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

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

Post by Brohnesorge »

Sprites, sounds, and concepts from Legacy of Rust are not locked to modern versions of GZDoom, and I would not be surprised to see some LoR stuff in the next update. There is no need to be weirdly ill mannered about it.
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AliciaPendragon
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by AliciaPendragon »

Indeed. I was just curious if the monsters and weapons, alongside variants, assemblies, and such would show up in the next DRLA update.

I imagine Demolitionist can have some real fun with the Calamity Blade for instance.
MuffaloMan
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by MuffaloMan »

Out of curiosity, which file handles displaying Armor information to the PDA? I know I can change the values of the Armor in the Actors > Armor folder, but the PDA still displays the original value of anything I change there.
Redgrieve
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Redgrieve »

Could someone post a working load order of all the recommended addons? I'm having an issue with the zeta dimensional shopping mod, it's only giving me 100 credits after every level and nothing is unlocking, even though when I go to console the log says it's unlocking stuff and giving me thousands of credits. I discovered it gives me the credits and unlocks when I start a new game. Maybe getting the load order right would fix it, big thanks are in order for the blessed soul which chooses to help me out here.
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DoomThing445
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by DoomThing445 »

Out of curiosity, is there some way to remove/increase the weapon holding limit? I'm tired of having to micromanage tons of weapons on the floor, and since I use Gearbox with Freeze on it's just more convenient for me to pick one of 100 weapons rather than pick and choose each time I see a new one
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fakemai
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by fakemai »

Redgrieve wrote: Sun Mar 30, 2025 6:47 am Could someone post a working load order of all the recommended addons?
I haven't used it for a while but it was probably just after DoomRL Arsenal in the load order. Also unless it's changed, you had to sell items to the shop in order to unlock them and loading a save game would revert the shop state.
DoomThing445 wrote: Thu Oct 02, 2025 10:25 am Out of curiosity, is there some way to remove/increase the weapon holding limit?
Check actors/base/ArsenalTokens.txt and it should be the first entry. It should work. I don't really see the point because in DRLA every variant of a weapon is considered different, including assemblies, and by nature it's a fiddly mod.
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stainedofmind
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by stainedofmind »

DoomThing445 wrote: Thu Oct 02, 2025 10:25 am Out of curiosity, is there some way to remove/increase the weapon holding limit? I'm tired of having to micromanage tons of weapons on the floor, and since I use Gearbox with Freeze on it's just more convenient for me to pick one of 100 weapons rather than pick and choose each time I see a new one
Here ya go: https://drive.google.com/file/d/1i7BnRz ... sp=sharing

I wasn't planning on releasing this, but it does the job. I should note, despite its name, it does more then just remove weapon limits. Check the menu. Everything is defaulted to "Off"
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DoomThing445
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by DoomThing445 »

Thanks man
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iHaveYourGun
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by iHaveYourGun »

Yo,

is there any way to have this compatible LZDoom by any chance?
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by yum13241 »

This works in ZDoom 2.8.1, so it should work in LZDoom unless there are weird changes in it for some reason, but that's highly unlikely.
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iHaveYourGun
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by iHaveYourGun »

Well if it should work with LZDoom, then I don't understand why every time I try to run it, it only pops up with this error:
6 errors while parsing DECORATE scripts
I don't know if there's supposed to be a certain order they should be in or if I have the wrong settings or whatever. And honestly I'm at a dead with this.
DarkTalon25
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by DarkTalon25 »

Do you have any other mods installed? Because that plus the non-standard source port might mess with things more than each on its own.
NickDoom
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by NickDoom »

The project looks paused so I just post my tiny modlets here. Like the NaziReplacer (BTW where is it? I can't see the link on the first page), they do some minor changes in data, causing some major changes in the gameplay.
DRLA-DangerLevel_Cap.pk3
This modlet limits the Danger Level, preventing turning everything into their Armageddon versions. At the maximum Danger, every version of monster spawn it roughly equal proportions now.
DRLA-HereticReplacer_0.4.1.pk3
My unfinished (but already working) modlet, allowing you to INVADE THAT FANTASY WORLDS of Heretic and even Hexen with your merciless high-tech weaponry!
To launch it, call
zdoom.exe -iwad ..\heretic.WAD -file DoomRL_Arsenal_1.1.4.pk3 DoomRL_Monsters_Beta_7.3.pk3 DRLA-HereticReplacer_0.4.1.pk3 OrigDoomIISprites.pk7 OrigDoomIISounds.pk7 OrigDoomIIGUI.pk7
where OrigDoomIISprites.pk7, OrigDoomIISounds.pk7 and OrigDoomIIGUI.pk7 contain original Doom graphics and sounds (which Heretic obviously lacks). Sorry, you have to extract them by yourself, converting them into .png in order to make them contain they own palettes. Zdoom can convert sprites in different palette "on the fly", but it can't do that from a file which is originally meant to be IWAD, not PWAD (seriously, having a -media key could be very cool. It's like -file key but should tell the engine to use media only, without replacing the IWAD palette, maps or everything else). You can extract them all into a single .pk7 file, of course. It's the question of a personal taste.
In addition to DRLA skill levels, which replace Heretic monsters with DRLA ones randomly (little random part of them are left intact, and also bosses AFAIR), there are "Hexen" and "Heretic" skill levels. "Hexen" skill preventing any monster replacements, providing compatibility with Hexen IWAD (I didn't made any Hexen→DRLA conversion tables, only Heretic→DRLA, and currently not going to). "Heretic" skill does the same but doubles their health, because original Heretic monsters are too weak against the DRLA weapons (but first levels of ep 4 or 5 may cause troubles, start with Unique or use Hexen skill level for Heretic). Also, keep in mind ghost Heretic monsters will require AoE such as RL, Flamethrower or even BFG (yes, BFG rays count as AoE).
Known bugs:
1) Hexen sprites conflict with Doom sometimes. Mostly, there are wall turret projectiles.
2) You must always have a loaded Elephant Gun with you in order to make recoil jumps. Some Hexen obstacles are taller than Doom characters can jump (unless you can double-jump, of course).
3) Armor durability system suffers severe bugs after being hit with those pink flying pig testicles (AKA Porkalator). Sometimes, armor bonus can help (I've saved my Power Armor with it).

Also, feel free to visit https://nickdoom.itch.io/doom-mods-and- ... -graveyard and do any necromancy you want to. Sorry for the DTR project, it's from the 2000s and it wasn't THAT bad taste back then. Nowadays, it's not a thing I can be proud of. It was so funny back then, especially the Microsoft Cyberdemon, but now I feel sort of shame for this.
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NickDoom
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by NickDoom »

UPD: I also tried to bump Scout's Shredder Pistol by giving one of two required mod packs randomly. So you can see some dead code in the Danger Level Cap, but it does not work for some reason. The Shredder Pistol is "late to the party" usually, so I've tried to give one pack at start, in order to let Scout have it a bit more early. The modlet was planned as a "tiny re-balance pack", but nothing except the Danger Level Cap ever worked.
Also UPD:
1) Mostly, there are wall turret projectiles AND the Serpent gibs :) No, these are not Demonic Armor sets :-)
2) I've locked myself nearly the Eric's Tomb (Deathkings of the D. C. map set) few days ago, without either shotgun, battle rifle of rocket launcher, with no chance to get one. So I've managed to perform an insanely cool "rocket" jump on a dead monster by shooting a flying crap exactly in the needed place and using a Fire Skull exactly at the right time. So I took the Castle Key and got my shotgun on the next level :-) BTW Spider Tomb provides limitless mod packs there.
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drfrag
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by drfrag »

iHaveYourGun wrote: Fri Dec 05, 2025 4:26 am Well if it should work with LZDoom, then I don't understand why every time I try to run it, it only pops up with this error:
6 errors while parsing DECORATE scripts
I don't know if there's supposed to be a certain order they should be in or if I have the wrong settings or whatever. And honestly I'm at a dead with this.
Wenas. But which LZDoom version? The latest version is 4.14.3a but it should run even on 3.88b1.

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