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

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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

i love the nuke barrels. they've never been much of a roadblock for me, but more of a "okay, how can i best use this to my advantage?"
DarkTalon25
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkTalon25 »

comet1338 wrote: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
Wait, are those real? ohgodpleaseno
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Nope, but someone knows how to make something like those. And that someone happens to be also heavily contributing in this mod.
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Take One
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Take One »

Skyblade799 wrote: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.
That's a problem with DRPG, sadly. The inventory system is very bugged when it comes to affecting RLA's weapon limit. Until whenever that might possibly be fixed, the only workaround that I can think of right now is putting a bunch of inventory items into a locker, which also decreases the weapon counter for some reason. Either way, if you're coming across problems and you have both DRPG and DRLA running at once, it's a safe bet that it's a problem with DRPG.
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Infirnex wrote: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.
How about a fourth option: only nuke barrels :twisted:
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

Ethril wrote:
Infirnex wrote: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.
How about a fourth option: only nuke barrels :twisted:
I mean, sure, if its JUST an option.

I'd love to see my laptop just explode after playing Barrels O' Fun with that option.
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Infirnex wrote:I mean, sure, if its JUST an option.

I'd love to see my laptop just explode after playing Barrels O' Fun with that option.
Well, that's what you get for using an explosive barrel as a computer.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Skyblade799 wrote: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.
That's not a bug, that's a limitation. Do not use that option with DRLA. Ever.
Naniyue wrote: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.
Heheeeeh.
Next update has barrel options, don't worry.
4thcharacter wrote:Nope, but someone knows how to make something like those. And that someone happens to be also heavily contributing in this mod.
M-me?
Take One wrote:
Skyblade799 wrote: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.
That's a problem with DRPG, sadly. The inventory system is very bugged when it comes to affecting RLA's weapon limit. Until whenever that might possibly be fixed, the only workaround that I can think of right now is putting a bunch of inventory items into a locker, which also decreases the weapon counter for some reason. Either way, if you're coming across problems and you have both DRPG and DRLA running at once, it's a safe bet that it's a problem with DRPG.
No. Please do not answer if you don't know for sure, it spreads false information.
The Drop Weapon on Death is a ZDoom option that simply strips you of your current gun on death. It does not take anything else, so the identifiers, the weapon limit, all these things are untouched. Ergo, the number remains the same.
Ethril wrote:
Infirnex wrote: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.
How about a fourth option: only nuke barrels :twisted:
I'm sorry, I can't add this to DRLA.

Spoiler:
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Yholl wrote:M-me?

Uhh, maybe? It's amv2k9 actually. I stumbled into a thread where someone's requesting for explosive barrels that creep towards you when you're not looking. IIRC he knows to how to make some from scratch.
Tanksy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tanksy »

Replace the Hungry with flying nuke barrels.
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Take One
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Take One »

Yholl wrote:No. Please do not answer if you don't know for sure, it spreads false information.
The Drop Weapon on Death is a ZDoom option that simply strips you of your current gun on death. It does not take anything else, so the identifiers, the weapon limit, all these things are untouched. Ergo, the number remains the same.
...Yes, that's basically what I said. Then, if you're using DRPG, you can work around it by putting a bunch of items in a locker. Which I can verify does work.
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subenji
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by subenji »

No, it's not anything to do with DRPG.
Even if you played RL Arsenal alone, when zdoom strips you of your weapon, it won't strip you of the RLA inventory tokens associated with it - including the one keeping track of how many weapons you can hold.
There's no way around this - so just don't use that option.

The only reason DRPG's locker works around the issue is that using it does an update of RLA's inventory tokens on your character.
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Take One
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Take One »

Again... yes, you are literally just saying that I'm wrong and then rewording what I said. He said that he was using DRPG, so I said that he can work around that by putting things in a locker. Which you agree with. That is all. If I worded something weirdly, then sorry, but I already clarified it, so there's no need to keep saying that I'm wrong about something.
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subenji
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by subenji »

You outright stated DRPG was the cause of the issue, which is completely incorrect.
Take One wrote:That's a problem with DRPG, sadly. The inventory system is very bugged when it comes to affecting RLA's weapon limit. [...] Either way, if you're coming across problems and you have both DRPG and DRLA running at once, it's a safe bet that it's a problem with DRPG.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

I wonder what weapon from Heretic/Hexen that'll be picked and implemented..

I can see the Firemace making it, seeing that it's a unique and unusual weapon from the get go. As for Hexen and Hexen II, I think one of the superweapons are the ones who are going to make it. The Wraithverge, Staff of Set, Purifier and Raven Staff are good candidates.
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