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

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SniperSapphireMK2
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by SniperSapphireMK2 »

Yholl wrote:
SniperSapphireMK2 wrote:1. Why enemies cant hit ghost?
ghosts are ghosts. they aren't gonna care about a gun.
SniperSapphireMK2 wrote:2. Is there any ways to increase the weapon limit. Like 6 limit of them but i want to know
no.
SniperSapphireMK2 wrote:3. Some weapons can pick as an ammo (like Shotguns, Chainguns, etc..) but the Plasma Rifle and BFG aren't pick as an ammo
Rocket Launcher and above weapons will not be automatically absorbed for ammo, to prevent accidentally losing them. Hold reload while walking over a weapon to consume it for ammo.
SniperSapphireMK2 wrote:4. Grenade Launcher can explode and hits through enemies behind the wall
I doubt that very much.
1. I mean the ghost enemy (from custom monster & or Ghost Nazis in DRLA Monsters) wont hit any weapons and it goes through the bullets/projectiles away (same in Final Doomer)

4. Forget about that glitch sorry :lol:
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Yholl
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Yholl »

SniperSapphireMK2 wrote:1. I mean the ghost enemy (from custom monster & or Ghost Nazis in DRLA Monsters) wont hit any weapons and it goes through the bullets/projectiles away (same in Final Doomer)
DRLA has no nazis or ghosts.
Maybe play with some other mapset if the ghosts are bothering you that much.
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YasuoProjectX
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by YasuoProjectX »

SniperSapphireMK2 wrote:1. I mean the ghost enemy (from custom monster & or Ghost Nazis in DRLA Monsters) wont hit any weapons and it goes through the bullets/projectiles away (same in Final Doomer)
- Use a Explosive Weapons and hit on any ground or walls to damage them by its radius
- A Demolition Weapon should be useful for damaging ghost by the ground (if the ghost is aerial, i have no clue about that sorry)
- Lemme guess are you using VDP Monster Randomizer? or DoomKrakken's Monster Randomizer?
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SniperSapphireMK2
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by SniperSapphireMK2 »

YasuoProjectX wrote:
SniperSapphireMK2 wrote:1. I mean the ghost enemy (from custom monster & or Ghost Nazis in DRLA Monsters) wont hit any weapons and it goes through the bullets/projectiles away (same in Final Doomer)
- Use a Explosive Weapons and hit on any ground or walls to damage them by its radius
- A Demolition Weapon should be useful for damaging ghost by the ground (if the ghost is aerial, i have no clue about that sorry)
- Lemme guess are you using VDP Monster Randomizer? or DoomKrakken's Monster Randomizer?
thanks for the info and i used DoomKrakken's Randomizer with annoying Nightmares as a ghost entity
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YasuoProjectX
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by YasuoProjectX »

YasuoProjectX wrote:DoomKrakken's Randomizer with annoying Nightmares as a ghost entity
well not only just a Nightmare Imps or Ghost Imps from Rlm667 whatever but if you add or replace a random monster randomizer with DRLA Weapons or Final Doomer that you ask earlier it cause no damage to the ghost monsters except for stealth and invisible monsters that you can hit or you can use original Doom 2 Monsters or DRLA Monster Pack in the main page that would be useful with your progress :D :D

correct me if i'm wrong lol
Doomza
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Doomza »

Machine-Reaper wrote:
Yholl wrote:You could make yourself a little mini-mod that just overrides the spawners for Standard with equally weighted ones if you wanted that. Be quite simple to do.
I did exactly that!

and also threw in Colourful Black and White bosses in the mix with Legend Doom Lite addon, it just got even better 8-)

would it be possible to ask for those modified files? i just found DoomRLA and its fantastic, however i would enjoy playing around with it truly as a "random" enemy spawner with no DL weight too.
Bobby
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Bobby »

Are parts of this mod (like the PDA) made using z-script?
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wildweasel
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by wildweasel »

Bobby wrote:Are parts of this mod (like the PDA) made using z-script?
Nope - DRLA is designed to work on ZDoom 2.8.1, which predates the entire push for ZScript.
lu88lu
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by lu88lu »

I'm trying to find a download for GZDoom 2.1.1 but all the ones ive downloaded so far just show a black screen with the cursor
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FelesNoctis
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by FelesNoctis »

lu88lu wrote:I'm trying to find a download for GZDoom 2.1.1 but all the ones ive downloaded so far just show a black screen with the cursor
You don't need that version. While it was designed for older copies of ZDoom it currently works just fine on the recent releases. That's mostly a disclaimer for sanity purposes, and because it hasn't seen a major update in a while, mostly just small bugfixes. Yholl has random stuff in the works but it isn't the highest priority.
lu88lu
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by lu88lu »

ok. Also, the dragonslayer weapon is bugged, you can pick it up but there's no sprite and it doesn't do anything when you fire it
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mamaluigisbagel
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by mamaluigisbagel »

I'm guessing this is a bug with using GZDoom 4.7.1, but the mouse in the PDA is stuck in the top left corner. I know someone mentioned before they could only move it to other corners or something, but I can't move it at all.
retronutcase
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by retronutcase »

Are you using the latest version of DRLA? There was an update to GZDoom that broke the PDA's mouse cursor functionality, and DRLA had a small update to fix that.
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mamaluigisbagel
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by mamaluigisbagel »

Yup, I updated it a day ago or so, and even after re-downloading I still have that problem. Wonder if I have to delete my config file again and start clean or something...
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Bofubutt
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Bofubutt »

lu88lu wrote:ok. Also, the dragonslayer weapon is bugged, you can pick it up but there's no sprite and it doesn't do anything when you fire it
You also can't drop it. However, I think it's not intended to be implemented yet and will probably get implemented with the melee class (along with some of the missing melee weapons from the PDA). It doesn't appear to spawn in the wild, only in the test level.

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