DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

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Your favorite Monster Pack for DoomRPG?

DoomRL Monsters Pack Beta 7.3
54
71%
Pandemonia Monsters v2.2
4
5%
Colourful Hell v0.99b
13
17%
DeHacked Attack 4.0
3
4%
Rampancy 2.0
2
3%
 
Total votes: 76

MutantMods
Posts: 9
Joined: Sun Aug 14, 2022 11:53 am
Graphics Processor: nVidia (Modern GZDoom)

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by MutantMods »

What you guys are doing with the mod by keeping it up to date is incredible! You deserve recognition so I'll be making a better video on the mod alone soon. I do have a very minor request: I love DRLA's HUD & was hoping in new versions that the HUD wouldn't get replaced by DRPG's HUD. Instead maybe make DRPG HUD or DRLA HUD options in the menu with some options for customization. Or somehow build upon DRLA's HUD & make an entirely new one. Just a suggestion, thanks!
Jareth247
Posts: 7
Joined: Mon Mar 20, 2023 3:16 pm
Preferred Pronouns: He/Him
Location: Avon, NC

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by Jareth247 »

Managed to get this running on the JELOS version of GZDoom on my Loki Zero. Here's the contents of the .doom file. I removed the spaces from the file names since this version of GZDoom doesn't exactly play nice with them.
IWAD=iwads/DOOM2.WAD
MOD=mods/DoomRPGRebalanced/4.DoomRPGRebalance.pk3
MOD=mods/DoomRPGRebalanced/2DoomRLArsenal1.1.5.pk3
MOD=mods/DoomRPGRebalanced/2.2DoomRLMonstersBeta7.3.pk3
MOD=mods/DoomRPGRebalanced/OptionalPatches/2.4.1CorruptionCards-v4.5a.pk3
MOD=mods/DoomRPGRebalanced/OptionalPatches/2.LegenDoom2.8.3.pk3
MOD=mods/DoomRPGRebalanced/3.Music-MyFavorite(vol.4).pk3
MOD=mods/DoomRPGRebalanced/3.1Others-Flashlights.pk3
MOD=mods/DoomRPGRebalanced/3.4Others-Gearbox0.7.0.pk3
--end--
Last edited by Jareth247 on Tue Nov 28, 2023 1:53 pm, edited 1 time in total.
WeskerGuy
Posts: 2
Joined: Mon Dec 04, 2023 2:14 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by WeskerGuy »

When I unzip this pack what do I actually add to ZDL loader for the Doom RPG mod? It isn't a pk3 file so I am not sure where to look to put all the mods in.
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Deon
Posts: 232
Joined: Thu Oct 08, 2020 10:44 am

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by Deon »

You add the whole folder to load.
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devlman127
Posts: 49
Joined: Sun Nov 03, 2019 9:56 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by devlman127 »

ChrisHighwind wrote: Mon Mar 28, 2022 4:32 am Been playing with a build provided to me in the Discord meant for Delta Touch, using the dev's recommended control scheme, and I'm enjoying it a lot!
Do you have a link to the control scheme? With all these mods it's a bit daunting deciding what all the buttons will do.
Also, while the installation guide was nice, a general setup guide for configuring doomrpg would be nice
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by lucker42 »

Update 1.34:

Wickez:
– grammatical corrections.

alien10000:
– Compendium and Lexicon fixes.

The last buld can be downloading from the link in the top thread.
Armage
Posts: 38
Joined: Wed Jun 29, 2022 8:07 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by Armage »

Hi lucker.

This new update about "Compendium and Lexicon fixes", what are this fixes?

And the patch you created for LZDoom, this DoomRPG-RLArsenal-Extended (for LZDoom) 1.33, will continue to work in version 1.34?

Anyway i'm using and i think is working correctly, so maybe i don't need a new patch.

EDIT: But in another hand, i don't know if is a incompatibility with LZDoom or what is, but i don't receiving vials anymore :( . In before versions, i think 1.32 i received.

Thanks for your attention and waiting for your response.
GlyconTheSnakeLord
Posts: 1
Joined: Mon Apr 15, 2024 6:46 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Post by GlyconTheSnakeLord »

Hello I've just gotten back into playing Doomrpg after quite a few years and one of the things that I loved about the mod was the fact that you could develop a character and use the outpost as a hub in between level wads/doom episodes.

The only problem is apparently according to the wiki the transport skill is always supposed to be available to the player, and I'm not seeing it in my skill wheel. Is there a command I can use to force it so that I can get back to the outpost after playing a given level?

Also my configurations are randomly not saving and keys that were previously bound are unbound for some reason, does anyone know a workaround for this?
Last edited by GlyconTheSnakeLord on Tue Apr 16, 2024 2:04 am, edited 1 time in total.

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