eh, keeping that open is not that much of a hassle, i guess?..
That makes absolutely zero sense, SLADE is not doing anything.
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Void Weaver
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Void Weaver »

Bug report:

1. Whenever you are make shot from Mother-In-Law at point blank range it's famous shockwave just doesn't appear. Moreover if you shoot in enemy at point blank range then nearest enemies hasn't recieve any damage, even if they are just imps.
2. Probably this has nothing to do with DRLA but still must be reported I think. When your armor set (cerberus\gothic forex) is smashed instantly after you completely lose shield in DRPG_DRLA (after get powerfull hit forex), you unable to equip the new one since the game says that you wear another armor now, despite it's destroyed a bit earlier and you just can't unequip it more.
3. Whenever you get paired Anti-Freak Jackal with Casull, the first one is acts like Casull and becomes modded likewise despite the game let you chose which are should be modified.

Edit
4. Nuclear Power Armor set doesn't protect you from radiation after the nuke explosion (DRPG_DRLA) while protection from toxic areas does work. But maybe that's intended?
Last edited by Void Weaver on Mon Jun 06, 2016 9:33 pm, edited 1 time in total.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

There's actually some Kukri sprites here.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkkOne »

Maybe a dedicated Melee slot? Five weapons + Melee so it's still just six, but it encourages carrying a melee weapon since otherwise the slot will just go unused. (Or 6+M instead of 5+M). Might also be a reasonable perk for a melee class to have too, being 6+M. Because I have a feeling it's going to be hard to make melee weapons feel 'balanced' where they're not severely overpowered to make up for the fact that they can't be used at distance, and way too many monsters are nearly unfightable at close range (unless the class has some serious defensive bonuses instead). Then again, I'm just theorizing, knowing nothing about it. :)
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

That sounds like a nightmare to code though. I doubt it's realistic.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

that's even worse than my suggestion, though. 5 weapons is extremely limiting to all the classes. Doom originally has 7 ranged weapons, and you'd have to cut out a lot from your arsenal which would hamper your combat abilities quite a bit. i still think 7 slots would be an okay compromise that'd allow for more flexibility. i know the chainsaw is kind of a dinky weapon, but honestly the assemblies it has are pretty decent and i wouldn't mind lugging it around more without intentionally breaking the weapon limit system.
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

You guys seem to be glancing over one small, but very important detail, at some point during your playthroughs, you are going to be happy to have that 'crappy' melee weapon. Even if it's just the first couple of maps in the current wad you are running, the chainsaw variants are extremely great at saving up ammo for vital arena and trap areas. Not to mention it's ability to tear through a crowd of pinkies, especially if you funnel them through a tunnel.
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

Doomguy914 wrote:You guys seem to be glancing over one small, but very important detail, at some point during your playthroughs, you are going to be happy to have that 'crappy' melee weapon. Even if it's just the first couple of maps in the current wad you are running, the chainsaw variants are extremely great at saving up ammo for vital arena and trap areas. Not to mention it's ability to tear through a crowd of pinkies, especially if you funnel them through a tunnel.
Nine times out of ten, this situation is in or near the beginning of the mapset. In that scenario, you will most likely have a slot open for the chainsaw. After that, the chainsaw is mostly useless as better weapons are found.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

i wouldn't say the chainsaw is useless after it's been upgraded. it's great for several situations, including tight corridors with monsters (especially when assembled, nary a thing will stand a chance against it), every demon variant there is (none of them seem to have bullet resistances, you save precious ammo against, and it's what you're expected to use most of the time), a couple mid-tier monsters (arachnotrons don't stand a chance, revenants are doable and do NOT have melee resistance, and mancubi are fair game too.)... there's even a master assembly which has a cheap short-range attack that i think both Marine and demoman gets perks from, and the Ripper has a VERY unique property that makes it worth holding onto a chopper by itself.

i still think having an extra slot would be beneficial, but if not, that's fair. maybe the updated melee weapons will make them more viable in general.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkkOne »

I'll be honest, with DRLA I typically feel like 3-4 weapons is sort of the right amount in terms of effectiveness by the end. There's a period where I might need 5 or 6, but usually as I go they consolidate down. Since the mod just isn't strictly balanced, a lot of the guns can be disproportionately good with the right class or mods. So yeah, 6 is "not a lot" in the sense that Doom had more guns, but several of the guns in Doom are either exceptionally situational, or primarily used on weaker enemies to save ammo in the bigger guns for tougher stuff. DRLA's slightly stricter limit (literally one less gun, if we're talking ranged weapons) means if you were playing only with vanilla Doom guns, you'd throw away the pistol. No big deal at all, and you wouldn't feel restricted by it.

The only reason the "6 guns" limit in DRLA really feels terribly restrictive is because you're spoiled for choices. Even at 6 guns, you can pretty much be extremely well equipped for nearly any situation. I'm not calling for decreasing them, at all, but it does feel like a very good point where if it were even one or two more, you'd never have to make a choice between two good guns. Once you hit 'enough' then you basically cover every weapon archetype, and every new gun is either a clear upgrade or downgrade from something you're already carrying. As long as it's *just* restrictive enough that it's not always clear which gun you should keep, the guns have more value because you have to put real thought into your loadout at times, while at the same time it's not too few to artificially increase difficulty.

That being said, I imagine a lot (most?) of players using this mod use it with DRPG. Which means you have a locker. If you need more than six different guns in a single firefight, you're probably changing guns more than you need to.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tanksy »

Problem there, DarkkOne, DRPG's lockers can break and potentially kill your save file or saved character data. I don't trust using them and only recently have we even got a semi-fixed char. save function thanks to Subenji - And even then it still needs a little work.

As for the people doubting the great and mighty Chainsaw - The Ripper makes it worth having. Used correctly, you need not scavenge for health kits again.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

DarkkOne wrote:I'll be honest, with DRLA I typically feel like 3-4 weapons is sort of the right amount in terms of effectiveness by the end. There's a period where I might need 5 or 6, but usually as I go they consolidate down. Since the mod just isn't strictly balanced, a lot of the guns can be disproportionately good with the right class or mods. So yeah, 6 is "not a lot" in the sense that Doom had more guns, but several of the guns in Doom are either exceptionally situational, or primarily used on weaker enemies to save ammo in the bigger guns for tougher stuff. DRLA's slightly stricter limit (literally one less gun, if we're talking ranged weapons) means if you were playing only with vanilla Doom guns, you'd throw away the pistol. No big deal at all, and you wouldn't feel restricted by it.
except you'd be throwing away the pistol and the chainsaw. Doom has 8 guns: chainsaw, pistol, both shotguns (2), chaingun, rocket launcher, plasma rifle and the BFG, not counting the fists. DRLA has 6 here. the limitations are a bit mroe strict and basically forces you to give up a melee weapon, at least in all the playthroughs i've done. cheating the weapon limit for an extra chainsaw i felt worked perfectly when i did it over here.

i don't play this with DRPG, by the way. maybe it's a moot point in that combo, but i'm talking about the base mod itself, and for it, i feel an extra slot would allow a chainsaw to be used okay and not leave you too overpowered.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkkOne »

Viscra Maelstrom wrote:
DarkkOne wrote:I'll be honest, with DRLA I typically feel like 3-4 weapons is sort of the right amount in terms of effectiveness by the end. There's a period where I might need 5 or 6, but usually as I go they consolidate down. Since the mod just isn't strictly balanced, a lot of the guns can be disproportionately good with the right class or mods. So yeah, 6 is "not a lot" in the sense that Doom had more guns, but several of the guns in Doom are either exceptionally situational, or primarily used on weaker enemies to save ammo in the bigger guns for tougher stuff. DRLA's slightly stricter limit (literally one less gun, if we're talking ranged weapons) means if you were playing only with vanilla Doom guns, you'd throw away the pistol. No big deal at all, and you wouldn't feel restricted by it.
except you'd be throwing away the pistol and the chainsaw. Doom has 8 guns: chainsaw, pistol, both shotguns (2), chaingun, rocket launcher, plasma rifle and the BFG, not counting the fists. DRLA has 6 here. the limitations are a bit mroe strict and basically forces you to give up a melee weapon, at least in all the playthroughs i've done. cheating the weapon limit for an extra chainsaw i felt worked perfectly when i did it over here.

i don't play this with DRPG, by the way. maybe it's a moot point in that combo, but i'm talking about the base mod itself, and for it, i feel an extra slot would allow a chainsaw to be used okay and not leave you too overpowered.
Like I said, I think if a way could be found to enforce having a melee weapon as a separate thing (not counting against your total weapon count, so you get one melee weapon 'free') it'd be the most ideal compromise. Because melee weapons (right now, at least, who knows after the new class is an option) are extremely situational, just increasing weapon count +1 would mean, for most people, still not using a melee weapon but a drastic flexibility increase with another ranged weapon. That being said, that's even if it's possible to code.
Tanksy wrote:Problem there, DarkkOne, DRPG's lockers can break and potentially kill your save file or saved character data. I don't trust using them and only recently have we even got a semi-fixed char. save function thanks to Subenji - And even then it still needs a little work.

As for the people doubting the great and mighty Chainsaw - The Ripper makes it worth having. Used correctly, you need not scavenge for health kits again.
Yes, but games and such shouldn't be balanced around how the features are currently bugged, but rather how the features are supposed to work. That being said, DRPG *is* a separate mod, so it really shouldn't be counted anyway, I was just pointing out that in that environment you have the option, while in a clean DRLA environment the limit seems (to me) well set for enforcing the need to actually care more about your gun choices, where just one or two more slots would remove that stress entirely and result in a very different experience.
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