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Hey, Hideous Destructor fans, Somagu on the ZDooM forums made a group for HD co-op. It's surprisingly not laggy as poo poo. on chat if you want a round.
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# ? Nov 20, 2014 09:04 |
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# ? May 21, 2024 02:59 |
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JackMackerel posted:It's surprisingly not laggy as poo poo. Having the camera jump around for the heinous crime of moving was certainly a silly bug to leave unnoticed. Granted, it was the change in compiler that triggered it. Rocket Pan fucked around with this message at 12:57 on Nov 20, 2014 |
# ? Nov 20, 2014 12:52 |
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Zeether posted:I got back into Hexen I'm so sorry.
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# ? Nov 20, 2014 15:10 |
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JackMackerel posted:Hey, Hideous Destructor fans, Somagu on the ZDooM forums made a group for HD co-op. It's surprisingly not laggy as poo poo. on chat if you want a round. Somagu spent quite a while completely breaking one of the Duke Nukem mods and it owned https://www.youtube.com/watch?v=wgC0zkXrhbs&t=33s
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# ? Nov 20, 2014 15:29 |
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Doctor Goat posted:Somagu spent quite a while completely breaking one of the Duke Nukem mods and it owned
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# ? Nov 20, 2014 16:18 |
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When playing with DoomRL Arsenal, how do I get a HUD that looks like the one in the DRLA OP, showing just the ammo for my current weapon, but also showing modpacks, the name of the current weapon, and (it looks like) the amount of ammo currently loaded in the weapon? I thought "DoomRL HUD" would do it, but that just gives me the normal hud + modpacks along the bottom. Mostly I just want to be able to see how much ammo is currently in my weapon. e: yes, I'm using the fullscreen HUD ToxicFrog fucked around with this message at 17:46 on Nov 20, 2014 |
# ? Nov 20, 2014 17:44 |
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It's a toggle set to a keybind, "HUD Weapon/Armor Info" It doesn't show amount of ammo in your gun though, you have to use the RLarsenal hud, and set it to a step under or above fullscreen hud to see that. Karasu Tengu fucked around with this message at 17:57 on Nov 20, 2014 |
# ? Nov 20, 2014 17:53 |
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Jblade posted:He's helping bug testing of Episode 2 and already picked out a bunch of stuff I missed I can't really stress test my own stuff because I subconsciously don't try things I know won't work. You should keep stuff like his method of slidekicking through doors as settings, like Doom has its compat flags. Call it the eSports menu
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# ? Nov 20, 2014 18:06 |
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Elliotw2 posted:It's a toggle set to a keybind, "HUD Weapon/Armor Info" I'm using the RLA HUD and I don't have that info, that's why I'm asking! The only RLA keybinds are "unused", "assemblies list" (brings up a fullscreen display of known assemblies), "armour/mod info" (brings up a fullscreen display of armour and modpack stats), "remove armour", "remove boots", "armour special ability", and "next HUD page". And "next HUD page" only does anything when in the armour/mod or assembly info screens.
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# ? Nov 20, 2014 18:10 |
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Oh, I had DoomRPG loaded too, that was giving the extra poo poo. My normal DoomRLA wad shows the ammo in the gun just fine at all levels, in the Ammo box on the status bar, and under the total in fullscreen. The HUD wad will show the gun + loaded modpacks in the top right however.
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# ? Nov 20, 2014 18:17 |
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Elliotw2 posted:Oh, I had DoomRPG loaded too, that was giving the extra poo poo. My normal DoomRLA wad shows the ammo in the gun just fine at all levels, in the Ammo box on the status bar, and under the total in fullscreen. The HUD wad will show the gun + loaded modpacks in the top right however. Huh. Mine looks totally different. Can't screenshot right now, but in hudbar mode it looks like yours except with the current inventory item instead of the face, and without the HP and ammo indicators above the hudbar. In fullscreen mode it looks like the normal gzDoom HUD, I think -- level stats, HP, and armour in the lower left, weapons and ammo in the lower right, inventory along the bottom, no per-weapon ammo display or anything. I have loaded DoomRL Arsenal, DoomRL HUD, DoomRL Monsters, and Going Down, in that order.
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# ? Nov 20, 2014 18:59 |
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Oh, go to the HUD options and turn off the Alternative HUD. Not only is it bad and tiny, but it doesn't work properly with any mods.
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# ? Nov 20, 2014 19:05 |
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i wonder if you could take the level generation code from doom rl and make something to make randomized WADs for actual doom. i say this knowing literally nothing about making doom maps beyond how the sectors work, so i imagine it would be impossible.
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# ? Nov 20, 2014 19:18 |
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FirstPersonShitter posted:i wonder if you could take the level generation code from doom rl and make something to make randomized WADs for actual doom.
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# ? Nov 20, 2014 19:20 |
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I'd be really neat to be able to play doom roguelike properly within the doom engine edit: i figured that it'd be an external utility thing that generated a full dungeon that you could then play
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# ? Nov 20, 2014 19:21 |
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OBLIGE is what you're looking for. It uses setpieces to create the levels so you'll get repetitive architecture a lot. It's still pretty cool though. The levels, being random, are pretty bland, but it's fun to crank up monsters and crank down health items and see what you can get.
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# ? Nov 20, 2014 19:25 |
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Speaking of random level generators, RANDROTT is pretty fun.
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# ? Nov 20, 2014 19:31 |
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FirstPersonShitter posted:i wonder if you could take the level generation code from doom rl and make something to make randomized WADs for actual doom. You could, but to be honest, DoomRL levels would all make pretty lovely Doom levels. Something specifically tailored for Doom will always give better results. Elliotw2 posted:Oh, go to the HUD options and turn off the Alternative HUD. Not only is it bad and tiny, but it doesn't work properly with any mods. That fixed it, thanks! While I'm asking stupid newbie questions, two more... - how do I enable the high res texture pack in gzDoom? I downloaded the gzDoom version, renamed it from .bin to .pk3, and added it to the load order in ZDLSharp, and I can see it getting loaded in the logs, but everything is still a blurry and/or pixelated mess. "high res textures" are enabled in the openGL settings. - are there any special tricks involved in getting Beautiful Doom to work with DoomRL Arsenal?
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# ? Nov 20, 2014 19:45 |
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Don't, and you can't, in that order. You can get sharper graphics by setting texture filtering to nearest instead of any other option.
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# ? Nov 20, 2014 20:06 |
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The Kins posted:There are random map generators for Doom out there, so it's possible. It'd have to be an external utility, though, because there isn't a chance in hell of coaxing non-awful random maps out of ACS scripting. It'd not be very Doom-y, though. Elliotw2 posted:You can get sharper graphics by setting texture filtering to nearest instead of any other option. Shadow Hog fucked around with this message at 20:36 on Nov 20, 2014 |
# ? Nov 20, 2014 20:33 |
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Double-post, ignore
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# ? Nov 20, 2014 20:35 |
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Elliotw2 posted:Don't, and you can't, in that order. Assume, for the sake of argument, that I want to see just how "bad" the high res texture pack is first hand. Shadow Hog posted:I dunno, if you don't mind flat, boxy, grid-adhering Wolfenstein-ish levels, I half-expect you could port the actual level generation code from DoomRL to some degree. Oh, you absolutely could. The problem is that every randomly generated DoomRL level is either (a) a bunch of rectangular rooms packed into a larger rectangular area (b) a large, open rectangular room with a bunch of "buildings" in it (c) a cave optionally with a river of water, acid or lava cutting through it at a random location. That works fine for a short and fast-paced roguelike, but I can't see it working well at all for an FPS.
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# ? Nov 20, 2014 20:39 |
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ToxicFrog posted:Assume, for the sake of argument, that I want to see just how "bad" the high res texture pack is first hand. You said something about renaming a .bin file, so I'm going to assume you got an old version or something. Redownload the GZdoom version here and then just load the pk3 file like any other wad.
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# ? Nov 20, 2014 21:02 |
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Elliotw2 posted:You said something about renaming a .bin file, so I'm going to assume you got an old version or something. Redownload the GZdoom version here and then just load the pk3 file like any other wad. That is exactly where I got it from, and while that page claims that the gzDoom version is a pk3 (and under inspection it does indeed appear to be), the file that it actually links to has a .bin extension.
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# ? Nov 20, 2014 21:47 |
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Is there a guide to DoomRPG anywhere? The github wiki is pretty bare. For example how do I use skills? Are auras passive? What are augmentations/stims/shields and how do I use those? I feel like there's a lot I'm missing out on because there's no documentation.
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# ? Nov 20, 2014 22:20 |
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ToxicFrog posted:That is exactly where I got it from, and while that page claims that the gzDoom version is a pk3 (and under inspection it does indeed appear to be), the file that it actually links to has a .bin extension. I literally just downloaded it, it's a .pk3 file. It sounds like your browser or OS is loving something up.
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# ? Nov 20, 2014 22:22 |
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ToxicFrog posted:That is exactly where I got it from, and while that page claims that the gzDoom version is a pk3 (and under inspection it does indeed appear to be), the file that it actually links to has a .bin extension. https://www.dropbox.com/s/noghttlaae615h2/zdoom-dhtp-20140616.pk3 If you're still having trouble, I rehosted it for you.
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# ? Nov 21, 2014 01:23 |
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Rocket Pan posted:I'm glad nobody noticed my screwup on a couple of recent-ish devbuilds, on that note. Actually, HD itself is fine, it's just that ZDooM's netcode is usually hideous (HYUCK HYUCK). Someone apparently cleaned it up a little - we only had one or two instances of rubberbanding.
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# ? Nov 21, 2014 02:10 |
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Golden Souls is fantastic. The art style, weapons, enemies, and just general feel of everything is amazing. The maps do a really good job of making you explore, making (some of) the maps feel pretty nonlinear and open. Everyone should go play it.
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# ? Nov 21, 2014 02:14 |
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JackMackerel posted:Actually, HD itself is fine, it's just that ZDooM's netcode is usually hideous (HYUCK HYUCK). Someone apparently cleaned it up a little - we only had one or two instances of rubberbanding. You have me confused. I was talking about the netcode. The only thing I changed that could possibly affect performance like that, on that note, was remove PacketSever from auto selection due to its aggressive hatred of any amount of latency (it notably doubled roundtrip times, and couldn't adapt if someone other than the arbitrator slowed down, making things worse). It seemed to be causing more harm than good, so I made P2P always auto selected regardless of player count, and plan on replacing PacketServer over the next few weeks with something much more suitable and flexible. Mind you, I changed so much, and the conditions are usually environment dependent, anything could improve performance for any one individual. Rocket Pan fucked around with this message at 03:05 on Nov 21, 2014 |
# ? Nov 21, 2014 03:00 |
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nexus6 posted:Is there a guide to DoomRPG anywhere? The github wiki is pretty bare. For example how do I use skills? Are auras passive? What are augmentations/stims/shields and how do I use those? I feel like there's a lot I'm missing out on because there's no documentation. Use skills by first assigned Skill Wheel and Use Skill to 2 different buttons. Access your skill page and then assign a skill to the wheel using the instructions on those pages Then open your skill wheel out of the menus and go to select a skill you've assigned Last but not least, press your Use Skill button to actually use your skill Aura's are active abilities that provide a passive benefit for a limited time. They default to 30 seconds I believe and seem to not really be worth it. Stims aren't worth using from my experience Augmentations I still haven't discovered Shields are amazing. Basically a regenerating shield. First you need to assign some buttons to Activate Shield. Then you need to buy a shield. The first slot of the shield shop page is a basic package with all 3 components needed. That is a max capacity thing, a recharge thing and a ???. I can't quite remember off the top of my head. Once you have the 3 pieces go to the shield menu and select each one of each of their pages. Lastly activate with that button you assigned earlier. EMP knocks them offline for a while. One thing to note is that everyone starts with 1 point in Teleport skill which allows you to go to the DooM RPG hub. Important notice is to NOT shoot anyone or anything as it gets pretty rough with the evil robots from Robocop teleporting in if you survive for some time. In the hub the first guy on your left with give you missions, missions are mostly only activate on cleared levels. Right beside that guy is a teleporter that allows you to visit all cleared levels as well as your current one. Further into the hub are 4 doors, 3 on the left 1 on the right. The right door leads to a healing/repair/recharge point where you can spend cred to get Health/Armour or MP back. It also allow you to exchange skill tokens for stat tokens and vice versa. Further past that point is not much of use, only a bunch of empty lockers you can store stuff in if you really want to, or the dev room. The first left door is the shop, they offer a random discount every couple of minutes, other than that the exact same as the shop you can interface with after Rank 1. The second and third doors on the left both lead to the arena. It is a decent place to gain a couple of levels and more importantly ranks. Talk to a clerk to activate it, then enter and hit E to actually start the round. Be careful early on because one of the random events is "Floor is lava" which can kill fast if you are unprepared. At the end of each round you get a random reward which can be Keys to awesome ridiculous weapons or boring rear end stim packs. I realize this is a bit late I did promise something a couple of days ago but oh well. I'm going to start it up again as this is mostly from memory.
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# ? Nov 21, 2014 03:07 |
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I wonder if OBLIGE could be taught to build Metroid Dreadnaught levels... it's not terrible playing through normal levels as Samus, until it throws an archvile and a cyberdemon at you with no energy tanks and only ten missiles XD
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# ? Nov 21, 2014 03:53 |
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Cerepol posted:The second and third doors on the left both lead to the arena. It is a decent place to gain a couple of levels and more importantly ranks. Talk to a clerk to activate it, then enter and hit E to actually start the round. Be careful early on because one of the random events is "Floor is lava" which can kill fast if you are unprepared. At the end of each round you get a random reward which can be Keys to awesome ridiculous weapons or boring rear end stim packs. What are these "keys"? I thought DoomRPG, out of the box, only had the normal Doom weapons, and all your upgrades were passive stat upgrades, shields, or spells.
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# ? Nov 21, 2014 03:55 |
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ToxicFrog posted:What are these "keys"? I thought DoomRPG, out of the box, only had the normal Doom weapons, and all your upgrades were passive stat upgrades, shields, or spells. Well I've never used DoomRPG without DooMRL Arsenal The keys are literally keys like the red/blue/yellow key or skulls.
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# ? Nov 21, 2014 03:57 |
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Cerepol posted:Well I've never used DoomRPG without DooMRL Arsenal Aah. I tried using DoomRPG + DoomRLA, and found that (a) that is way the gently caress too many things (and too many keybinds) to keep track of and (b) the fact that you can trivially generate infinite money and modpacks is a bit eyebrow-raising. On the other hand, Doom with just DoomRLA is completely kicking my rear end even on HNTR, so maybe I should reinstall DoomRPG and embrace the brokenness
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# ? Nov 21, 2014 04:02 |
What exactly do you do with arena reward keys?
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# ? Nov 21, 2014 04:19 |
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SALT CURES HAM posted:What exactly do you do with arena reward keys? I don't know... I don't remember them transferring between levels. Oh before I forget if you have event levels on (which I think defaults to ON) there is a like 3% chance default that a given level with have an event, the one I've seen the most is Nuclear Bomb imminent which gives you something like 3xPAR time to complete the level.
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# ? Nov 21, 2014 04:20 |
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So apparently the PSX and Jaguar had hud animations for when you blew yourself up.
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# ? Nov 21, 2014 11:27 |
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Jaguar Wolf had a unique hud animation state, too...
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# ? Nov 21, 2014 11:39 |
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# ? May 21, 2024 02:59 |
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Wait for certain mod to use that and increase the detail of the head blowing up
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# ? Nov 21, 2014 12:45 |