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

Projects that alter game functions but do not include new maps belong here.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Baconator wrote:Could you make normal backpack icon also appear on HUD?
Playing on some slaughterish Oblige maps and sometimes it is hard to understand when it is picked up.
Maybe. It's pretty obvious when you have it though.

I'll have to see if the If chains in the hud don't make me die. If it's simple, I'll add it.
Rozy wrote:He mentioned he's tied up with DUMP 3 and real life stuff, you can try being patient till then? Not like you have much of a choice anyway.
HEHEEH
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

one easy way to tell if you have a backpack, check your armor icon. the backpack doubles the amount you can carry in your inventory, from 2 to 4. so if your 2 is suddenly white, you have a backpack. if it's a golden 2, you don't have a backpack.
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Baconator
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Baconator »

Viscra Maelstrom wrote:one easy way to tell if you have a backpack, check your armor icon. the backpack doubles the amount you can carry in your inventory, from 2 to 4. so if your 2 is suddenly white, you have a backpack. if it's a golden 2, you don't have a backpack.
Yeah, it is no big deal but just a small nitpick. I suppose also easy to do.
Weldie
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Weldie »

Hey guys; looking for a little bit of help.

I'm sure I've goofed, somewhere, but I recently updated the RPG, and RL arsenal and GZDOOM, after a long time of not playing them. Loaded them all up, via the RPG launcher, and I'm having some VERY unusual goings on with the hud.

http://imgur.com/a/AKY4r

There seems to be too much information, all trying to jostle for places at once. There's things laid over the top of each other and all sorts. Does anyone know what's causing this, and more to the point, how can I fix it? It's pretty hard trying to play when you can't even check on basic information properly,

Thanks in advance~
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wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

Have you left HUD Preview switched on? It's in the DoomRPG Options -> HUD, at the bottom.
Weldie
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Weldie »

wildweasel wrote:Have you left HUD Preview switched on? It's in the DoomRPG Options -> HUD, at the bottom.

And here I am with egg all over my face.

Turns out that was the fix to my problem.... It was about the only thing I'd not tried ^^' Thanks very much for the fix!
tchkb
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by tchkb »

Ethril wrote:Demo's really the only class that is well-equipped to survive Armageddon difficulty
While Demolitionist is by far the strongest class in almost every situation where it has BFG available and the only class capable of reliably tackling slaughter maps even on Nightmare/Technophobia, this is not the case on Armageddon due to Cacobysses and Hellstorm Elementals being a hard stop to both BFG spam and Infusion Launcher. He still has a few tools to deal with them, but they are very rare weapons in vein of Anti-Material Rifle. Hungries are also a problem and not just for Demolitionist,, requiring either spending some resources on weapons used specifically to deal with them (like Bulletstorm Rifle or Zeus Cannon) you'll be short on when playing maps from raw start, or ridiculous dodging skills, because fighting them with standard Battle Rifle and stopping to reload every two seconds is not feasible. Plasma Rifle could be a decent half-solution as long as you can afford to waste cell ammo on it.
Marine is the only class that doesn't care about Hungries too much. Quadruple clip size on Battle Rifle is more than enough to consistently pick on even large Hungry swarms as long as you have some room to dodge or retreat. And if you're lucky enough to get your hands on Minigun - the strongest reasonably available weapon for him - you're all set to plow through all three of Demolitionist's problem monsters on Armageddon difficulty while having reasonable enough damage output to get through moderately difficult levels. Not slaughter maps, but getting through them on Armageddon is not feasible under any circumstances anyway.
ArchXeno
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by ArchXeno »

Which monster has the heavily disorted robot voice?
Funky Gnoll
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

The Shocktrooper.
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Slax
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Slax »

That reminds me. We need a super secret milk minigun assembly. Turn that big muzzle flash white = milk gun. Milk gun.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

Slax wrote:That reminds me. We need a super secret milk minigun assembly. Turn that big muzzle flash white = milk gun. Milk gun.
u sound thirsty
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Captain J
 
 
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Captain J »

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

Post by Viscra Maelstrom »

can i get a coca cola dispenser gun instead

(no the AMR doesn't count, it doesn't give out any coke at all despite the name)
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Why is the mode where you start with AMR called "Coke bottles!"? I don't get it.
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wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

4thcharacter wrote:Why is the mode where you start with AMR called "Coke bottles!"? I don't get it.
Because the kind of ammunition that goes in to anti-materiel rifles is roughly the size of a classic-style Coca-Cola bottle.
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