Doom RPG SE [unofficial, bugfix-ish]

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Deimos-AFX
Posts: 7
Joined: Sun Apr 08, 2018 12:02 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Deimos-AFX »

Running the re-balance I can't seem to pick up medkits and I always start with a second random gun. I've gone through all of the option menus to no avail.

At full HP I cannot store ANY medical charges in my medkit, even though it's totally empty.
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by lucker42 »

Updated DoomRPG SE Rebalance 1.10 Update (10.12.2019)

Changes:

Changed the mechanics of the skill "Soul Steal":

– each stolen soul with "Soul Steal" skill now gives bonus to appropriate characteristic, under accumulation a certain number of souls player receives an appropriate level of aura;

- skill "Soul Steal" has basic the cost of 50 EP (+5 ep for every stolen soul, cap cost - 200 EP);

– the first stolen soul gives +30 to the timer, this value will decrease depending on the number of accumulated souls (the more souls, the harder it is to maintain the bonus);

– to exclude opportunities increasing time timer expense of caste aura 1 level, introduced dependence value of auras from value of skill " Soul Steal";

– added the option for change the intensity of the appearance of fog (event Dark Zone) and poisonous drops (event Vicious Downpour). Search in menu DoomRPG Options -> Map Events.
mamaluigisbagel wrote:I've got a weird problem. On my end, DoomRPG works perfectly fine. But when my brother tries to play the mod, with the same version of GZDoom and DoomRPG as me, he dies instantly upon starting a new game. Is there something I could be overlooking that is causing this? (like needing to reset to defaults or something)
Deimos-AFX wrote:Running the re-balance I can't seem to pick up medkits and I always start with a second random gun. I've gone through all of the option menus to no avail.

At full HP I cannot store ANY medical charges in my medkit, even though it's totally empty.
Tried to delete the config file from the folder with the port? What version of gzdoom is used?
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by lucker42 »

Updated DoomRPG SE Rebalance 1.11a Update (21.12.2019)

Changes:

– now you can enable for summoned monsters automatic teleport to the player (only for singleplayer) depending on the distance between the player and summoned monster (look in DoomRPG Options - > Misc);

– now the monsters are more likely to attack the summoned monsters;

– now the summoned monsters resets the target if it is outside his field of vision = less stupidity;

– now every summoned monsters increases the cost of skill "Heal Summon" and the cost of call themselves summoned monsters (cycle " call mastermind - > focus - > call mastermind ->...."does not work anymore);

- increased base HP Marines summoned. Now their bullets, rockets, plasma/BFG balls now fly through player (explosions rocket and BFG all also is worth to fear);

- small changed the cost (EP) of summoned monsters;

- now the maximum number of extra lives is 5;

- added the ability to completely disable aura icons above the player (in a singleplayer game they are useless);

- fixed a bug where at the beginning of levels the combo counter showed crazy numbers (something like " 9999999999999999");

Changes require the start of a new game.
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Duvo
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Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Duvo »

Hi guys, please forgive my naivety, but is there is a way to view the uncompiled DOOMRPG.lib file? I'd like to create a fork.
Just wanted to say thank you for making this fantastic mod. I can't believe how extensive it is. it's easily my favourite mod for doom so far.
Last edited by Duvo on Thu Jan 02, 2020 7:59 am, edited 1 time in total.
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by lucker42 »

Duvo wrote:Hi guys, please forgive my naivety, but is there is a way to view the uncompiled DOOMRPG.asc file? I'd like to create a fork.
Just wanted to say thank you for making this fantastic mod. I can't believe how extensive it is. it's easily my favourite mod for doom so far.
The source files are located in the "scripts" folder. After changing the script files, run compile.bat (previously, you must install the necessary software, links to which are located in the "Utilities/Links.txt". Install in the same folder "Utilities").
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Duvo
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Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Duvo »

Are there no others? I looked through the code and wasn't able to find code for experience or levelling and that sort of thing, I assumed they were in the lib file. what is in the DOOMRPG lib file?
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Duvo
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Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Duvo »

ah, I found it now, sorry about that
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by lucker42 »

Updated DoomRPG SE Rebalance 1.12a Update (10.01.2019)

The update affected Summoned Marines.

- put new "brains" to the Marines (Summoned). Now they are much more useful than before;

- Marines are pumped and change weapons (total 24 types) in proportion to the pumping of the player character. It is based on weapons from the DRLA, so pumping infantry works only with the included DRLA;

– each pumped-up marine has his own sprites (936 new sprites) new infantry sprites are taken from the Marineskins v7;

- pumping infantry occurs when you reach a certain amount of level + energy of the character.

Full list of the new infantry Marine's Arsenal:
Spoiler:
barosans
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Joined: Sun Feb 18, 2018 5:06 am

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by barosans »

uuhhh , that me or the mod is much harder ?
Lifeform
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Joined: Tue Apr 17, 2018 11:40 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Lifeform »

Im really enjoying myself with this mod, so far i played in the Arena and its really COOOL...

But im having a problem im unable to exit the shop after entering it, it just keeps me stuck in the shop, What key do i need to bind in order so that i can exit places like shops or missions ?
When i press "Escape" that just opens the main menu of the game, i tried figuring out other keys but im still am stuck inside the shop. :? :? :? :?: :?: :?: :?: :?:
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Tapwave
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Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Tapwave »

Press the key you use to open/close your DRPG character menu.
DmDarkshade
Posts: 5
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Graphics Processor: nVidia (Legacy GZDoom)
Location: Paraguay

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by DmDarkshade »

i finally got it to work after hours of messing around with it but i still have the issue of the hud not working any help would be appreciated.
Cretaal
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Joined: Sun Jan 26, 2020 12:31 am

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Cretaal »

A couple of bugs on this end
If I try to run with TheUltimateDoom(Doom) then the mission counter and parts of the base are retextured with one of the hell flesh textures, or are completely textureless.

On both versions, the modpacks seem to have stopped spawning in completely, both as an item and as a mission reward, the only way to get them now is to purchase them on my playthroughs. Tried looking for a slider that could manipulate their spawn rate but to no avail. They've just left the game, it seems. Did they just become super rare all of a sudden and I missed the memo?
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: Doom RPG SE [unofficial, bugfix-ish]

Post by lucker42 »

Cretaal wrote:A couple of bugs on this end
On both versions, the modpacks seem to have stopped spawning in completely, both as an item and as a mission reward, the only way to get them now is to purchase them on my playthroughs. Tried looking for a slider that could manipulate their spawn rate but to no avail. They've just left the game, it seems. Did they just become super rare all of a sudden and I missed the memo?
Looks like you're playing rebalance. They can also appear among items, but very rarely. If you want to increase the chance of them appearing just find the file:

DoomRPG\DoomRPG-core\DoomRPG-RLArsenal\actors\doomrl\Randomizers.txt

Find a position in it:

"DropItem "RLModPackSpawner" 255 6"

or

"DropItem "RLModPackSpawner" 255 5"

And just increase the second number if you want an increased chance.
DmDarkshade wrote:i finally got it to work after hours of messing around with it but i still have the issue of the hud not working any help would be appreciated.
GZDoom v3.7.0 (v4.1.3 recommended) or higher is required to play this mod.

To run the mod I recommend using Doom RPG SE Launcher 1.0.3 (no higher).

Use the following load order:

DoomRL Arsenal 1.1.2;
DoomRL Monsters Beta 7.2.

After installation be sure to DoomRPG settings reset (Options -> DoomRPG Otions -> Reset to defaults).
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Captain J
 
 
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Re: Doom RPG SE [unofficial, bugfix-ish]

Post by Captain J »

Recently just played this TC and ooooooh my goodness. The size of this thing, is satisfyingly large and i love it! Full of various events, non-stop upgrades, interactive(kinda) shopkeeps! The amount of detail is just amazing.

But i've got several questions about the TC:

- At the UAC Outpost, there are very few NPCs to talk with. And those few NPCs are just shopkeeps, doing their job. Marines around the map don't have funny, trivial, or perhaps, informative dialogues. Would be neat if i could interact with them for a bit.

- Again, it's about the Outpost. I started war with them but it seems goes forever. You gain more levels, sure. But again, it's likely endless and you just have to die. Is there any way to surrender and bribe, or serve the sentence? Or just tickling them with your fist is considered to be a death-deserving action?

- About the veil event, i accidentally sucked into the portal and got stuck at the monster closet, before i trigger it to open. So basically the portal could softlock the game, without a consent?
Last edited by Captain J on Mon Feb 03, 2020 11:37 pm, edited 1 time in total.

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