DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

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Your favorite Monster Pack for DoomRPG?

DoomRL Monsters Pack Beta 7.3
56
69%
Pandemonia Monsters v2.2
6
7%
Colourful Hell v0.99b
14
17%
DeHacked Attack 4.0
3
4%
Rampancy 2.0
2
2%
 
Total votes: 81

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

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

CzudakCzudak wrote: Wed Aug 10, 2022 2:53 am Alright, the stuff is done. From what I understood from SLADE documentation, the graphics are "indexed" and the default color for the transparency is white.

I have no idea what next, though, but the packed sprites are in the attachments.

Smaller Ammo Pickups.png
Thanks more for that!

It's in the build now.

EDIT: I just had to correct the offsets in Slade.

EDIT2:
Armage wrote: Mon Aug 08, 2022 8:02 amI tested here DoomRL Extended and don't work here on LZDoom. 2 decorate errors. So i disabled and everything back working normal like before.
So, I checked to see if it would work without DoomRPG. And I'm getting exactly the same 2 errors with the following runing order:
- DoomRL Arsenal;
- DoomRL Arsenal Monsters;
- DoomRL Arsenal Extended.

So you need to contact the original DoomRL Extended theme with this question.
CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by CzudakCzudak »

It's in the build now.
I just saw them with the latest build: outstanding!

Anyhow, what about a slightly altered sprite for the Assault Shotgun, so it would look a bit different, to differentiate it from Tactical Shotgun?
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

Update 1.30b:
- added Demon Sanctuary in Outpost. You need rank 10 to get into the Sanctuary. In the sanctuary you can perform missions to get Demon Artifact as well as summon Demon Weapons and Armors. (Thanks to Ron Dallas);
- changes in compatibility and balance for DoomRLA EXTENDED [0.9be] (Thanks to DRouve);
- added sprites for half-ammo (Thanks to CzudakCzudak);
- added names for Danger Levels in DRPG menu (only for DRLA Monsters);
- added mini patch for Corruption Cards compatibility (now Cards Selector is not activate on Outpost);
- minor balance changes.

EDIT:
- Optimization: Marines fight enemies on the title map only when Toaster Mod is turned off.

The last buld can be downloading from the link in the top thread.
CzudakCzudak wrote: Thu Aug 11, 2022 2:07 pmAnyhow, what about a slightly altered sprite for the Assault Shotgun, so it would look a bit different, to differentiate it from Tactical Shotgun?
Show me sprites, and if it's really cool and fits the setting, I'll add it to the build.
MutantMods
Posts: 9
Joined: Sun Aug 14, 2022 11:53 am
Graphics Processor: nVidia (Modern GZDoom)

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by MutantMods »

Thank you for keeping this glorious mod updated and compatible with other mods. The only issue I have with the rebalance is how I went through 2 megaWADs and have yet to see a rare weapon type (assembled and up) this is ridiculously boring.

Edit:
even standard modpacks are way too rare! I only found 1...a loot rarity and balanced menu setting is extremely needed. This is just not fun it's like playing vanilla doom except harder because everything is so fking strong and you have no loot.
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

MutantMods wrote: Sun Aug 14, 2022 11:56 am Thank you for keeping this glorious mod updated and compatible with other mods. The only issue I have with the rebalance is how I went through 2 megaWADs and have yet to see a rare weapon type (assembled and up) this is ridiculously boring.

Edit:
even standard modpacks are way too rare! I only found 1...a loot rarity and balanced menu setting is extremely needed. This is just not fun it's like playing vanilla doom except harder because everything is so fking strong and you have no loot.
Thanks for feedback!

Update 1.30c:
- added the ability to change the type of loot system (in DoomRPG Options -> Loot Generation). Now you can choose the type of loot system:
- Adaptive (DoomRPG Rebalance sytem. Depends on the Map and Luck Level);
- DoomRL Arsenal (Original);
- Depends on the Map Level only;
- Depends on the Luck Level only.

The last buld can be downloading from the link in the top thread.

DoomRL Arsenal loot system looks like your choice.

EDIT: note for Adaptive (DoomRPG Rebalance sytem): I also want to point out that the setting of the number of wads greatly affects the quality of the loot (the less wads - the greater the intensity). So choose as many wads as you really want to pass.
MutantMods
Posts: 9
Joined: Sun Aug 14, 2022 11:53 am
Graphics Processor: nVidia (Modern GZDoom)

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by MutantMods »

lucker42 wrote: Mon Aug 15, 2022 11:46 am
MutantMods wrote: Sun Aug 14, 2022 11:56 am Thank you for keeping this glorious mod updated and compatible with other mods. The only issue I have with the rebalance is how I went through 2 megaWADs and have yet to see a rare weapon type (assembled and up) this is ridiculously boring.

Edit:
even standard modpacks are way too rare! I only found 1...a loot rarity and balanced menu setting is extremely needed. This is just not fun it's like playing vanilla doom except harder because everything is so fking strong and you have no loot.
Thanks for feedback!

Update 1.30c:
- added the ability to change the type of loot system (in DoomRPG Options -> Loot Generation). Now you can choose the type of loot system:
- Adaptive (DoomRPG Rebalance sytem. Depends on the Map and Luck Level);
- DoomRL Arsenal (Original);
- Depends on the Map Level only;
- Depends on the Luck Level only.

The last buld can be downloading from the link in the top thread.

DoomRL Arsenal loot system looks like your choice.

EDIT: note for Adaptive (DoomRPG Rebalance sytem): I also want to point out that the setting of the number of wads greatly affects the quality of the loot (the less wads - the greater the intensity). So choose as many wads as you really want to pass.
Yo! Thank you so much! I'm working on a video to explain everything about this mod. I was wondering if the auras still behave the same as it says here:

Red - Damaging the monster at close range will give you retaliatory Curse status.
Green - Immunity to splash damage, flinching. Reflects projectiles.
Pink - Chance to passively resurrect nearby enemies.
White - Passively levels up nearby enemies occaisionally. If the aura monster is level 1000, it goes berserk and super levels everything.
Orange - Passive chance to teleport near you the further away you are from them.
Purple - Passively regenerates nearby monster's health.
Light Blue - Steals EP.
Dark Blue - Steals ammo.
Yellow - Steals many monies.

if not then what has changed?

edit:

also a list of who else is working with you on the rebalance so i can mention you in the credits for the mod. And I've tried the new loot generation options, they work as expected thank you!
Last edited by MutantMods on Mon Aug 15, 2022 12:48 pm, edited 1 time in total.
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

MutantMods wrote: Mon Aug 15, 2022 12:16 pm Red - Damaging the monster at close range will give you retaliatory Curse status.
Green - Immunity to splash damage, flinching. Reflects projectiles.
Pink - Chance to passively resurrect nearby enemies.
White - Passively levels up nearby enemies occaisionally. If the aura monster is level 1000, it goes berserk and super levels everything.
Orange - Passive chance to teleport near you the further away you are from them.
Purple - Passively regenerates nearby monster's health.
Light Blue - Steals EP.
Dark Blue - Steals ammo.
Yellow - Steals many monies.

if not then what has changed?
The auras work exactly as you described. But I would like to point out that:
Light Blue - Steals EP.
Dark Blue - Steals ammo.
Yellow - Steals many monies.
These are turned on/off in the DoomRPG settings.
MutantMods wrote: Mon Aug 15, 2022 12:16 pm also a list of who else is working with you on the rebalance so i can mention you in the credits for the mod.
DRouve - working on compatibility with DRLAX Extended;
Ron Dallas - work on the Outpost redesign;
CzudakCzudak - work on half-ammo sprites.

And of course, everyone on this GitHub contributors page.
CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by CzudakCzudak »

I edited those "half ammo" sprites, so the whole collection should now fit the general layout of smaller/less potent ammo drop, while indeed looking like something that provides less compared to the original. This is the final revision, already suitable with the names you assigned to them in the latest build. You might need to adjust the offsets, since I don't know what is that and how to handle it.

Also included the weapon selection sprite for the tactical shotgun; the shooting ones are fine, it's just the clip should be a bit shorter, since it holds 5 shells and not 6 like the drum magazine for the assault shotgun.

By the way, if anything would need graphical editing, just tell me.
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lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

CzudakCzudak wrote: Tue Aug 16, 2022 10:55 am I edited those "half ammo" sprites, so the whole collection should now fit the general layout of smaller/less potent ammo drop, while indeed looking like something that provides less compared to the original. This is the final revision, already suitable with the names you assigned to them in the latest build. You might need to adjust the offsets, since I don't know what is that and how to handle it.

Also included the weapon selection sprite for the tactical shotgun; the shooting ones are fine, it's just the clip should be a bit shorter, since it holds 5 shells and not 6 like the drum magazine for the assault shotgun.

By the way, if anything would need graphical editing, just tell me.
Thank you!

I looked at the sprites, they look brighter than the previous ones for some reason. Can you bring them to the same brightness level as the previous ones?
CzudakCzudak
Posts: 24
Joined: Sun Jul 03, 2022 4:22 am

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by CzudakCzudak »

lucker42 wrote: Tue Aug 16, 2022 11:36 am
CzudakCzudak wrote: Tue Aug 16, 2022 10:55 am I edited those "half ammo" sprites, so the whole collection should now fit the general layout of smaller/less potent ammo drop, while indeed looking like something that provides less compared to the original. This is the final revision, already suitable with the names you assigned to them in the latest build. You might need to adjust the offsets, since I don't know what is that and how to handle it.

Also included the weapon selection sprite for the tactical shotgun; the shooting ones are fine, it's just the clip should be a bit shorter, since it holds 5 shells and not 6 like the drum magazine for the assault shotgun.

By the way, if anything would need graphical editing, just tell me.
Thank you!

I looked at the sprites, they look brighter than the previous ones for some reason. Can you bring them to the same brightness level as the previous ones?
No idea. Maybe it's some weird "fixed" rules for the indexed Doom graphics. I believe it should be possible to implement those graphics as pure .PNGs in their full 24 bit richness for the GZDoom purposes with the correct levels of brightness, right? Let's try that. If that wouldn't pan out in our favor, then let's forget about it an use the first version provided (and I will make another attempt at some point later, once I would make myself familiar with SLADE and DOOM documentation on sprites).
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lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

CzudakCzudak wrote: Tue Aug 16, 2022 12:32 pmNo idea. Maybe it's some weird "fixed" rules for the indexed Doom graphics. I believe it should be possible to implement those graphics as pure .PNGs in their full 24 bit richness for the GZDoom purposes with the correct levels of brightness, right? Let's try that. If that wouldn't pan out in our favor, then let's forget about it an use the first version provided (and I will make another attempt at some point later, once I would make myself familiar with SLADE and DOOM documentation on sprites).
Thank you! But I'm not ready to answer how 24 bit png will be displayed in LZdoom. As far as I know there need sprites to be 8 bits. I could be wrong.

I updated the sprites in the build (including the Tactical Shotgun).
I also made a small but important fix:
- reducing the drop off of credits from barrels (they were getting too many at some point).

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 build]

Post by CzudakCzudak »

Hey. I just read the (G)(Z)Doom and SLADE documentation sections on sprites. Now, this Mark III "FINAL" package has the sprites in:

- 8 bits (as it should be; you were correct)
- the same brightness as the originals
- correct offsets (I used SLADE to achieve this)

This is the final final final package. Sorry for the mess; this happens when I don't prepare. If anything, now I know all I need about sprite edits for GZDoom mods, hehe.

P.S. The option of me assisting you in graphic edits is still open.
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lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

CzudakCzudak wrote: Wed Aug 17, 2022 10:15 am Hey. I just read the (G)(Z)Doom and SLADE documentation sections on sprites. Now, this Mark III "FINAL" package has the sprites in:

- 8 bits (as it should be; you were correct)
- the same brightness as the originals
- correct offsets (I used SLADE to achieve this)

This is the final final final package. Sorry for the mess; this happens when I don't prepare. If anything, now I know all I need about sprite edits for GZDoom mods, hehe.

P.S. The option of me assisting you in graphic edits is still open.
Thank you for your diligent work.

I updated the build again. There is also a small addition:
- added wads names in transport menu (with MapPacks enabled - WadSmoosh, Lexicon, Compendium).

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 build]

Post by CzudakCzudak »

Thank you for your diligent work.
No prob.

Also, I would like to attempt to make health pickups more uniform/unified in appearance (preferably in Doom's one). However, I have no idea where to look for them; I tried to read the code of any files I could open in Notepad++, but I Wan't able to understand where to find the references for the sprites. If you could tell me where to look or provide me with them, it would be extra awesome!
lucker42
Posts: 137
Joined: Thu Apr 04, 2019 9:25 pm

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Post by lucker42 »

CzudakCzudak wrote: Sat Aug 20, 2022 3:01 pm
Thank you for your diligent work.
No prob.

Also, I would like to attempt to make health pickups more uniform/unified in appearance (preferably in Doom's one). However, I have no idea where to look for them; I tried to read the code of any files I could open in Notepad++, but I Wan't able to understand where to find the references for the sprites. If you could tell me where to look or provide me with them, it would be extra awesome!
Sprites for health pickups:

https://github.com/WNC12k/DoomRPG-Rebal ... tes/health

MEDKA0.png
MEDLA0.png
MEDPA0.png
MEDSA0.png
MEDSB0.png
MEDXA0.png

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