Chaosforge Forum
DoomRL => Modding => Topic started by: Simon-v on April 19, 2010, 10:45
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Current version is 1.1.2.
Everything you need to know is in the README file supplied with the mod.
Additional notes:
The mod uses copyrighted material (mostly sounds) without any sort of permission. If you believe this to be icky, DO NOT play this mod.
The mod is considered 'finished'. Some features are disabled (or missing, due to either engine limitations or lack of programming skills on my part), but it's fully playable, moderately fun and even slightly challenging in some edge cases (see README file).
Now if you excuse me, i'm going to crawl back under my rock.
EDIT: Updated the file with a new version. For the changelog, see the README above or in the archive.
EDIT2: The file now conforms with my mod packaging standard (http://forum.chaosforge.org/index.php/topic,3067.0.html)
EDIT3: Small fixes.
EDIT4: More small fixes.
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We-hey that's awesome :D
I'd like to try it but...
Critical Error: <TINI> Key without section in "metalgear/sound.ini"!
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I ended up pasting his sound.ini into mine. That worked.
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Critical Error: <TINI> Key without section in "metalgear/sound.ini"!
Putting the #include in the end of the .ini should work, AFAIK.
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Okay, got it to work. I have to say, it did keep me entertained for a while ^^
Though I can't beat MG Rex! The farthest I got was "scratched" :P
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Yeah, Metal Gear is tough :/
Chaff grenades help but I've yet to beat him. God only knows how to beat him with 0 alerts 1 kill and 0 rations...
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A tip to beat Metal Gear: its rocket attack pattern is very similar to that of the Cyberdemon, and collecting all the stuff from all the enemies and from behind the fake walls should be enough for
anyone most players. Oh, and the stinger has a second fire mode, de/activated with alt-reload.
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Fun little mod, and very nicely done! Getting the 0 alert, 1 kill, 0 ration finish is ridiculously luck based concerning enemy locations at certain times (it seems that there's almost always a guy sitting in the hall to the switch room, blocking it off and wasting stun grenades -.-) .gmf for anyone who wants it.
Note: I took EE on the last level up because I completely forgot about the Stinger's homing mode >.<
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Eager to try this out, but it isn't working for me. I just copy and paste all the files into the doomrl folder, right?
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nvm, figured it out
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could someone please port this over to 0994?
thanks
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could someone please port this over to 0994?
thanks
Yeah, that'd be great.
But hey if you wanna play it: I still have 0991 lying around here. I can send it if you like.
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While i'd be glad to have MGRL ported, sadly, i don't have as much free time to work on it anymore, having several other projects to take care of. Anyway, Game Hunter said he would like to try to make the port eventually, and i personally would like to release a full MGRL game someday as well.
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I will be attempting to port this mod over the course of this week, hopefully done by Friday or so. Although it would be possible to make a direct port, there are a number of 0.9.9.1 necessities that could very well be improved upon, given the latest capabilities of modding. Of significant importance is getting grenades to work "as intended" and updating the enemy AI to 0.9.9.4 standards, so this will end up taking longer than the other ports.
EDIT: Just an update, I haven't finished completing Metal Gear RL. However, a lot of work has gone into making the mod play in a far more stealth-based manner, so I hope you will be pleasantly surprised when I'm able to post it. (Figuring out how AI objects work is a bit of a pain, and there are a LOT of subfunctions regarding their various states.)
EDIT2: At this time MGRL is very nearly ported, there are just some final tests necessary to make sure it's bug-free regarding the AI and whatnot. Expect a very unique DRL experience! (Note that the game won't necessarily be balanced: I leave it up to Simon-v to tweak stats.)