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

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DarkQuill
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by DarkQuill »

The mapset is Speed of Doom - I am NOT going to play on RNGesus on that :mrgreen:



Anyway, some bugs:

- Dual-wielding Marathon Shotguns does not give the Sharpshooter perk bonus for the Scout class, although the info screen shows it as such.
- If you mod two Marathon Shotguns and then dual-wield, then drop one of them, the mod will be transferred to the other gun, and the dropped gun will be free to accept a new mod. You can stack ALL mods on one shotgun with this method. A bug within the bug is that if a Sniper mod is used in conjunction with any other mod, the Sniper mod deactivates. I'm guessing this is due to both guns sharing the base ID/name, as there are no issues when doing this with the Hellsing pistols for example, which - while it only displays the mod on the Jackal - will always remember the mod you are using on the offhand Casull.

Suggested to do a lazy split on the shotguns with an internal "MarathonA" and "MarathonB" so they work independently.
gregest
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by gregest »

do messages like "Your PDA has this place marked as a... Oh no..." have any meaning or they don't do anything and are there to just spook you
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

gregest wrote:do messages like "Your PDA has this place marked as a... Oh no..." have any meaning or they don't do anything and are there to just spook you
its one of the notifications for Nuke Barrels that have spawned in a map
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DarkQuill
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by DarkQuill »

More bugssss:

- Artifact ModPacks don't stack in the inventory, but will count towards your total ModPack pickup count.
So if you pick up three and then drop one, you will be carrying zero, but will only be able to pick up and carry one more mod as your inventory will still be at three. Unless you...

- Using an Artifact ModPack reduces your listed ModPack inventory count by the wrong number.
If you are carrying three mods and one Artifact ModPack and then use it on a weapon, your inventory COUNT will be cleared of ModPacks while your "physical" inventory remains. This means you can now pick up four new ModPacks and continue carrying what you already were. You can repeat this indefinitely and carry an entire universe's worth of ModPacks. For regular classes, the inventory ModPack count is decreased by four (to zero), and for the Technician Class, it decreases by three instead.

I took a look at the code but I am currently awake at 4am and can't process that kind of information. I think it's a conflict between lines 7, 20 and 21 that cause it to take up too much inventory space. In terms of reducing the inventory counter I tried to take a look at the other ModPacks to see how they worked and immediately regret my decision.

This ModPack was such a fun discovery though, I like it a lot. Only ever found it when running LegenDoom Lite though, not sure if this is intended.
Last edited by DarkQuill on Fri Oct 09, 2020 11:15 am, edited 1 time in total.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

DarkQuill wrote:More bugssss:

- Artifact ModPacks don't stack in the inventory, but will count towards your total ModPack pickup count.
So if you pick up three and then drop one, you will be carrying zero, but will only be able to pick up and carry one more mod as your inventory will still be at three. Unless you...

- Using an Artifact ModPack reduces your listed ModPack inventory count by the wrong number.
If you are carrying three mods and one Artifact ModPack and then use it on a weapon, your inventory COUNT will be cleared of ModPacks while your "physical" inventory remains. This means you can now pick up four new ModPacks and continue carrying what you already were. You can repeat this indefinitely and carry an entire universe's worth of ModPacks. For regular classes, the inventory ModPack count is decreased by four (to zero), and for the Technician Class, it decreases by three instead.

I took a look at the code but I am currently awake at 4am and can't process that kind of information. I think it's a conflict between lines 7, 20 and 21 that cause it to take up too much inventory space. In terms of reducing the inventory counter I tried to take a look at the other ModPacks to see how they worked and immediately regret my decision.

This ModPack was such a fun discovery though, I like it a lot.
I thought Arti's modpack was removed in the current released build since it causes all sorts of bugs and glitches.

I have seen it spawn with Legen Doom tho.
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DarkQuill
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by DarkQuill »

Machine-Reaper wrote:I thought Arti's modpack was removed in the current released build since it causes all sorts of bugs and glitches.

I have seen it spawn with Legen Doom tho.
I just checked the changelog and yes, yes it is.
Let that be a lesson to you kids - don't wake up at 2am and lay awake thinking about Doom mod code without reading the textfiles first.

As an aside, anyone know where the legendary item spawn/pickup messages are located? Just want to read through them all.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

The Artipack still appears in the latest of LegenDoom Lite by the way, if it was supposed to have been removed. It's also a lot more balanced with the current tier settings not having the weakest enemies drop anything.
DarkQuill wrote:As an aside, anyone know where the legendary item spawn/pickup messages are located? Just want to read through them all.
Spoiler:
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Deon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Deon »

Excuse me, how does one kill a De-Vile? I am currently stuck with one I need to kill, and it seems to take no damage from anything. I can see its health at 1452 and it's not changing.

I am using the following mods:
- DoomRPG
- DoomRPG-Brightmaps
- DoomRPG-Extras
- CatsVisorBASE1.10
- Doom Hi-Res Texture Pack
- doom_complete
- DoomRL_Arsenal_1.1.4
- DoomRL_Monster_Beta_7.3
- Music_Instrumental
- Others - Flashlights
- Others - Precise Crosshair 1.3
- Others - Target Spy 1.11
- DoomRPG-WadSmoosh
- Lexicon-beta-build-137
- Lexicon-miscdata-beta-build-137
- DoomRPG-Lexicon
- DoomRPG-RLArsenal
- DoomRPG-RLMonsters

I thought that maybe it has a gimmick as that black cacodemon variant which cannot be damaged by plasma weapons, but I seem to be unable to do any damage with any weapons I have. Any advice is appreciated!
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wildweasel
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by wildweasel »

It does have a gimmick.
Spoiler: Actual Spoilers For Gameplay
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Deon
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Deon »

Interesting, I am curious if my mod load order breaks it, because I dont seem to do any damage, even using BFG and a rocket launcher. I will try without any other mods loaded and see if it helps.
Jayrassic Park
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Jayrassic Park »

Yeah, I suggest spawning one. I've never had issues with it against my Super Machinegun, for what it's worth, but then again, I don't have an issue with most things when I have a Super Machinegun.

Anyway, bug report(?):

I don't know if it's intended, but when the cartoon whistling sound effect plays with a long drop, it keeps going and going if I use a jetpack and activate before I hit the floor.
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Captain J
 
 
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Captain J »

Jayrassic Park wrote:I don't know if it's intended, but when the cartoon whistling sound effect plays with a long drop, it keeps going and going if I use a jetpack and activate before I hit the floor.
I think that's Engine's own glitch(especially Hexen one), where the player still screaming or playing such sound effect despite you began to fly. The sound only stops if the other sound in the same channel(CHAN_VOICE) play. I hardly call it the mod's glitch.

But i'm pretty sure it can be prevented easily by changing the channel of a jetpack sound.
Last edited by Captain J on Sun Oct 11, 2020 7:34 am, edited 1 time in total.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

Captain J wrote:But i think it can be prevented easily by changing the channel of a jetpack sound.
You can already do the same thing by teleporting while falling, easiest observed in that invisible bridge chasm in Plutonia's second map since it's a cheesy way of dodging the Cacodemons.
Deon wrote:Interesting, I am curious if my mod load order breaks it...
This is the recommendation. Personally I've found DRLA+DRLM+LDL to be at an ideal level of complexity without breaking the flow too badly.
Joey Diamond
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Joey Diamond »

Deon wrote:Interesting, I am curious if my mod load order breaks it, because I dont seem to do any damage, even using BFG and a rocket launcher. I will try without any other mods loaded and see if it helps.
I'm not sure if it is still in the current version or not, but don't aim the rocket launcher type weapon directly at Devile's or at his feet. Because if Devile got hit before the 666 halo, the damage will not or rarely registers. But I can confirmed that splash damage can kill them, As I usually aim Mother in Law above them and let the AOE destroy all of their 6s at the same time. Oh and BFG is even worse because the only part of the damage that reliably hits them come from the plasma ball, but not the tracing after the BFG explode, and the game usually auto-aim the balls directly at the creature, not the halo.

Just use rapid fire weapon and aim slightly higher, unless you find yourself in an archvile-only map. :lol:
MrPyrite
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by MrPyrite »

imagine an archvile-only map except it's nothing but de-viles

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