DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

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Your favorite Monster Pack for DoomRPG?

DoomRL Monsters Pack Beta 7.3
56
70%
Pandemonia Monsters v2.2
5
6%
Colourful Hell v0.99b
14
18%
DeHacked Attack 4.0
3
4%
Rampancy 2.0
2
3%
 
Total votes: 80

lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

kroftek wrote: Wed Sep 07, 2022 7:45 am
lucker42 wrote: Tue Sep 06, 2022 12:37 pm
FilthySilver wrote: Fri Sep 02, 2022 12:25 am Is it possible to make an option where you go to the outpost after completing a level and using the teleporter to select the next level? Because I think whenever I leave the level for the outpost and come back to the level, the Corruption Card effect disappears.
There is currently no such feature in the game. Only load a level and return to the Outpost. Is there a card selection going on?
kroftek wrote: Tue Sep 06, 2022 10:05 am I have 2 issues, and would appreciate anyone's help:
-There doesn't seem to be any HP/armor/weapon/ammo stats on the HUD, I've browsed through a ton of options, but there doesn't seem to be any to enable this, am I missing something?
-PDA mouse movement doesn't seem to work, the cursor is just stuck, even though the message on the main menu says that this specific patch fixed that misbehavior.
1) Is the scale of the HUD sure it's okay? Try pressing "+" or "-"
2) Try changing the mouse settings in the options. particularly freelook
The first one was indeed just a "+" button press away from fixing it. The second one however works only if I set the horizontal/vertical sens to high values, and put the values below them (turning, mouselook) to very low. But at least it works now. Thanks a bunch!
Go to "DRLA Options" -> "PDA Options" and try to adjust the sensitivity there
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

Update 1.30d:
- added compatibility with DoomRPG SE Launcher 1.3.1 (thanks to Forevener);
- added separate Roulette on Gold and Platina (thanks to Demiosis and Ron Dallas);
- added XP/Rank bar in HUD;
- added Corruption Cards 4.0 compatibility;
- added LegenDoom Lite compatibility - Monsters now have Max HP correctly calculated according to the settings of LegenDoom Lite;
- added chance for Mod Packs spawn in secret sectors (for DoomRL Arsenal);
- added "Customize Controls" in Doom RPG Options;
- added wads names in tranport menu (for WadSmoosh, Lexocon and Compendium map stets);
- added "+1 Aura Max Stack" for 4 level Psi Projector AUG;
- added Starting Map/Danger Level option in DoomRPG -> DRLA Monsters Options;
- added little chance drop full-ammo from monsters with weapons;
- now immunity will not be reduced if Stim is activated;
- Increased Skill Cost is not saved when moving to another map if option "Keep Auras between levels" is turned off;
- change formula for calculating aura time;
- now, if the natural leveling up is enabled, the energy perk looks like "Can stack an extra aura for every 50 energy invested". Instead of 25 previously;
- fixed a abuse with using low level aura spam to increase the aura time of the whole auras stack;
- fixed the self-completing mission bug in Outpost (need more tests);
- fixed credits disappearing on death in multiplayer despite credit drop being off;
- fixed wrong calculate bonus health for Blood Skull in DRLA;
- fixed wrong calculate bonus health for Survive and Extra Life;
- fixed issue with use action in start map.

Thanks to quippo0 for:
- fixed regen timers in stats menu displaying twice the actual time;
- made movement-based regen rates match what the comments said they should be;
- added perk level requirements display in stat menu perk page, because I forgot this was already open;
- fixed excess DRLAX items disappearing.
- added display perk level requirements;
- added chaingun guy and pain elemental familiars to gizmo unlocks;
- fixed modpack reviser not using RNG to pick reward;
- fixed arachnotron familiar dying when combat starts;
- fixed hell knight familiar passive working too fast;
- fixed hk passive affecting non-cooldown powerups;
- fixed Demon Assembling thing not taking RLDemonArtifactLimits;
- AddHealth and AddHealthDirect would give negative vitality XP if the health bonus was negative. they'd also delete any HP over MaxPercent, which may have been intentional, but the only use case is the Unmaker altfire health drain and I don't think it's supposed to function that way for more than one reason. as such I've removed this health capping behavior.
- changed return value from 1 to the amount healed, so the caller can know how much of the heal was applied, rather than if it was successful or not.
- fixed the EP-overflows-to-shields-and-health shield accessory only working when your shields initially reach full charge then doing nothing
- fixed the regeneration perk taking your EP regen rate increase as your burnout increases
- DRLAX balance changes:
- fixed the dark marty familiar becoming hilariously powerful after a few maps. he gains permanent attack increases on map change, so it doesn't trigger when transporting to or from the outpost now. it can still be triggered by replaying completed maps, which is in line with his description, but that may need to be adjusted in the future;
- also added compatibility with kinsie metaprops, since that mod removes the props it was checking for.
Minigame update:
- added minor variance to initial spin speed, so you can't just hit the item you're aiming for 100% of the time;
- made luck stat influence speed variance, reaching minimum variance at 100 luck;
- tied ticking sound to when the wheel actually ticks over different items, so the sound slows down as the wheel slows down;
- made the wheel settle onto the item before it spits out the item.
Further regen fixes:
- movement-based regen worked way differently from what the comments indicated;
- made regen timers keep overflow when completing a regen cycle because that's how it ought to work;
- added display current item count when disassembling.

The last buld can be downloading from the link in the top thread.
CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by CzudakCzudak »

After so many attempts to emulate Doom style, I decided to make a uniform collection of Duke Nukem 3D style sprites, to actually have anything to present. I removed the random noise coloring, random shading, random shadows, made the red cross' size the same on all samples, and several other tweaks, so it would look like those items were all issued by the same corporation (it being UAC here). I adjusted the offsets in SLADE like usual too, by the way.

It these are OK, I will create the brighmaps tomorrow.

EDIT: The quota for attachements on this board has been reached. Well now, it's external links time, then.

The collection in a picture: https://i.imgur.com/siGwrbC.png

The download: https://mega.nz/file/t4l1QJ7a#O8MscK9ko ... 23T_vb9o9Y
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

CzudakCzudak wrote: Fri Sep 09, 2022 10:58 am After so many attempts to emulate Doom style, I decided to make a uniform collection of Duke Nukem 3D style sprites, to actually have anything to present. I removed the random noise coloring, random shading, random shadows, made the red cross' size the same on all samples, and several other tweaks, so it would look like those items were all issued by the same corporation (it being UAC here). I adjusted the offsets in SLADE like usual too, by the way.

It these are OK, I will create the brighmaps tomorrow.

EDIT: The quota for attachements on this board has been reached. Well now, it's external links time, then.

The collection in a picture: https://i.imgur.com/siGwrbC.png

The download: https://mega.nz/file/t4l1QJ7a#O8MscK9ko ... 23T_vb9o9Y

cool! But for some reason 3 of them are lit unevenly. Can you fix that?

If the idea that should illuminate the crosses - this is good. But we need to fix it, and add to the others (if that's really the idea).

CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by CzudakCzudak »

Yes, the brightmaps has to be adjusted; I just did that now, including the new brightmaps for the new sprites for Doom's stimpack and medikit.

The medicals' brightmaps: https://mega.nz/file/El1ixQ7b#hqQ4LYpVl ... I84R8il_08
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

And so I looked at how it looks in the game, and there are a few observations.

1) Stimpack and Medikit from the original game look more detailed and more suited to the color palette of the game's atmosphere. Therefore, I propose to keep them.
2) Can we bring the color palette of the new sprites in line with the original sprites? And use elements of the original for the new (as an example: the rivets on the screenshot);
3) I replaced the MEDLA0.png sprite with MEDIA0.png, it seemed more appropriate for the next level of the medpack. (3rd position from left).
4) I suggest adding details to the cross for the last level of the medpack to make it stand out (5th position from left).

CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by CzudakCzudak »

The original Doom's medicals look better, of course, but it was them that stood out in the general crowd, in comparison to Strife's and Duke Nukem 3D's stuff (plus Strife had a really weird pseudo shading and irregular shapes added [including the three different red cross marks on their surface], while DN3D had completely flat appearances). And that's why I decided to make a uniform "DN3D style" collection to have anything to begin work with; otherwise it's a really mixed bag with nothing in common besides being medical kits.

Coloring the sprites to make them appear original Doom will be easy, including the "noise" shading, but reworking the entire medical assembly to have Doom's "true" 2.5D look is going to take some time.

So, if that's what you want, that's what I'm going to do. But be patient, it won't be soon. xD
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

CzudakCzudak wrote: Sat Sep 10, 2022 1:36 am The original Doom's medicals look better, of course, but it was them that stood out in the general crowd, in comparison to Strife's and Duke Nukem 3D's stuff (plus Strife had a really weird pseudo shading and irregular shapes added [including the three different red cross marks on their surface], while DN3D had completely flat appearances). And that's why I decided to make a uniform "DN3D style" collection to have anything to begin work with; otherwise it's a really mixed bag with nothing in common besides being medical kits.

Coloring the sprites to make them appear original Doom will be easy, including the "noise" shading, but reworking the entire medical assembly to have Doom's "true" 2.5D look is going to take some time.

So, if that's what you want, that's what I'm going to do. But be patient, it won't be soon. xD
All right, see what you get.

For now, this collection will look like this:
User avatar
RevanGarcia
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Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by RevanGarcia »

Looks good, sadly my fps tanks when playing this.
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

RevanGarcia wrote: Sat Sep 10, 2022 11:47 am Looks good, sadly my fps tanks when playing this.
Try enabling "Toaster Mod" in DoomRPG Options -> Performance
Armage
Posts: 38
Joined: Wed Jun 29, 2022 8:07 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by Armage »

Hi! First of all, congratulations for this new update! Very many good things!

But like Revan, i'm having fps dropping recently, after this new additions, and with version 1.30c too, but less than now, same with Toaster Mod activated. And you see, is not only me having issues with fps.

Can you see if you can do anything about this, really please? My most favorite mod become unplayable is very bad :(

I'm thinking if you can change anything in Toaster Mod for the mod become less heavy, or create new performance options to disable some options, or disable effects, i don't know.

Before, same in maps with more monsters, i don't having this issues. Now in maps with less monsters or objects i have less fps dropping, but fps is low now than before, like 15 now and 20 before.

Really thanks for your attention and continue with your very good work :)
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by lucker42 »

Armage wrote: Sat Sep 10, 2022 8:31 pm Hi! First of all, congratulations for this new update! Very many good things!

But like Revan, i'm having fps dropping recently, after this new additions, and with version 1.30c too, but less than now, same with Toaster Mod activated. And you see, is not only me having issues with fps.

Can you see if you can do anything about this, really please? My most favorite mod become unplayable is very bad :(

I'm thinking if you can change anything in Toaster Mod for the mod become less heavy, or create new performance options to disable some options, or disable effects, i don't know.

Before, same in maps with more monsters, i don't having this issues. Now in maps with less monsters or objects i have less fps dropping, but fps is low now than before, like 15 now and 20 before.

Really thanks for your attention and continue with your very good work :)
thanks for feedback. then for test: try to turn off XP and Rank Bars, how will FPS change?

EDIT: According to my observations: corruption cards such can reduce FPS.
Armage
Posts: 38
Joined: Wed Jun 29, 2022 8:07 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by Armage »

lucker42 wrote: Sat Sep 10, 2022 10:39 pm
Armage wrote: Sat Sep 10, 2022 8:31 pm Hi! First of all, congratulations for this new update! Very many good things!

But like Revan, i'm having fps dropping recently, after this new additions, and with version 1.30c too, but less than now, same with Toaster Mod activated. And you see, is not only me having issues with fps.

Can you see if you can do anything about this, really please? My most favorite mod become unplayable is very bad :(

I'm thinking if you can change anything in Toaster Mod for the mod become less heavy, or create new performance options to disable some options, or disable effects, i don't know.

Before, same in maps with more monsters, i don't having this issues. Now in maps with less monsters or objects i have less fps dropping, but fps is low now than before, like 15 now and 20 before.

Really thanks for your attention and continue with your very good work :)
thanks for feedback. then for test: try to turn off XP and Rank Bars, how will FPS change?

EDIT: According to my observations: corruption cards such can reduce FPS.
I will test disable XP and Rank Bars too. But i don't using Corruption Cards. I tested and i see, is not only with your mod. With Brutal Doom too i have low performance.

Only mod working nice with Corruption Cards in my low end machine is Colourful Hell with Legendoom.

And here i can't use Legendoom or Lite version + Champions and Corruption Cards, because = 1 fps, lol, seriously! 10 like the max fps.

I'm thinking here how to contribute with your mod, because i want, but i don't know how. But now you said, i will test performance options and give my feedback.

Thanks for your attention. I will back here with an EDIT after test disable Bars.

EDIT: I tested here. No, no differences. I disabled some mods too, like Champions and many others, and no differences. I disabled some options too, to get performance, and the same.

I tested in heavy maps, like first map of Combat Shock and first map of Maps of Chaos. Outpost having fps drop too.

Only maps working less better is maps with less monsters or short maps.

I have hope and i will help in anything i can, we will discover how to run Doom in LZDoom so fast like in Zandronum, in low end machines, with many mods working together, or only using one or two mods.

I don't understand. In Zandronum i can play slaughter maps with 1000 monsters in Complex Doom and in LZDoom i can't, why?
Last edited by Armage on Sun Sep 11, 2022 2:11 am, edited 4 times in total.
CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by CzudakCzudak »

@Lucker42 Why don't you mention that switching the preferred renderer to Vulkan in the options might considerably boost framerate even on older graphic cards (starting at Radeon HD 7000 and GeForce 600/700; they are from late 2011/early 2012) in the first post of the thread? With the newest drivers for the given card, it's almost certain it will give top performance available, because the whole Vulkan been configured for performance, and GZDoom readily adopts new Vulkan improvements the moment they happen. You could mention the "toaster mode" too.
Armage
Posts: 38
Joined: Wed Jun 29, 2022 8:07 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Post by Armage »

CzudakCzudak wrote: Sun Sep 11, 2022 1:46 am @Lucker42 Why don't you mention that switching the preferred renderer to Vulkan in the options might considerably boost framerate even on older graphic cards (starting at Radeon HD 7000 and GeForce 600/700; they are from late 2011/early 2012) in the first post of the thread? With the newest drivers for the given card, it's almost certain it will give top performance available, because the whole Vulkan been configured for performance, and GZDoom readily adopts new Vulkan improvements the moment they happen.
I used the Toaster Mod, disabled options to get performance, and no results.

Unfortunately here in my low end machine i can't run GZDoom. I get the "you don't have OpenGL 3.3..." message.

And if i try GZDoom 3.7.1 (any version), or my fps drop a lot playing vanilla Doom or i can't run.

EDIT: I get the OpenGL 3.3 message same in GZDoom 3.7.1 :(

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