- November 17, 2025, 14:15
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DRL / Discussion / Re: My mortem dump thread and progression record to as close to 100% as I can get
on: November 14, 2025, 15:11
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| Started by Omega Tyrant - Last post by Omega Tyrant | ||
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Thought to update this since version 0.10 has been out for a couple months now with JHC's release; I decided to wait some more before I tryhard another 100% attempt, as version 0.10 does still lack a lot of key things (such as the special level rebalancing, incorporating all the new enemies into the special levels, and not fixing the unwinnable Angelic badges). I also been pretty focused on JHC too for the timebeing. But once a stable DRL version does do the aforementioned things, I should get back to a new 100% attempt (if it takes a while to get done and I mostly run out of things to do in JHC, I'm thinking I might go and do "100% except for the unwinnables" in 0.9.9.7, just to prove I could have done these runs before the big N! changes and other major mechanical + rebalancing changes).
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on: November 13, 2025, 20:15
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| Started by Omega Tyrant - Last post by Omega Tyrant | ||
Masterless Scout is at least A+. None of the Scout masteries block any of those traits in 0.9.9.8, so that's not a real advantage for masterless Scout. Instant weapon switching also isn't doing much for DPS except for the early game where you use the Juggler with several Shotguns trick to emulate a bootleg Tactical Shotgun until you get the real deal, and I find Intuition to be a bit overrated (especially after Intuition 2's nerf in 0.9.9.8); detecting enemies outside of vision just doesn't really do all that much to help you survive if you spawn in a bad hot start or there are too many enemies around for you to avoid them anyway (i.e the scenarios most likely to kill or cripple you), and it especially tends to be unhelpful in most special levels where enemy locations are more static (most of the time when I pick it up, it's just to speed the game up after I'm already in a good place power-wise, and I'll almost never get it early on N! outside of specific challenges where it's more valuable like Angel Of Darkness). Masterless Scout's one true advantage over any Scout mastery (if you're not doing a quick stair dive) is that it retains access to Tough as Nails (and Badass by extension), since every Scout mastery blocks it, but those traits are pretty lousy anyway in 0.9.9.8 (in 0.10 where TaN got a serious and perhaps OP buff, it would merit more serious consideration, but this tier list is for specifically 0.9.9.8 and so that doesn't matter here). For a build to be A+, it has to seriously trivialize most of the game and require relatively little loot luck to do so (as Ammochain does with its complete disregard for ammo economy, being able to spam 40+ consecutive Plasma Rifle/Hyperblaster bursts without needing to reload, and not even having a harder early game thanks to buffed Reloader and the Marine's overly strong inherent resistances in 0.9.9.8), and S tier would require outright breaking the game with mundane equipment even on N! (which Vampyre does by being nigh-IDDQD with nothing more than a Nanofiber Red or even without and having a track record of players, that had difficulty with HMP previously, suddenly beating N! with it), while masterless Scout lacks the oomph to do such things; you're not going to see players punching above their skill level by just not getting a mastery with Scout. |
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on: November 11, 2025, 22:21
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| Started by Omega Tyrant - Last post by Sambojin | ||
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Masterless Scout is at least A+.
Intuition 1 start then Int2, then Finesse + Juggler, or Hellrunner 1+2. Finesse+ Whizzkid after. Or "choose your own adventure" on the Hellrunner side. It doesn't look like it adds DPS, but it does. A lot. Weapon switches or Movement do tonnes of damage. Masterless Scout is incredibly strong. |
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4
on: November 11, 2025, 21:46
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| Started by Sambojin - Last post by Sambojin | ||
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Just a basic PSA. Yeah, sure, we'll have to make up a "proper" touchscreen interface. But DoomRL is awesome to have on your phone.
Pretty sure it was going to Pulse Audio for sound, and Backbuffer for buffering (not FBO), and Vulkan for the graphics back-end that stopped it failing (did access errors before then). Anyway, good news! 0.9.9.7 worked, now so does the current version, 0.9.9.8! Yay!!!! This is on an old Snapdragon 695/ Motorola g84, so yes, it will play Doom. Even the basic RTS interface is "usable", but we can make a better one. Probably old news, but I reckon we can make a really good touchscreen interface for this (I did for the old DOS version, and it didn't have mouse support). (Also plays Dwarf Fortress, strangely enough, if you don't mind waiting a minute or two). Basic container settings as screen grabs added as attachments: |
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5
on: October 25, 2025, 06:20
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| Started by Zoma - Last post by Tormuse | ||
I tried to load it with gzdoom... Ooh, are you talking about DoomRL Arsenal? I haven't played that mod in ages, but it's a lot of fun. :) There's a thread for it here, but I don't know if Yholl is still actively working on it. Probably worth giving them a ping there. |
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6
on: October 25, 2025, 06:09
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| Started by Tormuse - Last post by Tormuse | ||
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So I got the idea to see if I could win a Nightmare game with 100% kills, and decided that the easiest way to do that would be with Angel of Carnage, since I can easily gib all the smallest enemies with rockets, so they can't respawn, and I did it with a Ghost build, partly so I could have all enemies detected, so I could be sure I didn't miss anyone, and partly for the reduced stealth cost, since I figured having higher damage output would help with gibbing the larger lategame enemies.
But that all got simplified when I got Medusa's Fang as the reward in Callisto Anomaly. :P The Medusa's Fang relic makes it so any shot that hits a biological enemy that wouldn't otherwise kill it, instantly gibs it, with the drawback that every 3 enemies gibbed in this way makes me lose max health. It was still worth gibbing the little guys normally, to cut down on how much max health I was losing, and I pumped all my multitools into every med station I could find to boost my max health, (which is why I went to Tyre Outpost for the guaranteed med station) but in the end, I did it, with about 90 max health to spare. Yay! :D (This is how I found out that the max health reduction from Medusa's Fang doesn't seem to be capped like Medusa's Curse; I lost a lot more than 50 max health) :| This all got sillier when I got a sustain mod in Infernal Lock, because it refunds ammo for each kill, and each shot was a kill, so ammo worries disappeared. :) I was also helped along by the unexpected fact that apparently, the Ancient doesn't count as a "boss" for the Medusa's Fang's purposes! :o (It says it only works on non-boss enemies, but the Ancient fell from one shot!) And I also found the Overlord unique at the end of Io, which auto-hacks mechanical enemies, which up til this point, were pretty much my only threat, since they're immune to the Medusa's Fang. The Butcher was also a bit of an issue, since he can apparently use his harpoon on you while you're stealthed and it still gives you the "Crippled" debuff, but with some careful maneuvering, I was able to take him out without too much trouble, and of course, Harbinger posed some difficulty, but my Shadowcloak was a big help for its extra stealth power, in that I could grenade a random minion to get some extra stealth and then hit Harbinger with extra critical hits. :) Tormuse, level 17 Scout, |
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7
on: October 19, 2025, 03:25
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| Started by Zoma - Last post by Kornel Kisielewicz | ||
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Well good job signing up, but maybe you'd notice that you signed up for the wrong forum :P.
DRLA is a Doom mod that is based around a non-Doom engine fan game called DoomRL. This is the forum of the fangame, not the mod. I have no experience in running Doom mods :P |
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8
on: October 13, 2025, 17:14
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| Started by Zoma - Last post by Zoma | ||
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I tried to load it with gzdoom and I got this message that I have attached. Basically it almost loads but runs an error. I am on gzdoom 4.13 and this happens when I try to load it.
Btw side note, You WAY overdo the amount of captchas you have for checking for bots. It was a hellish frustration signing up. Initially when I thought to say that, it wasn't a pun, but yeah... ten seconds later I realized it was. Still, the bot checks even for posting are insanely high |
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9
on: October 04, 2025, 22:14
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| Started by Omega Tyrant - Last post by Omega Tyrant | ||
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As mentioned, if I got the choice to choose one unique for DRL, it would be the Unmaker from Doom 64, and so in this post I'll write up the concept I have in mind for it to formally propose it.
First some base stats for it: Damage: 2d7 plasma damage (in Doom 64 each laser bolt of the Unmaker dealt exactly twice as much damage as a Plasma Rifle bolt) Clip size: 60, uses cells for ammo Reload time: 3 seconds No alt-fire nor alt-reload (at least yet, see later in this post for a possible idea) Give it a minimum spawning depth of 4 (referencing how in Doom 64 you can first find it in a secret level accessible from map 4, and so you should be able to possibly obtain it early here if very lucky), however it should have a spawning weight of only 1 to be one of the rarest uniques in the game. Now what makes the Unmaker special is that it has four different "levels" to it, with it becoming stronger and stronger as it's upgraded, eventually being a strong contender for best weapon in the game at its final level. The Unmaker should function the following ways at each level: Base Unmaker Just shoots a single 2d7 laser bolt at 1 second firing time, just like how in Doom 64 it shot only a single laser with an unimpressive firing rate. Level 2 Unmaker Shoots a single 2d7 laser now at 0.5 second firing time, just like how its firing rate got basically doubled with its first upgrade in Doom 64. Level 3 Unmaker Shoots two 2d7 lasers at 0.4 second firing time, as in Doom 64 it got a second laser and even faster firing speed for its second upgrade. Fully upgraded Unmaker Shoots three 2d7 lasers at 0.3 second firing time, while it also gains the ability where if more than one enemy is in your vision at the same time, one laser will shoot the targeted enemy while the other two lasers will shoot at other enemies (either based on distance or randomly chosen), allowing it to spread damage out better against hordes, emulating how it functioned with its final upgrade in Doom 64. Now the big question, and what I'm not so sure on, is how to actually upgrade it in DRL. Some possible ideas: * You could add Doom 64's demon artifacts as new artifact items that could have their own effects in addition to powering the Unmaker, but finding them all alongside the Unmaker would require incredible luck that probably would almost never happen outside A666 unless you add them as guaranteed rewards in some special levels, while this would also probably be the most developmentally intensive, as well as possibly intrude on the special level reward balancing. * You give the Unmaker its own EXP system, where it'll gain "EXP" when you kill enemies with it and then it literally levels up after you kill enough enemies with it. Probably the most mechanically simplest way to upgrade it and it's intuitive in that the more you use it the better it gets, while it was additionally conceptualized in the Doom Bible to "feed on souls" to get stronger, which killing enemies with it would do, but i have no idea how complex it would be to program said EXP system for a weapon in the DRL engine (also if this is done, the Unmaker in A100 should probably have much greater EXP requirements to level up than in the standard game, so that you can't so easily have a god tier weapon for the vast majority of the game if you find it early nor be able to quickly max it out if you find it late in the game). * Give the Unmaker a "Tribute" alt-reload, where the player has the Unmake drain a large chunk of their health, and after enough "blood" is given to the Unmaker, it'll upgrade, with exponentially larger amount of "blood" needed for each upgrade. This is another thematically fitting way to power the Unmaker, but I also don't know if this would be easier or more complicated to actually implement than the previous suggestion, while it could get tedious too to repeatedly drain your health with the Unmaker to gradually power it up. * Have the Unmaker automatically upgrade for doing certain feats within the game, for example tie an upgrade each to killing the Arena Master, killing the Agony Elemental, and killing the Angel Of Death, while if you get the Unmaker after doing any of these things, the game checks if you did them and immediately upgrades the Unmaker accordingly (and in A100, have the Unmaker instead upgrade as you pass floors 25, 50, and 75). I imagine this would be the easiest option to actually program in and would require no balance fiddling with the exact "EXP" or "blood" needed for each upgrade, while it also better resembles the pacing of how the Unmaker got upgraded in Doom 64, but it may be seen as the least interesting and least lore-accurate option. Some other questions with how to implement the Unmaker: * What accuracy should it have? (I think the first level should be extremely accurate to represent how the Unmaker was a perfect accuracy hitscan weapon in Doom 64, but should the subsequent levels remain just as accurate to ensure they're complete upgrades in every way and so any build can effectively use the Unmaker, or should the Unmaker get gradually less accurate with each level so EE isn't irrelevant with it) * Should the final level of the Unmaker work with Triggerhappy? (breaks away from how it worked in Doom 64 and may be considered overkill, but you may want to ensure it beats out all other rapid fire options in the pure DPS department, and rapid fire builds really don't have a proper rapid fire unique of their own, the BFG 10K doesn't count) * Should Ammochain work with the final level? (could be ludicrously powerful, but it is a very rare unique that has to go through an extensive upgrading process to reach this power for Ammochain, and if each level of the Unmaker lost accuracy, then Ammochain may not be able to use the final level of it quite as game-breakingly effectively) |
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10
on: October 01, 2025, 18:30
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| Started by jwrichards82 - Last post by GrantMoyer | ||
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OS: Arch Linux
Kernel: 6.16.8 Desktop: Sway 1.11 Graphic backend: Wayland (wlroots) CPU: AMD Ryzen 7 7730U GPU: AMD Radeon Graphics (RADV RENOIR) I see this same issue, and my crash log is effectively identical to that posted by xman1, including the game version 1.8h. I took an strace of the game, and found the following suspicious call: Code: [Select] openat(AT_FDCWD, "/usr/lib/libfmod.so", O_RDONLY|O_CLOEXEC) = -1 ENOENT (No such file or directory)Note that it tries to load libfmod from the absolute path "/usr/lib/libfmod.so", so the libfmod shipped with the game is not found. LD_LIBRARY_PATH appears to be ignored too. Next, I tried temporarily copying the libfmod shipped with the game to the specified system path. However, the game still crashes trying to load libfmod, with the same crash log (including the same line number in the same file). The strace reveals that the file is opened successfully, but for whatever reason, the game still logs the error and quits immediately after without any particularly suspicious syscalls in between. Code: [Select] openat(AT_FDCWD, "/usr/lib/libfmod.so", O_RDONLY|O_CLOEXEC) = 6ldd shows all of libfmod's dependencies can be found: Code: [Select] linux-vdso.so.1 (0x00007f11850d5000) |
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