DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
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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.
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: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
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!
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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
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.
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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
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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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
You add the whole folder to load.
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Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]
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.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!
Also, while the installation guide was nice, a general setup guide for configuring doomrpg would be nice
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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Update 1.34:
Wickez:
– grammatical corrections.
alien10000:
– Compendium and Lexicon fixes.
The last buld can be downloading from the link in the top thread.
Wickez:
– grammatical corrections.
alien10000:
– Compendium and Lexicon fixes.
The last buld can be downloading from the link in the top thread.
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- Joined: Wed Jun 29, 2022 8:07 pm
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
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.
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.
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- Posts: 1
- Joined: Mon Apr 15, 2024 6:46 pm
Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
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?
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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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
I really like this mod, so much so I made an account just to write this post and give some feedback. qI did have a lot of trouble with the radiation section, not because it's hard, but because I didn't understand the mechanics for the first hour I tried to beat this one level.
First of all, I didn't understand why the hazard suit powerup didn't work. I thought it's a bug or something. I had no idea it counts as an armor and needs to be manually equipped. I think this should be automatic, if player is in a level that has the radiation/toxicity event, equip the hazard suit automatically. If not, then maybe upon pickup give them a hint that they need to equip it manually. It's not explained anywhere, and the only reason I even found out about it, was when I was taking a break in UAC and noticed that amongst my armors there was the hazard suit.
Second of all, I was dying immediately, no matter my health, after some time. I understand now it's because Toxicity reached 100%. But I had no idea that was the case, again I thought it's a bug and radiation is just constant damage rather than a counter that causes unavoidable death if it reaches 100%. Again, I have nothing against this mechanic, but it should be explained somewhere. Perhaps upon death add a feedback message that gives the player an explanation.
Also, a side piece, but I think Scout should be buffed. Double jump is almost never useful, and the pistol damage is redundant. I think something like a global reload speed buff (if it's possible) would be neat and fit with the main concept of Scout. Something like 12% faster reload on all weapons.
Again, this is a great mod and I really like it. I'm not giving the feedback to discourage, but because I want to see it become even better than it is already. I appreciate all the hard work that went into it and hope to see more updates in the future!
First of all, I didn't understand why the hazard suit powerup didn't work. I thought it's a bug or something. I had no idea it counts as an armor and needs to be manually equipped. I think this should be automatic, if player is in a level that has the radiation/toxicity event, equip the hazard suit automatically. If not, then maybe upon pickup give them a hint that they need to equip it manually. It's not explained anywhere, and the only reason I even found out about it, was when I was taking a break in UAC and noticed that amongst my armors there was the hazard suit.
Second of all, I was dying immediately, no matter my health, after some time. I understand now it's because Toxicity reached 100%. But I had no idea that was the case, again I thought it's a bug and radiation is just constant damage rather than a counter that causes unavoidable death if it reaches 100%. Again, I have nothing against this mechanic, but it should be explained somewhere. Perhaps upon death add a feedback message that gives the player an explanation.
Also, a side piece, but I think Scout should be buffed. Double jump is almost never useful, and the pistol damage is redundant. I think something like a global reload speed buff (if it's possible) would be neat and fit with the main concept of Scout. Something like 12% faster reload on all weapons.
Again, this is a great mod and I really like it. I'm not giving the feedback to discourage, but because I want to see it become even better than it is already. I appreciate all the hard work that went into it and hope to see more updates in the future!
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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Just wanted to thank you for the amazeballs work on this great mod. Two minor quibbles:
1)Is there any way to turn down the likelihood of Dark Marty and exit camping Cyberdemons spawning when something demonic spawns on a map? This isn't like a "waah too hard" sort of thing, but Dark Marty is an irritating cell tax that continually spawns on each level after he appears the first time (sometimes more than once per level), the demonic equipment is rarely useful enough to compensate and many exit containing sectors are not set up for a CD fight.
2) I've tried changing the options to reduce monster HP bloat, but it seems to not have much of an effect. It seems no matter how much I spend on offensive stats, monster HP makes it fairly irrelevant, especially with megabosses that you can literally fire every round you have at only to have them still 2/3 alive. Strength seems less like something you get as an advantage, but an expensive tax levied against having a disadvantage.
1)Is there any way to turn down the likelihood of Dark Marty and exit camping Cyberdemons spawning when something demonic spawns on a map? This isn't like a "waah too hard" sort of thing, but Dark Marty is an irritating cell tax that continually spawns on each level after he appears the first time (sometimes more than once per level), the demonic equipment is rarely useful enough to compensate and many exit containing sectors are not set up for a CD fight.
2) I've tried changing the options to reduce monster HP bloat, but it seems to not have much of an effect. It seems no matter how much I spend on offensive stats, monster HP makes it fairly irrelevant, especially with megabosses that you can literally fire every round you have at only to have them still 2/3 alive. Strength seems less like something you get as an advantage, but an expensive tax levied against having a disadvantage.
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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Dark Marty is an annoying encounter that never even received consideration of toning down or opting out. ( I personally hate how your momentum grinds to a halt when he spawns, so I used to just give him 1 HP in Slade. Also re-wrote his encounter texts. Couldn't remove the music interruption though. ) Hold on to a BFG and when you hear his entrance, teleport to the beginning and blast him in the face a few seconds after his monologue.TurboBabyShakes5000 wrote: ↑Thu Jun 20, 2024 2:41 pm Just wanted to thank you for the amazeballs work on this great mod. Two minor quibbles:
1)Is there any way to turn down the likelihood of Dark Marty and exit camping Cyberdemons spawning when something demonic spawns on a map? This isn't like a "waah too hard" sort of thing, but Dark Marty is an irritating cell tax that continually spawns on each level after he appears the first time (sometimes more than once per level), the demonic equipment is rarely useful enough to compensate and many exit containing sectors are not set up for a CD fight.
2) I've tried changing the options to reduce monster HP bloat, but it seems to not have much of an effect. It seems no matter how much I spend on offensive stats, monster HP makes it fairly irrelevant, especially with megabosses that you can literally fire every round you have at only to have them still 2/3 alive. Strength seems less like something you get as an advantage, but an expensive tax levied against having a disadvantage.
As for leveling your stats, this version of DRPG really toned down the damage and defense bonuses you get from leveling. I'd hard focus on Capacity, Regen, and Energy. Capacity is essential for having enough ammo and carrying extra armors and items. Energy is your saving grace for emergency healing/support. Regen ensures you'll have more energy for said supports in dire situations.
Natural stat leveling will increase all your stats as you progress, damage included, so I'd just rely on leveling the major stats and skills before worrying about dmg/def/agl.
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Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
I really like this build.
But it seems that only I have problems starting multiplayer. I tried many ways, but still didn't understand how. All instructions from YouTube and Google explain how to launch .wad over the network, but DoomRpgRla does not have its own .wad, and when you try to launch doom2.wad, the vanilla version starts (yes, I tried connecting wads and pk3 via Doom Server/Odamex - to no avail). I tried to edit the config so that the network game menu would no longer be gray, also 0 effect, the server seems to be starting, but with a lot of errors, and when you try to connect to your own server, it says that it was not found.
So neither Google nor YouTube nor Discord helped me solve this problem.
Maybe at least someone here will post step-by-step instructions on how my friend and I can play this build in co-op.
Thank you in advance.
But it seems that only I have problems starting multiplayer. I tried many ways, but still didn't understand how. All instructions from YouTube and Google explain how to launch .wad over the network, but DoomRpgRla does not have its own .wad, and when you try to launch doom2.wad, the vanilla version starts (yes, I tried connecting wads and pk3 via Doom Server/Odamex - to no avail). I tried to edit the config so that the network game menu would no longer be gray, also 0 effect, the server seems to be starting, but with a lot of errors, and when you try to connect to your own server, it says that it was not found.
So neither Google nor YouTube nor Discord helped me solve this problem.
Maybe at least someone here will post step-by-step instructions on how my friend and I can play this build in co-op.
Thank you in advance.