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

Post by Machine-Reaper »

Yholl wrote: Alternatively, don't pick up any Unique+ items and he won't spawn at all.
what's the point of playing with DRLA then? : )
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Captain J
 
 
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Captain J »

I guess it's just an optional challenge we can stack onto... Well, another challenge. It gets harder when getting something good and overpowered and i think you deserve it because you're asking for more trouble, but for your own good later on.

Unless the certain item is actually a trigger that you have to activate to continue the map.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

It doesn't matter much unless you do self-enforced permadeath, but in that case it's just risk assessment: Do you actually want to tempt fate by taking or making this powerful thing? For weapons it's usually yes, but for some of the unique armors, and even some of the legendary ones, frankly it's a big NO. Zetashop users should be more careful since you have to balance out wanting to sell them so you can acquire them later, or worse, keep a set half and hope for the other half to spawn in a crate so you can acquire both.

Also Craneo, do you have Curse of RNGseus enabled? His actual chances of spawning are fairly low normally, I explained this a couple of pages back. Also the best option for Marty is
Spoiler:
inurian
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by inurian »

When I try to use the PDA, the cursor just jumps to the four corners and doesn't go anywhere else? I've tried switching to fullscreen and altering the sensitivity to no effect, latest version of GZDoom
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Bofubutt
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Bofubutt »

inurian wrote:When I try to use the PDA, the cursor just jumps to the four corners and doesn't go anywhere else? I've tried switching to fullscreen and altering the sensitivity to no effect, latest version of GZDoom
We talked about this on the previous page. The latest version of GZDoom isn't gonna work with the PDA. You'll need to use 2.1.1.
Chunes
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Chunes »

Any version besides 4.5.0 works fine. DRLA works great in 4.3.3.
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Rtma
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Rtma »

Hey Hey, just dropping by to say this mod is fantastic, (RLA+RPG + using this with rebalance which I find a good adjustment), but overall I love the elements and mechanics involved, however version 4.5.0 doesn't play nice with the PDA and I cannot even use the Outpost teleporter to confirm my teleport, a few bugs I've noticed are what is the purpose of earning keys in the arena when you cannot take them to the next level? also certain armour bonuses don't always apply during level transition, I'm currently using Nuclear armour and Nuclear Plasma rifle/BFG, I have to remove shields and armour just to apply the bonus on again and wait for shields to recharge to work around it, also curious when this mod is going to to be progressed, the monsters are incomplete and I can say with assurity that we'd love to get the full intended experience, any updates would be appreciated.
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cubebert
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by cubebert »

I'm playing through Community Chest and an idea struck me as I was using melee attacks; what if each class had their own forms of hand-to-hand combat a la Final Doomer? Each class has the same attack pattern as the TNT class in FD, but there could be different melee attacks for each class. For example, the Marine could have the Doom 2 fist and the Technician could have the Plutonia melee.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

cubebert wrote:I'm playing through Community Chest and an idea struck me as I was using melee attacks; what if each class had their own forms of hand-to-hand combat a la Final Doomer? Each class has the same attack pattern as the TNT class in FD, but there could be different melee attacks for each class. For example, the Marine could have the Doom 2 fist and the Technician could have the Plutonia melee.
just like Russian overkill, can't wait to fartjet myself with Demo while bombarding with my Mother in Law
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Bofubutt »

I think, but am not 100% certain, that I've found a bug with the Spider Mastermind spawns. Namely, that no matter what, you will never encounter the BFG or mortar variants during gameplay. I've been playing this release since it came out and have never encountered them unless I do so through the console.

I tested this against GZDoom 2.1.1 by reloading a map with a Spider Mastermind in it about 100 times (I lost track) on UV. I got just about every other variant. Looking into the code, I noticed that the RLSpiderMastermindVariantSpawner item, if spawned via console, will reliably summon all three of the Spider Mastermind variants, but if spawned via a RLSpiderMastermindSpawner or RLSpiderMastermindNoArmageddonSpawner, it will always, without fail, spawn the standard chaingun variant. I expect this has something to do with some improper engine-level inheritance from the parent RandomSpawner object or something, but I'm no Decorate guru.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

Bofubutt wrote:I think, but am not 100% certain, that I've found a bug with the Spider Mastermind spawns. Namely, that no matter what, you will never encounter the BFG or mortar variants during gameplay. I've been playing this release since it came out and have never encountered them unless I do so through the console.

I tested this against GZDoom 2.1.1 by reloading a map with a Spider Mastermind in it about 100 times (I lost track) on UV. I got just about every other variant. Looking into the code, I noticed that the RLSpiderMastermindVariantSpawner item, if spawned via console, will reliably summon all three of the Spider Mastermind variants, but if spawned via a RLSpiderMastermindSpawner or RLSpiderMastermindNoArmageddonSpawner, it will always, without fail, spawn the standard chaingun variant. I expect this has something to do with some improper engine-level inheritance from the parent RandomSpawner object or something, but I'm no Decorate guru.

I can confirm while playing with GZDoom 2.1.1 that I've encountered the Mortar and BFG variant atleast 2 times each, maybe they are only supposed to spawn at a certain danger level?

also I've been using the Randomspawner to spawn Colourful Bosses along with DRLA Boss monsters and it also seems to work as well (don't ask how I did it, it just works)
Spoiler:
Also its the type of Difficulty you have on, UV (Standard) Spawns all variants.
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Bofubutt
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Bofubutt »

Machine-Reaper wrote:
Bofubutt wrote:I think, but am not 100% certain, that I've found a bug with the Spider Mastermind spawns. Namely, that no matter what, you will never encounter the BFG or mortar variants during gameplay. I've been playing this release since it came out and have never encountered them unless I do so through the console.

I tested this against GZDoom 2.1.1 by reloading a map with a Spider Mastermind in it about 100 times (I lost track) on UV. I got just about every other variant. Looking into the code, I noticed that the RLSpiderMastermindVariantSpawner item, if spawned via console, will reliably summon all three of the Spider Mastermind variants, but if spawned via a RLSpiderMastermindSpawner or RLSpiderMastermindNoArmageddonSpawner, it will always, without fail, spawn the standard chaingun variant. I expect this has something to do with some improper engine-level inheritance from the parent RandomSpawner object or something, but I'm no Decorate guru.

I can confirm while playing with GZDoom 2.1.1 that I've encountered the Mortar and BFG variant atleast 2 times each, maybe they are only supposed to spawn at a certain danger level?

also I've been using the Randomspawner to spawn Colourful Bosses along with DRLA Boss monsters and it also seems to work as well (don't ask how I did it, it just works)
Spoiler:
Also its the type of Difficulty you have on, UV (Standard) Spawns all variants.
That's odd. It's entirely possible RNG is just really unfond of those enemies on my machine (or machines, since this is happening to me on both my desktop and my laptop).
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HorselessHH
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by HorselessHH »

I was just wondering what the name of the song that plays when the mod is loading, during the ascii-like screen.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

Bofubutt wrote:
That's odd. It's entirely possible RNG is just really unfond of those enemies on my machine (or machines, since this is happening to me on both my desktop and my laptop).
Which Difficulty are you playing in?

Remember this following info on the front page

Code: Select all

Nightmare, Technophobia and Armageddon have no enemy randomization, all enemies adhere to the skills theme, and are very hard.
Adaptive starts off weaker than Standard, but builds up to Armageddon levels of difficulty overtime!
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Yholl
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Yholl »

Bofubutt wrote:I think, but am not 100% certain, that I've found a bug with the Spider Mastermind spawns. Namely, that no matter what, you will never encounter the BFG or mortar variants during gameplay. I've been playing this release since it came out and have never encountered them unless I do so through the console.
Due to an oversight, they don't currently spawn on Adaptive.
HorselessHH wrote:I was just wondering what the name of the song that plays when the mod is loading, during the ascii-like screen.
ap_light.it, by Fusion Faktor.
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