DoomRLA EXTENDED [0.9be] - New class, the Sarge!

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Death Mage
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Death Mage »

While these are issues likely mostly caused by running with DoomRPG (or just very high luck), is there info on a limit to how many familiars you can obtain/use in one game? Or how to unsummon them? Specifically, is this information available somewhere within the game? My guess, right now, is that either 5 is a limit, or I've some sort of bug that's preventing the spider from coming out.

On the subject of issues possibly caused with weird interaction with other mods, I'm running the game using the WadSmoosh version of the main files (official doom releases in one .pl3). And I've gotten credit for beating Doom 2, even though I'm still only on about level 18 of it. (Though I did do the secret levels.) I don't have the achievement for completing an Armageddon run even though I did one on one of Doom 1's episodes. Does it need to be done on all four episodes, or is Doom 1 not allowed? Or is it another WadSmoosh issue?
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Menome »

Is there a method by which I could load one of the "Female Player" mods to overwrite the look of particular classes in the HUD? For instance, Doomgirl_01.wad's sounds and mugshot replacing the Scout? If I try just adding the .wad in as a mod from the launcher, it unfortunately has no effect.
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Death Mage
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Death Mage »

I think I can confirm now the achievements popping early is compatability with DoomRPG, since I return to the HUB after ever level. At least it can read TNT from doom_complete.pk3, as I was running through that. The achievement popped after level 16. I had done the secret levels too, but I think exiting from the level to the hub when you go to a new level raises the "you beat another level" counter on DoomRLA Extended. Can probably test by loading Plutonia and just teleporting out 30-32 times... (Can confirm that works too. So some other form of error checking may be required for DoomRPG compatability of achievements. Did not trigger for Armageddon though, so that's something.)
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Ribo Zurai
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Ribo Zurai »

Looks like the latest SVN broke this mod, causing a fuckton of VM errors before crashing on load.
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by yum13241 »

In GZDoom 4.9.0 it crashes on load with a DECORATE eror. Probably a DoomRLA(read: non X) error.
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krokots
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by krokots »

Yes it's broken in 4.9.0, still works in 4.8.2.
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krokots
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by krokots »

It seems that you can be killed by your own familiar (in my case zombie man). Bug?

Edit : So if anyone want to fix this, change the FamiliarLineAttack function in FamiliarBase.zscript in zscript.DRLAX/familiars to this:
void FamiliarLineAttack(double angle, double pitch, int damage, name damagetype, Class<Actor> puff, bool usepain)
{
FTranslatedLineTarget victim;
LineAttack(angle, 5000, pitch, 0, damagetype, puff, LAF_TARGETISSOURCE, victim);
if(victim.linetarget && victim.linetarget != playeractor)
{
victim.linetarget.DamageMobj(self, playeractor, damage, damagetype, usepain ? 0 : DMG_NO_PAIN);
}
}
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krokots
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by krokots »

There is also another bug if you use CC. So, I had "sharknado" on (I don't remember the actual card name but you know which one it is), and it blows the familiars to the ceiling, and they don't return. They will be stuck in the ceiling to the rest of the level. Only this remains :
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Benku84
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Benku84 »

Hello everyone, first of all a very great mod. But I have the problem that the additional characters don't work for me. If I want to select one, the original characters are displayed to me as an image, alternating continuously. They worked last night, the only thing I've changed since then is a few settings in the options menu and that I've added brightmaps for DRL Arsenal and DRL Monster in the Doom RPG launcher.
As an attachment I added a picture of my mod list
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Dan_The_Noob
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Dan_The_Noob »

Benku84 wrote: Sat Nov 26, 2022 8:24 am Hello everyone, first of all a very great mod. But I have the problem that the additional characters don't work for me. If I want to select one, the original characters are displayed to me as an image, alternating continuously. They worked last night, the only thing I've changed since then is a few settings in the options menu and that I've added brightmaps for DRL Arsenal and DRL Monster in the Doom RPG launcher.
As an attachment I added a picture of my mod list
you need to place DRLArsenal-Extended below DRL-Arsenal on the Load Order
Benku84
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Benku84 »

Dan_The_Noob wrote: Sat Nov 26, 2022 5:12 pm
Benku84 wrote: Sat Nov 26, 2022 8:24 am Hello everyone, first of all a very great mod. But I have the problem that the additional characters don't work for me. If I want to select one, the original characters are displayed to me as an image, alternating continuously. They worked last night, the only thing I've changed since then is a few settings in the options menu and that I've added brightmaps for DRL Arsenal and DRL Monster in the Doom RPG launcher.
As an attachment I added a picture of my mod list
you need to place DRLArsenal-Extended below DRL-Arsenal on the Load Order
Thanks for the info, I didn't even know that you can change the sequence yourself (thought it would do that automatically when you select). But moving the DLRAX_0.9bta.pk3 didn't change anything. I just played around with the sequence myself and when I sorted the DoomRPG patches and put the patch for DLRAX under the DLRA one, the other characters worked again.
Nevertheless, many thanks for your help 👍

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