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

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Doomguy914
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Doomguy914 »

Joey Diamond wrote:Hi, has anyone ever found the black backpack naturally yet? There were 5 backpacks in the game, the green one where it gives 150% capacity to all ammo, the silver one with 200% capacity to selected ammo type, the brown w white straps that gives you selected ammo in addition whenever you pick up a big ammo box and the hi-tech one where it gives you 500% to one ammo but lower other type to 10%. But I remembered there's also this black one where it had something to do with recharge rate but so far, as of 1.1.4 and after 7 megawads with 32 levels I have not seen it at all. Is there any requirement for it to spawn?
That's the Nuclear backpack that regenerates your cell ammunition. I don't know if it has a lower spawn rate than the others, but it's definitely one of the most coveted backpacks, so I wouldn't be surprised if they are harder to find.
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CascadeB
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by CascadeB »

Doomguy914 wrote:
Joey Diamond wrote:Hi, has anyone ever found the black backpack naturally yet? There were 5 backpacks in the game, the green one where it gives 150% capacity to all ammo, the silver one with 200% capacity to selected ammo type, the brown w white straps that gives you selected ammo in addition whenever you pick up a big ammo box and the hi-tech one where it gives you 500% to one ammo but lower other type to 10%. But I remembered there's also this black one where it had something to do with recharge rate but so far, as of 1.1.4 and after 7 megawads with 32 levels I have not seen it at all. Is there any requirement for it to spawn?
That's the Nuclear backpack that regenerates your cell ammunition. I don't know if it has a lower spawn rate than the others, but it's definitely one of the most coveted backpacks, so I wouldn't be surprised if they are harder to find.
The Nuclear Backpack does, indeed, have a much lower spawn rate than the Exotic backpacks. I've only had it spawn maybe seven or eight times in a few-hundred playthroughs.

As far as I have seen (and can understand), there aren't any specific prerequisites for it being spawned, and it's all just a matter of luck.
Joey Diamond
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Joey Diamond »

Thanks very much for clarifying, I thought I was missing something to make it spawn.

BTW Can anyone here confirm if the explosions from the Clusterbomb Launcher can damage bosses who are immuned to splash damage? I'm convinced that they do because from observing the behavior of the bomb, the explosion can go through walls and damage anything behind it, this means the subsequent explosions that aren't the first one are spawned like a script and not an actual AOE. What I want to know is whether these explosions that were spawned either inside of the boss or near it counts as a direct hit or not.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

Joey Diamond wrote:Thanks very much for clarifying, I thought I was missing something to make it spawn.

BTW Can anyone here confirm if the explosions from the Clusterbomb Launcher can damage bosses who are immuned to splash damage? I'm convinced that they do because from observing the behavior of the bomb, the explosion can go through walls and damage anything behind it, this means the subsequent explosions that aren't the first one are spawned like a script and not an actual AOE. What I want to know is whether these explosions that were spawned either inside of the boss or near it counts as a direct hit or not.
Its possible they do have AOE but due to being able to clip thru objects (walls, enemies etc) the clusters damages bosses like a direct hit from rocket would as they go thru them.
Luciatel
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Luciatel »

Hello I just want to ask.
Does anyone know, if it is possible to somehow completely disable or override the gore system of the monster pack? By that I do not mean turning off fancy gore effects.
I am asking because I would like to use other gore mods like NashGore or Bolognese gore mod.
I was looking around in the files and it seems like it is using its own gore system derived from old NashGore or something like that.
The new gore mods usually work, but only partially like blood spurs, flesh falling off the ceiling and some minor stuff like that when I install Nashgore for example, however the blood splatter when you shoot enemies and gibs do not.
Bolognese or Nashgore just seems to be unable to override the default gore system when it comes to stuff mentioned above.
Turning off fancy gore effects does seem to disable any sort of gore effects at all, so NashGore stops working completely.
Luciatel
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Luciatel »

Luciatel wrote:Hello I just want to ask.
Does anyone know, if it is possible to somehow completely disable or override the gore system of the monster pack? By that I do not mean turning off fancy gore effects.
I am asking because I would like to use other gore mods like NashGore or Bolognese gore mod.
I was looking around in the files and it seems like it is using its own gore system derived from old NashGore or something like that.
The new gore mods usually work, but only partially like blood spurs, flesh falling off the ceiling and some minor stuff like that when I install Nashgore for example, however the blood splatter when you shoot enemies and gibs do not.
Bolognese or Nashgore just seems to be unable to override the default gore system when it comes to stuff mentioned above.
Turning off fancy gore effects does seem to disable any sort of gore effects at all, so NashGore stops working completely.
Okay I have found a solution here viewtopic.php?f=46&t=69485 if anyone is wondering :) It works like at 99% but that is good enough.
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Yholl
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Yholl »

An update has been released that alters the way the PDA uses the mouse, to allow people using GZDoom 4.5.0 to use it again.
If your PDA Sensitivity settings are still at the default of 8, set them to 6 for a more natural feeling movement.
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Ryan Cordell
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Ryan Cordell »

Sorry 'bout the delay on THAT tweak, folks!
Soul Sucka
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Soul Sucka »

The Nightmare Arch-Vile is really unbalanced. Despite having Angelic Armor and around 150 HP, his attack still vaporised me in less than half a second. The Tech-Vile and the De-Vile are nowhere nearly as damaging, and no other nightmare-tier monster (except the Nightmare Mastermind) can deal this much damage so quickly, not even the Nightmare Cyberdemon. Combine this with relatively quiet and unassuming audio and visual cues from his flame pillar (which already strikes you faster than a regular Arch-Vile's flame wall), and you get a swift, ruthless murdering machine that WILL end your run if you make one single misstep. It doesn't matter if you have a big health stack and one of the best armours in the game -- nothing short of a Tower Shield or a Reactive Shield System can spare you from his OHKO attack.

His inability to attack while a flame pillar is already active is hardly enough of a weakness to justify having such an overpowered attack that ignores all conventions of monster balancing within his tier as well as betraying the player's expectation of not worrying about dying from a single attack if they already have so much health and a decent armour to back themselves up. Much like one Cyberdemon rocket shouldn't blast a well-equipped player into oblivion, a Nightmare Arch-Vile should punish players who get caught by his flames harshly, but not so sadistically that soulspheres and beefy armours can't do something about it.
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Doomguy914
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Doomguy914 »

But like you just said, that is its only attack. It has to beefy and cause a perfect oh shit moment when you are cornered by one. You can actually avoid all of the damage if you time it right, anyway. :D
Spoiler:
I'm more annoyed with the De-Vile's 6's being so wishy washy when it comes to actually landing a hit on them, same goes for the Cacvobyss orbital. :P
Soul Sucka
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Soul Sucka »

Doomguy914 wrote:But like you just said, that is its only attack. It has to beefy and cause a perfect oh shit moment when you are cornered by one. You can actually avoid all of the damage if you time it right, anyway. :D
I'm not arguing that it's too hard to dodge. My point is that its metric for punishing the player for messing up is far beyond the scale of how other Nightmare-level monsters punish the player. The NM Cacodemon, the NM Revenant, the NM Mancubus, and the NM Arachnotron all hurt the player quite badly, but none of them will straight up deal 300+ damage in a split second like the NM Arch-Vile. Not even the NM Cyberdemon delivers that much pain at once. As a side issue, his attack is also less telegraphed, both visually and audibly, than the regular Arch-Vile.
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Yholl
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Yholl »

Soul Sucka wrote:My point is that its metric for punishing the player for messing up is far beyond the scale of how other Nightmare-level monsters punish the player.
Hmm, not sure what I can do to lower the damage. I can definitely add some extra telegraphing to it, and I still need to work out how to stop it teleporting with the player.

Any ideas on what to do? I've got a few ideas, but I'd be interesting in seeing what others have to say first.
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Brohnesorge
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Brohnesorge »

I just want to add, as long as its relevant, that even in other mods the NM Archie is massively over deadly. I can play DRLAmons with HoD-Baron and still get killed extremely quickly by it.

I wouldn't mind seeing more visual telegraphing, like a flame aura or the so called Hell Gate being up longer before it starts shooting flames. An extra sound of the gate opening would go a long way as well.

E: Increasing the delay between damage ticks would also go a long way to make it less of an instant kill, assuming it does something like

Code: Select all

TNT1 AAAAAA 1 A_Explode
could become

Code: Select all

TNT1 AAAAAA 2 A_Explode
as one example.
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Doomguy914
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Doomguy914 »

Yholl wrote:Hmm, not sure what I can do to lower the damage. I can definitely add some extra telegraphing to it, and I still need to work out how to stop it teleporting with the player.

Any ideas on what to do? I've got a few ideas, but I'd be interesting in seeing what others have to say first.
I was considering if it dealt a weak amount of damage immediately, but as it grew closer to its primary attack, the damage ramped up significantly. Similar to how the Chameleon Rifle Nano mod works with fire rate. That or just extend the time that it laughs before it launches its attack.

Another idea that might help telegraph it is if it creates a pentagram underneath you in the same way a monster turning into a Legendary does.
Rainmaker
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Post by Rainmaker »

Probably a dumb question but is there a way to remove modpacks from weapons?

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