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

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Funky Gnoll
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

you still have 5 other weapon slots, it's not the end of the world
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

it heavily compromises what you can do with ranged weapons, though. typically, you'd end up with two "main" weapons for a class, then a crowd-cleaner, explosive weapon, energy weapon and boss-killer. at least, that's how it's been for me. again, as a renegade, i'd have a short and long-range shotgun, a bullet weapon, explosive weapon, energy weapon and boss-killer. there's simply no room for a chainsaw without sacrificing something more worthwhile.

it's probably not worth grumbling about now though, since melee weapons are getting an overhaul in the future anyway.
DarkkOne
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkkOne »

Viscra Maelstrom wrote:it heavily compromises what you can do with ranged weapons, though. typically, you'd end up with two "main" weapons for a class, then a crowd-cleaner, explosive weapon, energy weapon and boss-killer. at least, that's how it's been for me. again, as a renegade, i'd have a short and long-range shotgun, a bullet weapon, explosive weapon, energy weapon and boss-killer. there's simply no room for a chainsaw without sacrificing something more worthwhile.

it's probably not worth grumbling about now though, since melee weapons are getting an overhaul in the future anyway.
I more see it as "a workhorse weapon" (or 'main'), a crowd clearer, and a boss killer. That's 3 'necessary' weapons. Then the other 3 are much more optional: a melee could be your 'close range' main, for example. A different boss killer in for situations where your primary one isn't suitable (or that uses a different ammo type, to make sure you're covered for ammo) etc.

The idea that you should be able to carry enough weapons to do anything at any time negates the point of having a limit in the first place. If you never feel "constrained" then you may as well just set the limit to infinite, and let players choose to drop weapons they don't like. The whole point of limits is that there has to be *something* that's lacking, or the limit isn't real.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Void Weaver wrote: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.
Hahaha, that's really weird, will try and work out what's going on there soon.
Void Weaver wrote: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.
I think I fixed the Cerberus insta-smashing bug a while back, I must've forgotten to write it down... I seem to recall fixing it, at least, I'll make sure.
Void Weaver wrote: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.
I have no idea what you are saying. The AFJ and Casull work fine.
Void Weaver wrote: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?
Don't look at me, it's not my nuke, I can't do crap about that.
4thcharacter wrote:There's actually some Kukri sprites here.
You have successfully magic'd some kukris and they shall be implemented.
DarkkOne wrote: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.
Exactly right.

Originally the limit was 5, it was changed to 6 as that was too restrictive, and 6 feels pretty much perfect in terms of gameplay. It won't change.
There also will not be a dedicated slot or anything like that for melee. If you don't want a melee weapon, then don't have a melee weapon. It's simple.
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brunocar
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by brunocar »

Originally the limit was 5, it was changed to 6 as that was too restrictive, and 6 feels pretty much perfect in terms of gameplay. It won't change.
There also will not be a dedicated slot or anything like that for melee. If you don't want a melee weapon, then don't have a melee weapon. It's simple.
Mind telling whats the variable that controls that?
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

brunocar wrote:
Originally the limit was 5, it was changed to 6 as that was too restrictive, and 6 feels pretty much perfect in terms of gameplay. It won't change.
There also will not be a dedicated slot or anything like that for melee. If you don't want a melee weapon, then don't have a melee weapon. It's simple.
Mind telling whats the variable that controls that?
If you wish to change it, then looking at the code, the actor RLWeaponLimit seems to control it. It seems to be based on this actors max amount, so change accordingly.

Note that I don't work for the mod nor now if this will work for sure. Just interpreting the code. Any breaking issues is your fault and your fault alone.
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skyrish10
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by skyrish10 »

Another goof or bug i found, while using the Focus Double Shotgun with Infinite Ammo on, the Focus Double Shotgun goes nanoshrapnel when firing it without reloading.
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Simon-v
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Simon-v »

I think people who are asking about DRLA-specific mapsets don't fully grasp the scope of the task at hand. While it is merely difficult to balance a map for the 10 weapons and 16 monster types there are in vanilla Doom, balancing one for the hundreds introduced by the mod is a nigh-impossible task, several orders of magnitude more complicated. Heck, merely considering the idea makes me dizzy.
Yholl wrote:That makes absolutely zero sense, SLADE is not doing anything.
For the record, i wasn't even complaining. I was merely expressing bafflement at the strange, counter-intuitive, confusing, illogical and perfectly reproducible behavior my computer sometimes shows, with the faint hope that someone might be able to explain it without using the word "magic".

Now, if it's complaints we are talking about, i'm not sure if this was already fixed or not, but trying to drop the dual uzis by the technician immediately scavenges them instead. Originally, i was going to wait until the new version to check if it still existed there, but, well.
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Void Weaver
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Void Weaver »

Yholl wrote:
Void Weaver wrote: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.
I have no idea what you are saying. The AFJ and Casull work fine.
Well, I'll test it thoroughly to make more detailed feedback a bit later, maybe this happens only in DRPG_DRLA but in DRLA it work as planned.
Yholl wrote:
Void Weaver wrote: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?
Don't look at me, it's not my nuke, I can't do crap about that.
Ok. *Goes whining to the neighbor thread about the badass nuke.*
skyrish10 wrote:Another goof or bug i found, while using the Focus Double Shotgun with Infinite Ammo on, the Focus Double Shotgun goes nanoshrapnel when firing it without reloading.
If you are talk about Infinity Ammo Aura in DRPG_DRLA then as far as I know it isn't a bug. Actually a many weapons of different kinds acts like you describe it. Infinity Ammo is so Infinity.
Skyblade799
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Skyblade799 »

Found a bug in multiplayer.

I was just in a session with a friend using DRPG with DRL Arsenal, and in order to make things riskier, we turned on Armageddon difficulty, and had the weapon loss on death option turned on in the gameplay menu. Everytime we died though, the weapons carried amount didn't lower when we lost weapons. Even though we were losing weapons and only spawned with the class starting weapon, the number counter remained at what it was before death, meaning the amount eventually became so high that we couldn't pick up any other weapons, and only had the starting weapons to use.
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Naniyue
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Naniyue »

Absolutely LOVIN' the mod, but . . . .

That nuclear barrel should be optional. It always seems to appear where I can't see it, but still get killed by it.
Just about everything else is OK.
Tanksy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tanksy »

You can disable barrels can't you?
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Naniyue
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Naniyue »

I'm sure I can find and delete its entry, but I found it such an unfair barrel that I at least had to mention it.
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

Naniyue wrote:I'm sure I can find and delete its entry, but I found it such an unfair barrel that I at least had to mention it.
It's been mentioned before. We have the setting to disable all barrels, but I think it'd be better if we had three options: no special barrels, all but nuke barrels, and all barrels.

The nuke barrel, while extremely fun, is also significantly the easiest to break a map. No other barrel has even remotely the same type of affect as the nuke barrel. An option to be able to disable JUST that barrel would be great as a result, since some maps can become unbeatable as a result.

Fuck you Barrels 'O Fun, you did not need to spawn 5 nuke barrels.
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comet1337
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by comet1337 »

armageddon barrels
they are nuke barrels that creep toward you when you aren't looking and explode when close
turn corner, everything is fine
turn same corner again, suprise nuke in your face
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