Giter Site home page Giter Site logo

doomrpg's People

Contributors

ahcodedthat avatar alexey-lysiuk avatar davidph avatar edward850 avatar jrhard771 avatar kyle873 avatar marrub-- avatar pink-silver avatar ryancordell avatar subenji avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

doomrpg's Issues

Auto-Sell Not Working

I'm at rank 1, have shop anywhere enabled, set the shotguns and battle rifles to autosell, cleared them out of my inventory, and the auto-sell doesn't seem to be working. Just goes straight into my inventory like normal.

Unless some change was made to the auto-sell system I don't know about....

Using Transport skill on MAP29/MAP30 causes an error

Tested with both doom2.wad and plutonia.wad. Using the skill to attempt to transport back to the UAC Outpost from MAP30 causes an error that states, "Unable to load map ' to select stim size '" or another similar error. Using it from MAP29 doesn't take you back to the UAC Outpost as it should, instead taking you to a different map (MAP02 in Doom, MAP20 in Plutonia), and attempting to use the skill from that map causes the same error.

(As an aside: it would be nice if there were a Paypal where we could support development. This mod has breathed a lot of new life into the game for me and kept me entertained.)

Arena Round starts are off kilter again/Can't buy Armor Bonuses from the shop

Gonna start packing these together, I guess.

The old problem I mentioned about replaying old arena rounds and the round being already over when I activate the arena? That's back.

Secondly, I can't buy Armor Bonuses from the shop. Shop Anywhere is off, but i'm at the Outpost. If I do "buy" an armor bonus from the shop, money is deducted, but the armor bonus doesn't show up anywhere, not on the ground and not in my pickup messages. Also wearing Gothic Armor that is somewhat damaged. No, the durability of said armor did not improve.

EDIT: Not just armor bonuses. Can't buy ammo either. Same problem.

An issue with token conversion

Let's say you have enough credits to do two individual token conversions (or more). Doing the first conversion works fine. However, if you try and do the second conversion without leaving the interface/menu, you don't get what you paid for. Here is my case:

I have 6 stat, 4 stat cap and 18 skill tokens. I have nearly 60,000 credits, enough for two "1 stat cap token -> 10 stat tokens" conversions, as it costs 25,000 credits per conversion. I choose my option and tell it to convert. Now I have 16 stat and 3 stat cap tokens, and lost 25,000 credits -- everything is good so far. If I tell it to convert again (as I mentioned above, without leaving the menu), An "error" sound will be played, I will lose 5 stat tokens and gain 1 skill token, and will lose 25,000 credits.

(SUGGESTION)Limit DRLA Assembly Tracking Map/Computer Map learning by player rank

I know this is technically more DRLA's gig, but it does have something to do with DRPG and I figured the suggestion would be better placed in here.

That moment when you immediately walk into a room, pick up a red computer, and learn how to make nano-ammo weapons.

I was thinking it might help the balance a bit if the random assemblies a player can learn from one of the red computers was limited by the player's rank. Such as 0-2 for basic, 3-6 for advanced, and anything beyond that having the possibility of master assembly learning.

Just thought it might be worth mentioning.

Runaway scripts being terminated

"::ShopItemAutoHandler" gets terminated when you try to auto-store items in the outpost when burned out (EP doesn't decrease when storing/withdrawing items in the outpost so it shouldn't need to do EP checks). "::MonsterInitStats" gets terminated sometimes when starting a level on Hell difficulty.

RLWeaponLimit sometimes isn't updated when looting weapons from crates

If the player's rank is at least 1 (Private), and one loots a weapon from a crate, the HUD weapons counter does not increase. If the weapon is of a type that's set to auto-sell, the HUD weapons counter will _de_crease instead!

To reproduce:

  1. Run DRPG with DRLA. (For reference, my configuration is below.)
  2. Change your starting settings so that your starting rank is at least 1.
  3. Start a new game.
  4. summon DRPGCrate. Repeat if needed until you get a crate containing at least one weapon.
  5. Loot the crate. Take the weapon. Observe the counter not changing.

My environment:

  • Windows 7 64-bit
  • GZDoom gfbefe13
  • Doom 2 IWAD from Steam
  • DRL Arsenal 7.94
  • DRPG 1d53f0b

Executable and parameters:

  • C:/Program Files (x86)/gzdoom-g2.1.pre-1159-gfbefe13/gzdoom.exe
  • -iwad
  • C:/Program Files (x86)/Steam/steamapps/common/doom 2/base/DOOM2.WAD
  • -file
  • C:/Users/alex/AppData/Roaming/Doom/WADs/DoomRL Arsenal Beta 7.94.pk7
  • C:/Users/alex/AppData/Roaming/Doom/WADs/DoomRL Monsters Beta 5.2.pk7
  • C:/Users/alex/AppData/Roaming/Doom/WADs/DoomRPG/DoomRPG
  • C:/Users/alex/AppData/Roaming/Doom/WADs/DoomRPG/DoomRPG-RLArsenal
  • C:/Users/alex/AppData/Roaming/Doom/WADs/DoomRPG/DoomRPG-RLMonsters
  • -gl3

Jump Height not working properly

It seems that Jump Height will not apply properly, even when increasing it and applying the new values with SetActorProperty().

Loading character: HP and EP issues

I've been using the same character through each of the Doom IWADs and have gotten up to Level 85, with all stats maxed out. However, when I load this character into a new session, I end up dying instead, with health going into the negative quintuple digits and EP doing something similar. When I had loaded my character previously, I had ended up with about 10x the health that I should have had. My credits, skills, and inventory don't appear to be any different, but I can't really check since when I load my character, I die immediately and don't have any Continues to keep me from resetting.

EDIT: Tried a few workarounds, such as putting a Continue in my inventory before loading, using Buddha and God Mode when loading, and using the "Resurrect" command. None worked; Resurrect resurrected my character, but made me unable to open the menu and seems to have reset the stats.

'Bad hex number: Gr' Warning

The warning message mentioned in the title is caused by GrayMap value used for color in DoomRPG/actors/Powerups.txt and DoomRPG/actors/Skills.txt files.
According to the corresponding wiki page (http://zdoom.org/wiki/Powerup_properties) and actual source code, there is no such keyword. Black color will be used in this case.
It's better to replace this "keyword" with the correct color value IMHO. So the given warning will not hide some other issue in the future.

Shield doesn't regenerate charge after a while

After some point, which I haven't determined yet, the shield's charging mechanic will stop functioning and the shield will no longer charge. This seems to happen at complete random and I don't know why.

Consider debugging with scriptstat and checking before/after output, maybe the script is getting stalled or terminated somehow?

Outpost Shield Recharger is recharging a non-existant shield

Started a new game with the latest build, and headed to the outpost because E1M1 has tactical nuke.

My bad luck aside, I went a few rounds in the arena, then went to the recharging stations. I ended up losing credits on the shield recharger, which went through the motions of recharging my shield. Except that I didn't have a shield anything at all.

HUD notifications of stat increases sometimes show incorrect name.

Rarely, when my character gains a stat increase (either by spending modules or by natural stat growth), the resulting floating HUD notification thingy shows a completely unrelated actor class name instead of the stat name. So, for instance, it just showed “DRPGSTIMPACK+” instead of “STRENGTH+”. The stat increase does still happen as normal, and the correct icon for the stat is shown, but the name is wrong. Increasing the same stat repeatedly shows the same incorrect name (e.g. increasing strength repeatedly gives multiple “DRPGSTIMPACK+”es).

When this happens, it seems to persist, but changing maps (transporting back to the Outpost, exiting the map, changemap, or even changemapping to the same map) seems to make it work correctly again.

Exactly which names get shown seems to vary. This time I'm getting health and armor items (stimpack, blue armor, etc), but I remember once seeing “RLHIGHPOWERNUCLEARBFG9000+” (or, well, the part of it that fit on the screen) show up.

My configuration is currently:

I have seen it happen with many different map sets, so I doubt it has anything to do with that.

Maps don't spawn health items properly

I'm only putting this here because I can't get into the IRC channel at the moment, and if I don't point this out, i'm gonna die from irritation.

The health items that are meant to be dispersed throughout the normal maps, the stimpacks and medikits, are the standard Doom healing items, which will only take health up to 100 and cannot be put into your inventory, even if Inventory Capacity System is on.

If it means anything, I am using GZDOOM g2.1.pre-108-ga6f6450, and the ZDL load order is the following:

DoomRPG
DoomRL Arsenal Beta 7.94
DoomRL Monsters Beta 4.6
DoomRL Hud
DoomRPG-Doom1 (Yes I am using Doom.wad, not Doom2.wad)
DoomRPG-Brightmaps
DoomRPG-RLArsenal
DoomRPG-RLMonsters
doomcoop2-bd-ok
AggressiveBrutality1.0

Absolute monster limit

Like the monster population % cvar, but defines an absolute limit that monsters will not spawn above, for people with REALLY slow computers.

Actors from RLArsenal is used by default

There are several actor classes from DoomRL that are used even if the mod is started by using -file DoomRPG only. Actually, a few warnings are printed to console at every launch:

Script warning, ":actors/Marines/PowerSuit.txt" line 317:
Unknown class name 'RLPlasmaShieldArmorToken'
Script warning, ":actors/Marines/PowerSuit.txt" line 318:
Unknown class name 'PowerRLReactiveShieldSystemPlasma'
Script warning, ":actors/Marines/PowerSuit.txt" line 319:
Unknown class name 'PowerRLReactiveShieldSystemFire'
Script warning, ":actors/Marines/PowerSuit.txt" line 320:
Unknown class name 'RLInquisitorsSetBonusActive'
Script warning, ":actors/Marines/PowerSuit.txt" line 337:
Unknown class name 'RLPlasmaShieldArmorToken'
Script warning, ":actors/Marines/PowerSuit.txt" line 338:
Unknown class name 'PowerRLReactiveShieldSystemBullet'
Script warning, ":actors/Marines/PowerSuit.txt" line 339:
Unknown class name 'PowerRLReactiveShieldSystemFire'
Script warning, ":actors/Marines/PowerSuit.txt" line 340:
Unknown class name 'PowerRLReactiveShieldSystemPlasma'
Script warning, ":actors/Marines/PowerSuit.txt" line 341:
Unknown class name 'RLInquisitorsSetBonusActive'
Script warning, ":actors/Marines/PowerSuit.txt" line 798:
Unknown class name 'RLPlasmaShieldArmorToken'
Script warning, ":actors/Marines/PowerSuit.txt" line 799:
Unknown class name 'PowerRLReactiveShieldSystemPlasma'
Script warning, ":actors/Marines/PowerSuit.txt" line 800:
Unknown class name 'PowerRLReactiveShieldSystemFire'
Script warning, ":actors/Marines/PowerSuit.txt" line 801:
Unknown class name 'RLInquisitorsSetBonusActive'
Script warning, ":actors/Marines/PowerSuit.txt" line 820:
Unknown class name 'RLPlasmaShieldArmorToken'
Script warning, ":actors/Marines/PowerSuit.txt" line 821:
Unknown class name 'PowerRLReactiveShieldSystemBullet'
Script warning, ":actors/Marines/PowerSuit.txt" line 822:
Unknown class name 'PowerRLReactiveShieldSystemFire'
Script warning, ":actors/Marines/PowerSuit.txt" line 823:
Unknown class name 'PowerRLReactiveShieldSystemPlasma'
Script warning, ":actors/Marines/PowerSuit.txt" line 824:
Unknown class name 'RLInquisitorsSetBonusActive'

Please ignore this report if it's expected behavior.

Showing Ammo types in the Zdoom(/Main) hud?

Either that or add a keybind to show them (ala DRLA's "Show mod/weapon/Weaponname" button), because swapping through weapons to check to see how much Cell ammo I have before I decide to use the PAS's Special during a large battle is somewhat annoying.

Auras on monsters raised by a friendly Arch-Vile may affect the player.

In my current game (Hell difficulty, Dark Zone event, in which the Shadows have already arrived), I have a summoned Arch-Vile going around raising friendly monsters for me. This is rather awesome, but for one problem: I noticed one of the monsters it raised had an aura that was stealing EP/ammo/money from me, even though it was friendly. I could see the pop-off numbers indicating which one had the offending aura, too. I killed it, and the stealing stopped, like it would with a hostile monster's aura.

Arena Round Tags are also a bit off

Not a major problem, I know, but i've also noticed that sometimes the readout for a arena battle's current round will have it categorized as "none". I presume this is to note the fact that no extra environmental hazard is introduced. But it doesn't show up all the time.

Also, it sometimes is added onto rounds that actually do have something going on, such as a blackout.

Turret can spawn and wind up being inactive at the same time

If you spawn the turret, there is a chance that it can spawn into such a state where the game will forget it exists but it will still follow you around as normal.

Quick way to reproduce: Give yourself the fully upgraded turret. Enable the bullet module. Spam Run + Turret to spawn and despawn the turret constantly until it pops in and stops responding to further commands. The game will sometimes think it's destroyed despite being out.

The only way to reset it is to Transport to another map in which it will continue to function as normal, which implies something is going wrong with how the Player.Turret struct is being handled in this case, since TurretDespawn gets called unconditionally in that case to reset some fields.

Rank secret bonus can go negative

Reported via IRC - The Secrets Rank bonus can go negative for later ranks (Seems to happen at rank 19 with XP Curve = 300, probably above the signed int max).

The Return of "Map Items not Spawning Properly"(SOLVED)"

Okay, so, the previous occurence of map items not spawning properly got fixed, which is good. Well, today I git-pulled DoomRPG, and I fired it up. The medkits and stimpacks in the non-outpost maps are back to not going into the inventory when I walk over them, and instead being the vanilla Doom healing items.

Same GZDoom version as before, and Inventory Capacity System is on.

Suggestion: Colorblind Option

This is mostly a repost from the forum, with a couple of edits, that I'm putting here to make sure it gets a proper response, even if it's no.

I'm severely colorblind. There are tons of shades of colors that I can't tell apart all over the spectrum, so when I'm doing the crate hacking minigame I only see 4 unique colors. However, looking at the code for it, I'm guessing there are 8, 1 for each effect. All I really want to be able to enjoy the minigame more is seperate patterned graphics for positive and negative effects to give more differentiation between them, since it's a little frustrating to seemingly figure out what color does what, then have a "safe" color explode the crate.

Selling ammo?

It might be nice to add a way to sell ammo. Would give Renegades a use for bullets (i.e. auto-sell them), for example. Just a thought I had. :)

Turret reflective armor property sometimes gets transferred to the player.

Under some circumstances, when a turret with reflective armor is destroyed, the player becomes reflective.

I can reproduce it in an existing save, but I can't reproduce it in a new game for some reason. Here's a zip containing that save file, in case you want to examine it yourself. That save was made with GZDoom gfbefe13 and the following WADs:

To reproduce the bug with this save, just summon a Cyberdemon or something and let it kill the turret. Then you should be able to shoot a rocket at a nearby wall without taking splash damage, which is a side effect of being reflective.

I know this isn't much to go on, but as I said, I can't seem to reproduce it in a new game. Don't know why. I thought I'd better report what I do know, at any rate.

In case anyone else runs into this bug and wants a workaround: you can remove the reflectiveness with give DRPGGreenAuraRemover.

Small launcher issue: trailing slash in wad/pk3 folder

If you add a trailing slash to the "WAD/PK3s Folder Location" field, all WAD/PK3 files in the list at "Mod/Pacthes" will be cropped by a single character from the beginning, you are able to select them but they won't be added when launched.

Shop seems to not recognise what weapons you have

There is no counter on the icon showing if you have the weapon, and if you try to sell a weapon you already have, it will treat as though you never acquired the weapon. It seems to be checking the old weapon names. Only vanilla DoomRPG was loaded.

Monsters' EP-draining auras seem overpowered.

I'm not sure if this is intentional, but the EP-draining auras on some monsters seem pretty overpowered. They render skills pretty much unusable, there's no way to avoid them, and the only ways to resist them (as far as I know) involve using skills that also consume a lot of EP.

This is especially obvious on Hell and Armageddon difficulties, where such monsters are common, and because of the constant influx of new monsters, you can't even find a secluded spot to use focus mode and use some skills before getting back into the fight. As a result, skills (with non-zero EP costs, anyway) are pretty much unusable on these difficulties.

Shop is now Locker(non-issue)

With Shop Anywhere turned off, the shop at the UAC Outpost appears to just bring up the locker when I try to interact with the shopkeeper marine.

E1N-T31 shield accessory is game-breaking against Spider Masterminds

I found a E1N-T31 shield accessory a while ago, and just went up against a Nightmare Mastermind. Because of its rapid-firing weapon, time was almost permanently stopped, leaving the otherwise-terrifying monster helpless. Seems pretty overpowered. Maybe it should have a cooldown or something?

Losing Regeneration XP when natural stat leveling in ON

When Health is over maximum from soul spheres and so, and EP is not you actually lose regeneration xp. Easy to notice when playing throught Doom1.

On a side note being in the menu doesn't pause xp gains for regeneration/capacity. Not sure that would be a bug though

Arena doesn't seem to start waves properly

Apparently when you select which wave you want to fight again, it decides to go one extra number backwards (as well as giving the start next wave/stop arena prompt). If you choose "UAC Outpost" in the new game prompt and just run to the arena and activate it, you will start on wave 0. Also, holding either the use or the run button just as soon as you kill the last enemy or run into the active arena (and having the prompt show up) will immediately start the next wave or end the arena (though it doesn't seem to affect the first prompt on outpost (re)visit).

Basic Monster Leveling System

A simple system which gives the player increases in difficulty as they move through the levels of a WAD. This is done by using the map number as a base, then giving the player dummy items which will directly effect the DamageFactor and other stats of the player after the base stats from bonuses such as stat increases, skills, accessories, equips, etc have been calculated.

This will give the perceived notion of increased difficulty, which frankly, is good enough for me. :P

Shop special's info mispositioned

If you attempt a purchase of a shop's special item while not having enough credits to buy it, the special's info on the HUD will be positioned at the top-left corner of the screen.

Here is a screenshot.

"Sloth" died on its own

I've encountered a megaboss (Sloth) on E2M8 of Doom, and after some time had passed since it became aware of my presence, it, well... died, died on its own. I did absolutely nothing to it.

And unlike on a cyberdemon's death, when it died, the level didn't end automatically. So now I'm stuck without a way to exit the level (well, not really, I can just change maps from the console, but still).

Outpost stim injector is ridiculously overpowered.

I used the Outpost stim injector to give my character an edge in an especially difficult map (Speed of Doom MAP32). Threw damn near everything I had into it. The result: I was finding gobs of aug canisters and other super-rare items for the better part of an hour!

As amusing as the subsequent rampage was, I may as well have used god;give all instead. Totally overpowered. There really should be some sort of limitation on using it, IMHO. Perhaps by making it kill you if you try to use too much at once?

Old credit graphics?

Could there be, in some far off point in the future, that a cvar could be made so that Credits use the Old sprites? The new ones look fine and all, but I liked the Brightly-colored sprites you were using a while back ago.

Character save data not transferring after game update.

I have been using the doom rpg launcher since january of this year and have been loving it since. Before choosing the update game option I backed up my character using the save character option as usual, but after the update I keep getting a save data outdated error. Is there another way of saving my progress or some migration tool? I just find it way too hard to start all over since I've already reached such a high level and collected so much gear.

Crate "use zone" too big?

Whenever a crate replaces something (like a backpack), and it's right by a switch and you try to use said switch, you end up opening the crate instead. That has effectively rendered me stuck in one of the secrets in cchest.wad map02 unless I disable clipping with idclip. It also happened in map27 in the same pwad, but it wasn't a big deal considering I just high jumped through the level.

negative stat starts cost negative modules

I started a new game and set all the stats to their minimum values. For the ones that go to -100, the module cost to upgrade them is negative, which is treated as free by the code. In addition, if natural leveling is on, the stats automatically go to -43 and upgrading a negative stat a couple times shoots it up to the cap for the level the character is.

Armor icons are more broken than normal

With the grey metal HUD, armor graphics simply don't appear at all, just the numerical value. I can confirm this happened at the very least with standard combat armor.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.