DoomRL Arsenal - [1.1.5] [MP-B7.3]
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Please read the full rules for more details.
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.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Is anybody else noticing that Nightmare Cyberdemons no longer have their railgun attack? Instead, they stomp their foot at you in extreme distances, which doesn't do anything. I wonder if those attacks got swapped around.
Overall, this is a very strong release, and it's got a lot of great improvements. I love the PDA, the new weapons I've seen, and the new enemies. I also had a nasty guest show up at the start of the map at one point... that was unexpected.
Overall, this is a very strong release, and it's got a lot of great improvements. I love the PDA, the new weapons I've seen, and the new enemies. I also had a nasty guest show up at the start of the map at one point... that was unexpected.
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Spoiler:
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
None.Sokoro wrote:So, Do I understand it correctly, that there are no sprites and no functional code for any other melee weapons than fists and chainsaw with its assemblies?
A slight oddity causes Former Captains to unlock an unused entry in the Armageddon section, will be fixed.Bofubutt wrote:As far as the Bestiary goes, I end up getting a few entries, particularly in Armageddon, that just have an "A" sprite displayed instead of any actual graphics. Are those just placeholders for now?
Should be fixed now, thanks.Redead-ITA wrote:Some sounds like (Heavy/Normal) revenant when it's alerted would be heard no matter how far you are
too tacticool to stand stillSomeone64 wrote:First of all, the boots allow me to run immediately after teleporting instead of making me get stuck for a bit before being able to move like vanilla behavior.
Second, I wouldn't go invisible from blur spheres until I removed my tactical armor.[/quote]Cosmetic bug, LegenDoom suffers from it too, nothing that can be done about it.
That's probably the most pointless thing that's ever been reported to me, but whatever, I've fixed it.Sokoro wrote:There is a typo in commented line in fist.txt
line 292 should be "RIGHT UPPERCUT" (but is "left uppercut")
Sorry, last time I had a dropbox link for DRLA it went down because of too much traffic. I need them to develop the mod.affandede wrote:Could you please provide a Drive or Dropbox mirror?
Yep, I did a stupid and had an inverted jump in it. I've fixed it now, thank you.Bofubutt wrote:Is anybody else noticing that Nightmare Cyberdemons no longer have their railgun attack? Instead, they stomp their foot at you in extreme distances, which doesn't do anything. I wonder if those attacks got swapped around.
I've been hard at work crushing the oodles of bugs that you've all been reporting to me, thank you very much! The last few are a bit difficult, but hopefully I should have an update soon.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
He's probably concerned that Doomguy's left uppercut isn't as strong as his right. Ridiculous, I know. Both Doomguy's uppercuts are stronger than each other.Yholl wrote:That's probably the most pointless thing that's ever been reported to me, but whatever, I've fixed it.Sokoro wrote:There is a typo in commented line in fist.txt
line 292 should be "RIGHT UPPERCUT" (but is "left uppercut")
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Okay is it me or does Gothic Armor with Berserk = Doom 2016 Berserk Mode?
I mean you literally need like 6 to 7 punches to kill a cybie now and other demons just become fountains of mush.
I mean you literally need like 6 to 7 punches to kill a cybie now and other demons just become fountains of mush.
Spoiler:
- Marrub
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Yep, they've always been totally ridiculous together. When I played this back in ye olden days of DRPG, I played through the entire game just punching things with the Gothic Armor set +O.Machine-Reaper wrote:Okay is it me or does Gothic Armor with Berserk = Doom 2016 Berserk Mode?
I mean you literally need like 6 to 7 punches to kill a cybie now and other demons just become fountains of mush.
Machine-Beeper wrote:Spoiler:
Spoiler:
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
It might be a waste of time but, does this version works with any version of doom rpg ? or can it only be played without for the time being ?
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Now imagine the Commando getting his grubby mitts on the Gothic Arms +O *There will be blood.*
** Edit: Alas, I am sans PC for the forseeable future (no space in my tiny shared room IRL). But rest assured, I WILL be enjoying this update as soon as I'm able!!**
** Edit: Alas, I am sans PC for the forseeable future (no space in my tiny shared room IRL). But rest assured, I WILL be enjoying this update as soon as I'm able!!**

Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Try this: https://github.com/Sumwunn/DoomRPG/tree/drla_updateAfriendlyfell0w wrote:It might be a waste of time but, does this version works with any version of doom rpg ? or can it only be played without for the time being ?
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
This is awesome news! Congrats on the new release!
One thing I noticed is that the PDA only shows damage, spread etc. for basic weapons. Is that intended? (See https://i.imgur.com/hfqBnqQ.png and https://i.imgur.com/M4pHbT9.png for example.) Another issue I have is that "No. of Kills:" is stuck at 0 for every monster in the bestiary. Another minor thing is the PDA doesn't show the sharpshooter multiplier for individual weapons like it did in 1.05.
Other than these minor nitpicks, I haven't run into any issues. Thanks for all the work you put into this. Truly a marvel of a mod.
One thing I noticed is that the PDA only shows damage, spread etc. for basic weapons. Is that intended? (See https://i.imgur.com/hfqBnqQ.png and https://i.imgur.com/M4pHbT9.png for example.) Another issue I have is that "No. of Kills:" is stuck at 0 for every monster in the bestiary. Another minor thing is the PDA doesn't show the sharpshooter multiplier for individual weapons like it did in 1.05.
Other than these minor nitpicks, I haven't run into any issues. Thanks for all the work you put into this. Truly a marvel of a mod.
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I have been doing this now for the past 10 maps or so, I don't even want to take off the Gothic Armour because of this.Marrub wrote:
Yep, they've always been totally ridiculous together. When I played this back in ye olden days of DRPG, I played through the entire game just punching things with the Gothic Armor set +O.
Spoiler:
maybe that's the reason why we can't get Commando Class yet because Melee is already too powerful.
and Muchos Grassiyas!
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
regarding the new scout double jump
-antigrav boots don't boost the double jump height, but do boost the first normal jump
-you can double jump and waste stamina while flying (i.e. jetpack)
-edge cases of double jumping sending you to orbit (i think it happens when somehow both the normal jump and double jump activate at the same time and their velocities get added together)
also why does every mod make the double jump higher than the first jump?
the jackhammer description is outdated with a mention to the 3-round bursts it no longer has
scavenging weapons with modpacks installed, while your modpack capacity is full gives you nothing
-antigrav boots don't boost the double jump height, but do boost the first normal jump
-you can double jump and waste stamina while flying (i.e. jetpack)
-edge cases of double jumping sending you to orbit (i think it happens when somehow both the normal jump and double jump activate at the same time and their velocities get added together)
also why does every mod make the double jump higher than the first jump?
the jackhammer description is outdated with a mention to the 3-round bursts it no longer has
scavenging weapons with modpacks installed, while your modpack capacity is full gives you nothing
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
First of, this update is amazing. I was hoping for better sounds for some of the weapons cause these old ones are pretty ugly but overall the PDA is great!
1. Why non-common weapons don't have their statuses on the PDA? They only have descriptions, so it's harder to make comparisons between them.
2. On the class selection screen there's a "Commando" on the bottom, what's that? A bug?
3. The PDA seem to keep track of the Assemblies throughout different games but doesn't for the Bestiary for some reason. Is this intended?
4. Is there a Wiki of some sort for your mod? I always have a hard time trying to understand how Assembly Weapon works, for exemple: I had a Handcannon that I transformed into a High Power Handcannon. Now on the Assembly PDA page I see that I can make this same Assembly for a bunch of different weapons, so I have this doubt, does a Common Pistol have the same Assembly options than a Handcannon?
5. And even further, can weapons like the High Power Handcannon (These are the Exotic ones, right? See, it's hard to understand cause on the game this weapon has a White name as if it was a Common weapon wtf?) evolve into something else with just TWO slots? Or are Assembly weapons "finished"?
1. Why non-common weapons don't have their statuses on the PDA? They only have descriptions, so it's harder to make comparisons between them.
2. On the class selection screen there's a "Commando" on the bottom, what's that? A bug?
3. The PDA seem to keep track of the Assemblies throughout different games but doesn't for the Bestiary for some reason. Is this intended?
4. Is there a Wiki of some sort for your mod? I always have a hard time trying to understand how Assembly Weapon works, for exemple: I had a Handcannon that I transformed into a High Power Handcannon. Now on the Assembly PDA page I see that I can make this same Assembly for a bunch of different weapons, so I have this doubt, does a Common Pistol have the same Assembly options than a Handcannon?
5. And even further, can weapons like the High Power Handcannon (These are the Exotic ones, right? See, it's hard to understand cause on the game this weapon has a White name as if it was a Common weapon wtf?) evolve into something else with just TWO slots? Or are Assembly weapons "finished"?
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Re: DoomRL Arsenal - [1.1] [MP-B7.0]
1. I'm curious about this, too.lwks wrote:First of, this update is amazing. I was hoping for better sounds for some of the weapons cause these old ones are pretty ugly but overall the PDA is great!
1. Why non-common weapons don't have their statuses on the PDA? They only have descriptions, so it's harder to make comparisons between them.
2. On the class selection screen there's a "Commando" on the bottom, what's that? A bug?
3. The PDA seem to keep track of the Assemblies throughout different games but doesn't for the Bestiary for some reason. Is this intended?
4. Is there a Wiki of some sort for your mod? I always have a hard time trying to understand how Assembly Weapon works, for exemple: I had a Handcannon that I transformed into a High Power Handcannon. Now on the Assembly PDA page I see that I can make this same Assembly for a bunch of different weapons, so I have this doubt, does a Common Pistol have the same Assembly options than a Handcannon?
5. And even further, can weapons like the High Power Handcannon (These are the Exotic ones, right? See, it's hard to understand cause on the game this weapon has a White name as if it was a Common weapon wtf?) evolve into something else with just TWO slots? Or are Assembly weapons "finished"?
2. An unfinished class that, at least in 1.05, could still be accessed with cheats.
3. Also curious.
4. Two of them, but they are horrifically out of date. As for your assembly concerns, while the regular Pistol shares some assembly recipes, they each have one unique between them: The Mini-Missile launcher for the Handcannon, and the Revolver for the Pistol.
5. Once an Assembly is made, that's it: no more assembling can happen.
Last edited by DarkTalon25 on Tue Mar 12, 2019 5:42 am, edited 1 time in total.
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
If you want to cheat, you can open gzdoom .ini and search for "DRLA", then you find:
Replace all 0 with 1 and you know everything.
I found out that one of the developer characters (the one which looks like minotaur from heretic) from the test map has same naming for sprites as pain states of Smooth Doom's shotgunner.
So I am deleting that character, would rather have fully working shotgunner than dev character in a map that I will never visit again.
Code: Select all
DRLA_knownnanoeffects=0000000000000000000000000000000000000000000
DRLA_knownfirestormeffects=0000000000000000000000000000000000000000000
DRLA_knownsnipereffects=0000000000000000000000000000000000000000000
DRLA_knownassemblies=000000100010000000000000000000000000000000000000
I found out that one of the developer characters (the one which looks like minotaur from heretic) from the test map has same naming for sprites as pain states of Smooth Doom's shotgunner.
So I am deleting that character, would rather have fully working shotgunner than dev character in a map that I will never visit again.