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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

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

Post by wildweasel »

Are you loading the DoomRL HUD file alongside the main Arsenal file?
doomguy214
Posts: 192
Joined: Tue Feb 17, 2015 11:33 pm

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

Post by doomguy214 »

I have Playing the Alone Vesion without hud do i need the hud file to make this options working
If i a play with this mod
http://forum.zdoom.org/viewtopic.php?t=33292
do i still need the hud file
doomguy214
Posts: 192
Joined: Tue Feb 17, 2015 11:33 pm

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

Post by doomguy214 »

Thanks for Idea Problem Solved By using hud file
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

you will ALWAYS need the HUD file when playing DRLA. ALWAYS. it's just in a separate package to avoid cluttering of the main file, IIRC.
slothman969
Posts: 2
Joined: Fri Jul 15, 2016 8:43 am

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

Post by slothman969 »

Hello, sorry if this has been answered before, and sorry if I'm being a real dumb ass here. I'm kinda new to doom modding.

Anyways, the HUD for DoomRL Arsenal isn't working. I'm using the latest version of zdoom, and here's a picture of the load order: http://imgur.com/pMXnwaV

Now, I've tried putting the HUD first, second, and third but it hasn't worked all 3 times. Is there something I'm missing here? Thanks a ton in advance. Mod looks like a lot of fun, and I can't wait to get into it.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

how exactly is it not working? the HUD doesn't show up at all? the HUD only shows up when your screensize is 11. you can adjust the screen-size in the Display Options, or by pressing the two keys to the left of backspace (i don't know the layout of different region keyboards, but for me those are the + and ´ keys.)
slothman969
Posts: 2
Joined: Fri Jul 15, 2016 8:43 am

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

Post by slothman969 »

Viscra Maelstrom wrote:how exactly is it not working? the HUD doesn't show up at all? the HUD only shows up when your screensize is 11. you can adjust the screen-size in the Display Options, or by pressing the two keys to the left of backspace (i don't know the layout of different region keyboards, but for me those are the + and ´ keys.)
That did it! screen size was set to 10. Thanks a bunch!
User avatar
Doomguy914
Posts: 315
Joined: Tue May 26, 2015 8:06 pm

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

Post by Doomguy914 »

Just had a weird idea for demonic variant weapons. You know how if you already have 3 demon artifacts on it, it says something along the lines of making it more evil is a bad idea? What if it spawned a boss, while simultaneously taking the weapon from your inventory? If you managed to beat the boss, you would get a slightly upgraded variant of the weapon, like a 5% increase in damage?

Also I'm seeing some boots and armors are in the assembled tier. Is there some way to mod armors besides onyx modding that I'm not aware of, or were they just able to be crafted in previous versions of RLA?

Armor modding would be pretty cools as well. like the exotic mods producing a damage variant buff, depending on the type. IE: a firestorm mod adding +5% of fire resistance or something.
Funky Gnoll
Posts: 221
Joined: Tue Jul 21, 2009 6:24 pm

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

Post by Funky Gnoll »

It is not possible to mod armors, outside of the onyx mod and/or certain unique armor abilities. They're in the assembled tier because it's a higher tier.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Doomguy914 wrote:Just had a weird idea for demonic variant weapons. You know how if you already have 3 demon artifacts on it, it says something along the lines of making it more evil is a bad idea? What if it spawned a boss, while simultaneously taking the weapon from your inventory? If you managed to beat the boss, you would get a slightly upgraded variant of the weapon, like a 5% increase in damage?
uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Spoiler:
DarkTalon25
Posts: 41
Joined: Fri Mar 13, 2015 3:00 pm

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

Post by DarkTalon25 »

Yholl wrote:
Spoiler:
Spoiler:
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

DarkTalon25 wrote:
Spoiler:
Spoiler:
DarkTalon25
Posts: 41
Joined: Fri Mar 13, 2015 3:00 pm

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

Post by DarkTalon25 »

4thcharacter wrote:
Spoiler:
Spoiler:
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

I'd say it's the first and second one.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

Spoiler:
Post Reply

Return to “Gameplay Mods”