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

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Alexagon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Alexagon »

I'm getting a huge amount of errors and such when launching this with GZDoom. Way too many to post here, but it ends with "'RLdangerlevel' is not an inventory item". Can anyone assist me with this?
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

Machine-Reaper wrote: now that's a LOT OF DAMAGE!
Spoiler:
Spoiler:
Spoiler:
Alexagon wrote:I'm getting a huge amount of errors and such when launching this with GZDoom. Way too many to post here, but it ends with "'RLdangerlevel' is not an inventory item". Can anyone assist me with this?
1. What version of GZDoom are you running this on?
2. Does it prevent the game from launching?
Last edited by FollowTheDamnTrain on Wed May 13, 2020 6:33 pm, edited 1 time in total.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

FollowTheDamnTrain wrote:
Spoiler:
Spoiler:
Alexagon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Alexagon »

FollowTheDamnTrain wrote:
Machine-Reaper wrote:
Alexagon wrote:I'm getting a huge amount of errors and such when launching this with GZDoom. Way too many to post here, but it ends with "'RLdangerlevel' is not an inventory item". Can anyone assist me with this?
1. What version of GZDoom are you running this on?
2. Does it prevent the game from launching?
The game starts up fine, I cant use the demolition class for some reason though. I'm running 4.3.3.

EDIT: It also seems to be doing the same things when I run it in GZDoom 2.1.1.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

Yes I was referring to the Gauss Rifle by the way.
FollowTheDamnTrain wrote:Nice try, Gauss Rifle. ;P
You forgot that the Gauss Rifle is piercing and there is no greater fun than lining up a bunch of mid-tier enemies and eviscerating them or nailing two De-viles at once, and assemblies are a lot more predictable than uniques. Also there actually is something that surpasses that damage, but no clues this time around sorry. I'm currently in two minds if I do do a teardown whether to go beyond the exotics because apparently the Gauss Rifle one was something people could notice if they thought to and some things need to be left as surprises.
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

LaputanMachine wrote:
Spoiler:
Spoiler:
Alexagon wrote: The game starts up fine, I cant use the demolition class for some reason though. I'm running 4.3.3.

EDIT: It also seems to be doing the same things when I run it in GZDoom 2.1.1.
That's actually really weird. Maybe Yholl can help you out with this.
Are you running DRLA + DRLM or only DRLA?
fakemai wrote:You forgot that the Gauss Rifle is piercing and there is no greater fun than lining up a bunch of mid-tier enemies and eviscerating them or nailing two De-viles at once
Well, with a Firestorm modded Lightweaver you don't even have to line them up. Reloading just mows down everything in sight. You know the room on Level 8 with all the Barons and the boss? Try walking in there with a firestorm modded Lightweaver, you'll clear that out in seconds.
fakemai wrote:and assemblies are a lot more predictable than uniques
Yep, but the Nuclear Powerarmor is not. Granted, up to 1300 damage per shot is still really good.
Also there actually is something that surpasses that damage
Yep, a Firestorm mod applied on a Lightweaver which makes recharging deal damage. :P
Does 15k by default if you're close, so you can imagine what the damage potential is with the Overcharge System. Granted, this doesn't count as single-shot damage anymore, it's technically a rapid fire DPS attack.

In seriousness though, we're talking about single shot damage, right? I'll be damned if there's something that does more than 6000 damage in one shot.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

FollowTheDamnTrain wrote:Yep, but the Nuclear Powerarmor is not. Granted, up to 1300 damage per shot is still really good.
It's pretty much the first thing I buy in Zetashop if I'm doing an item finding playthrough, which, I STILL haven't found any of the Legendary weapons. Budget option would be Onyx Gothic which I can't exactly count on but at least seems to drop from legendary upper-tiers now and again. In my view it's the fairest since I can still easily die to being a dumbass but I'm not always in fear of instant death to hitscan legendaries and such. Bullet resistance is by far the most important, followed by splash immunity, followed by melee. Plasma is a worry with certain legendaries too but not in the same way as hitscanners are in general.
FollowTheDamnTrain wrote:That's actually really weird. Maybe Yholl can help you out with this.
Are you running DRLA + DRLM or only DRLA?
I'll be bold and assume A: He's running just DRLA since the danger level token stuff is only defined in DRLM (and similarly there's undefined drop types with DRLM for e.g. Guncaster), and B: He meant Commando isn't selectable, which it isn't a playable class yet. Only the first five. In that case he's totally fine. For reference my load order:
- Maps if applicable
- DamNums and/or Target-Spy
- LegenDoom Lite
- DRLA then DRLM, then WildWeasel's sound add-on
- Zetashop and then its Nukebarrel add-on
FollowTheDamnTrain wrote:I'll be damned if there's something that does more than 6000 damage in one shot.
I'm not kidding but I will say that it is not something you can actually count on in practice so don't worry too much about it.

Also I've not tried that mod of Lightweaver but
Spoiler:
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

fakemai wrote:It's pretty much the first thing I buy in Zetashop if I'm doing an item finding playthrough, which, I STILL haven't found any of the Legendary weapons. Budget option would be Onyx Gothic which I can't exactly count on but at least seems to drop from legendary upper-tiers now and again. In my view it's the fairest since I can still easily die to being a dumbass but I'm not always in fear of instant death to hitscan legendaries and such. Bullet resistance is by far the most important, followed by splash immunity, followed by melee. Plasma is a worry with certain legendaries too but not in the same way as hitscanners are in general.
Also try the Prototype Assault Shield if you haven't already. You'll like that one too, for a 100 cells it provides an overall 80% damage reduction for 5 minutes.

Gothic + Onyx is pretty neat.
Spoiler:


EDIT btw: My personal tactic when dealing with legendary hitscan enemies is headglitching/viewglitching. Technically this isn't really a glitch. Like, when one of them is around the corner, I barely move around that corner so that I can see about a quarter to a third of the sprite of the enemy, that way, you're able to hit them, but they can't hit you. Also, keeping distance helps a lot since their accuracy usually isn't on point. My biggest issue when dealing with Legendaries is actually running out of ammo.
fakemai wrote: I'm not kidding but I will say that it is not something you can actually count on in practice so don't worry too much about it.
Interesting.
Spoiler:
fakemai wrote:Also I've not tried that mod of Lightweaver
Do it, seriously. Try out the secondary fire + recharge on a Firestorm modded Lightweaver. I'm telling you, so far I've found this to be the best gun in the game by a mile, except against Cacobysses. Without Firestorm it's not half as good despite being already one of the highest damaging guns in the game, so this gives you an idea of how much better Firestorm makes it.
And it has infinite ammo.
Spoiler:
fakemai wrote:
Spoiler:
Spoiler:
Last edited by FollowTheDamnTrain on Thu May 14, 2020 5:03 pm, edited 2 times in total.
Alexagon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Alexagon »

So I was running DRLA by itself initially, but I get other errors when running it with DRLM. I'll post a screenshot of the last few lines in the console. And yes, I meant the commando class. Also not a he btw.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

Alexagon wrote:So I was running DRLA by itself initially, but I get other errors when running it with DRLM. I'll post a screenshot of the last few lines in the console. And yes, I meant the commando class. Also not a he btw.
Oh, those errors are about normal when running DRLM to my knowledge. A lot of them concern mod compatibility for mods that aren't being loaded; for example, any line that mentions "dosh" is because the mod has built-in compatibility with Guncaster, which uses items internally named "dosh" to handle money pickups from enemies. You need not worry about them.

Also, the reason Commando was likely giving you trouble is because it isn't complete. It's not quite ready for prime time, so I suggest not using it if you want a stable game experience.
Alexagon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Alexagon »

LaputanMachine wrote:
Alexagon wrote:So I was running DRLA by itself initially, but I get other errors when running it with DRLM. I'll post a screenshot of the last few lines in the console. And yes, I meant the commando class. Also not a he btw.
Oh, those errors are about normal when running DRLM to my knowledge. A lot of them concern mod compatibility for mods that aren't being loaded; for example, any line that mentions "dosh" is because the mod has built-in compatibility with Guncaster, which uses items internally named "dosh" to handle money pickups from enemies. You need not worry about them.

Also, the reason Commando was likely giving you trouble is because it isn't complete. It's not quite ready for prime time, so I suggest not using it if you want a stable game experience.
Okay, so I won't have to worry about things breaking or not worrying while playing? I noticed that the Renegade class doesn't have animations when switching weapons, but the other classes do.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

Alexagon wrote:
LaputanMachine wrote:
Alexagon wrote:So I was running DRLA by itself initially, but I get other errors when running it with DRLM. I'll post a screenshot of the last few lines in the console. And yes, I meant the commando class. Also not a he btw.
Oh, those errors are about normal when running DRLM to my knowledge. A lot of them concern mod compatibility for mods that aren't being loaded; for example, any line that mentions "dosh" is because the mod has built-in compatibility with Guncaster, which uses items internally named "dosh" to handle money pickups from enemies. You need not worry about them.

Also, the reason Commando was likely giving you trouble is because it isn't complete. It's not quite ready for prime time, so I suggest not using it if you want a stable game experience.
Okay, so I won't have to worry about things breaking or not worrying while playing? I noticed that the Renegade class doesn't have animations when switching weapons, but the other classes do.
One of the Renegade's perks is instant weapon switching. I'd be more worried if he did have switch animations.
Alexagon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Alexagon »

Ohhh interesting. Had no idea.

I'm sure this has been asked a million times, but what are some recommended mapsets to play with this? I was thinking of running BTSX ep2.
lucker42
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by lucker42 »

Good afternoon! There is a very cool mod – viewtopic.php?f=43&t=61061.

It complements the gameplay very well and makes it more flexible (freezing time when switching weapons-shot-switching weapons to another, and so on). However there is an unpleasant bug when it works together with DoomRLA.

Changing the weapon made the weapon no longer resetable (DoomRLA function). This makes it impossible to use it with DoomRLA.

Is there any way to fix this? Please help me. Thanks!
saladofstones
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by saladofstones »

A minor bug I've found is that the recipe for the assault laser rifle doesn't work. It fails to provide an option to create the assembly.
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