DoomRL Arsenal - [1.1.5] [MP-B7.3]
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
During my latest playthroughs, I've been feeling like the basic battle rifle tends to overshadow other machine gun weapons, even of higher rarities.
It provides high accuracy, ROF and a quick reload speed, which makes it pretty damn good at clearing out zombies. Its lower base damage isn't even a downside, considering how most machine guns, even with 4 power mods, still can't kill zombies any faster. Besides, with the sheer amount of content, it's typically easier to use an alternate, more effective weapon type.
It provides high accuracy, ROF and a quick reload speed, which makes it pretty damn good at clearing out zombies. Its lower base damage isn't even a downside, considering how most machine guns, even with 4 power mods, still can't kill zombies any faster. Besides, with the sheer amount of content, it's typically easier to use an alternate, more effective weapon type.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
The monster pack breaks the shotgun shop on MAP01 of Zeppelin Armada, the bars of the cell containing the shotgun won't raise. Other monster mods work just fine though.
EDIT: it also breaks the other maps.
EDIT: it also breaks the other maps.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I cannot move my mouse with the PDA up anymore on GZDOOM 4.11
Anyone else having this problem?
Anyone else having this problem?
Last edited by vfunky on Mon Oct 09, 2023 4:06 am, edited 2 times in total.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
What's better, auto shotgun or auto double shotgun?
Is the (HP) Tommy Gun any good?
Is the (HP) Tommy Gun any good?
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Anyone have a cell alternative to the Laser Minigun for marine? I'm getting a bit tired of the laser weapons and I prefer plasma.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
How low is your mouse sensitivity? I haven't checked myself recently, but I remember having a sensitivity below 1.0 would cause the mouse in the PDA to never move in my experience. It may have been fixed by now, but as I said, I haven't checked it myself in a while.
Last edited by mamaluigisbagel on Tue Feb 27, 2024 7:24 am, edited 1 time in total.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
What modpack should I use with the BFG Infinity? I'm kinda leaning towards none just for the tracers.
Go into your INI file and remove the entries under the [GlobalSettings.Unknown] header. These contain the old mouse settings and mess with the PDA.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I suppose that there should be a class that is a combination of the marine, scout, technician, renegade, and demolitionist. This class should be very overpowered with the passive abilites of the five classes and even starting with a chaingun, pistol, basic assembly, and modpack.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
An old bug I have never seen anyone mention before and that I am leaving for posterity's sake is that you're still able to use scout's double jump ability while falling even when jumping is disabled via a flag or through MAPINFO.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Is there any way to bind Kick to a key? I have having to switch to the fists to AltFire kick, and some of the boots have some pretty cool kick abilities I’d like to use more
EDIT: Ope nevermind, just searched through the topic and see several posts explaining it’s incompatible with this mod.
EDIT: Ope nevermind, just searched through the topic and see several posts explaining it’s incompatible with this mod.
Last edited by MuffaloMan on Mon Sep 09, 2024 1:57 am, edited 3 times in total.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
With Legacy of Rust, will there be an optional add on created to add in the Incinerator, the Calamity Blade and any other variations/assemblies and versions for use, alongside the Legacy of Rust Beastiary with Nightmare, Technophobia and Armageddon versions of them?
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
GZDoom 2.1.1 does not support Legacy of Rust.AliciaPendragon wrote: ↑Mon Sep 23, 2024 6:44 pm With Legacy of Rust, will there be an optional add on created to add in the Incinerator, the Calamity Blade and any other variations/assemblies and versions for use, alongside the Legacy of Rust Beastiary with Nightmare, Technophobia and Armageddon versions of them?
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
For those that arent using an ancient ass version of GZDoom to play DRLA or are using it with the DoomRPG Balance and DRLAX.AvzinElkein wrote: ↑Mon Sep 23, 2024 7:28 pmGZDoom 2.1.1 does not support Legacy of Rust.AliciaPendragon wrote: ↑Mon Sep 23, 2024 6:44 pm With Legacy of Rust, will there be an optional add on created to add in the Incinerator, the Calamity Blade and any other variations/assemblies and versions for use, alongside the Legacy of Rust Beastiary with Nightmare, Technophobia and Armageddon versions of them?
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
You'll have better luck asking Cutmanmike (Doom RLA eXtended developer) to do it, he/she/it/they/whatever doesn't target that version.