[BETA] Monkeys RPG mod. (Now in beta! Been overhauled considerably)
- Jimp Argon
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[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Ah cool, I have been wondering when this was going to get updated
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
So in an earlier draft of this mod i had a mechanic where the guns would actually get new effects and functions as the player leveled up. Should i bring this mechanic back now?
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
I have added a batch file in the github link to create the wad automatically for those who want to play the dev builds. It does require one to have 7zip installed though.
- Jimp Argon
- Posts: 40
- Joined: Sun Jul 10, 2016 6:04 am
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
That's excellent news. Thanks for doing that.Monkeybtm6 wrote:I have added a batch file in the github link to create the wad automatically for those who want to play the dev builds. It does require one to have 7zip installed though.
*Edit*
The batch file is not working for me.... It flashes real quick then disappears. And yes, I do have 7zip.
- Sean
- IRC Operator
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[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Run it from a command prompt.Jimp Argon wrote:The batch file is not working for me.... It flashes real quick then disappears. And yes, I do have 7zip.
<capodecima> i dont say any more word without my loyer jenova
- Jimp Argon
- Posts: 40
- Joined: Sun Jul 10, 2016 6:04 am
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Im not exactly sure what you mean.... I tried dragging and dropping the .bat file into the "run" menu. Nothing.Sean wrote:Run it from a command prompt.
Went into the batch and copy/pasted everything in the .bat into the "run" command line. Nothing
What am I doing wrong? (Besides everything I just posted.)
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
You may need to set a environment variable for 7zip on windows, which isnt too hard but can seriously screw your computer up if you do it wrong.Jimp Argon wrote:Im not exactly sure what you mean.... I tried dragging and dropping the .bat file into the "run" menu. Nothing.Sean wrote:Run it from a command prompt.
Went into the batch and copy/pasted everything in the .bat into the "run" command line. Nothing
What am I doing wrong? (Besides everything I just posted.)
An alternative method is to select everything inside the wads source code, right click, hit 7zip and making a zip file of the wad, then just rename it to a PK3, that will work but zipping the parent folder itself will not work.
Really i advise against the dev builds for now, they're kinda a mess as im restructuring things. atleast for a few days.
- Sean
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[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Shift-click in the directory and click Open in command prompt.Jimp Argon wrote:Im not exactly sure what you mean.... I tried dragging and dropping the .bat file into the "run" menu. Nothing.Sean wrote:Run it from a command prompt.
Went into the batch and copy/pasted everything in the .bat into the "run" command line. Nothing
What am I doing wrong? (Besides everything I just posted.)
<capodecima> i dont say any more word without my loyer jenova
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Okay the dev build should be mostly cleaned up now, its a potential release candidate for 0.29.
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Updated to 0.29
Changelog:
0.29
Added bullet Tracers.
Lowered Plasmagun fire sound.
Fixed bug where Cyberdemon and spider mastermind wouldnt scale correctly.
Adjusted the difficulty settings.
Changed pistol sprite back to vanilla.
Changed Shotgun sprite back to vanilla.
Added options to change experience rate and stat growth rates.
Added new scaling mode, Mixed where it takes into account both map number and player levels.
Buffed Advanced Plasma Rifle.
Added improved medkit varients.
Made the invasion compatibility a seperate patch wad.
Made a new addon wad, a monster pack.
Added new weapon, Magic crossbow.
Fixed bug where players would reset after a round in multiplayer.
Fixed dynamic spawners in multiplayer.
Changelog:
0.29
Added bullet Tracers.
Lowered Plasmagun fire sound.
Fixed bug where Cyberdemon and spider mastermind wouldnt scale correctly.
Adjusted the difficulty settings.
Changed pistol sprite back to vanilla.
Changed Shotgun sprite back to vanilla.
Added options to change experience rate and stat growth rates.
Added new scaling mode, Mixed where it takes into account both map number and player levels.
Buffed Advanced Plasma Rifle.
Added improved medkit varients.
Made the invasion compatibility a seperate patch wad.
Made a new addon wad, a monster pack.
Added new weapon, Magic crossbow.
Fixed bug where players would reset after a round in multiplayer.
Fixed dynamic spawners in multiplayer.
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HarbingerInfinit
- New User
- Posts: 4
- Joined: Tue Sep 13, 2016 1:49 am
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Well theres this.
http://www.mediafire.com/download/5p5i0 ... ellbro.pk3
And Doom 4 Hell Knight and Baron.
Maybe Moloch? :P
http://www.mediafire.com/download/5p5i0 ... ellbro.pk3
And Doom 4 Hell Knight and Baron.
Maybe Moloch? :P
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
interesting beastie, though looking at it theres a LOT of sound files and the decorate code seems rather complicated.. i could add it but i think it might be rather inefficient.HarbingerInfinit wrote:Well theres this.
http://www.mediafire.com/download/5p5i0 ... ellbro.pk3
And Doom 4 Hell Knight and Baron.
Maybe Moloch? :P
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HarbingerInfinit
- New User
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- Joined: Tue Sep 13, 2016 1:49 am
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
http://www.realm667.com/index.php/en/be ... -105-73113
Could look through Realm667, there was also a zombiefodder.
Could look through Realm667, there was also a zombiefodder.
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
0.30 Changelog
Fixed bug where tech pistol wasnt being saved to database.
added randomness back to all projectiles, plasma guns and rocket launchers should not suck anymore.
Added a few new forms of armor.
Put Randomized weapon damage back.
Put Rifle type, Energy type and Shotgun type primary weapons on seperate quick select keys.
Added new weapon, Unmaker (Doom64).
Plasma dynamic spawner added.
Lowered health enemies gain through leveling.
Lowered player damage increase through leveling.
Changed the weapon slot full messages.
Added character load menu.
Added Cvar, "MRPG_SAVEWEAPONS", if set to false stats are saved to the database but weapons are not.
Fixed bug where tech pistol wasnt being saved to database.
added randomness back to all projectiles, plasma guns and rocket launchers should not suck anymore.
Added a few new forms of armor.
Put Randomized weapon damage back.
Put Rifle type, Energy type and Shotgun type primary weapons on seperate quick select keys.
Added new weapon, Unmaker (Doom64).
Plasma dynamic spawner added.
Lowered health enemies gain through leveling.
Lowered player damage increase through leveling.
Changed the weapon slot full messages.
Added character load menu.
Added Cvar, "MRPG_SAVEWEAPONS", if set to false stats are saved to the database but weapons are not.
- Monkeybtm6
- Posts: 38
- Joined: Tue Dec 16, 2014 11:59 pm
[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)
Been a while hasnt it? well just updated to 0.31, ill call it the VFX update since its a lot of visual effects thats been added, among many balance changes to the mod and the monster pack.
Changelog
0.31
Added some effects to some textures.
Tweaked rate shotgunguy drops shotguns.
Added recoil effects.
Changed the character loading menu script a bit to fix some issues.
Changed how strength stat works.
Changed how you increase agility.
Added new spell, Haste.
Added new spell, Baron Fire.
Added option for "MRPG_SAVEWEAPONS".
When dropping weapons ammo in their magazines is given back.
Added tech pistol reload animation.
Lowered chances of autoshotguns spawning.
Added Shell casing effects.
Changelog
0.31
Added some effects to some textures.
Tweaked rate shotgunguy drops shotguns.
Added recoil effects.
Changed the character loading menu script a bit to fix some issues.
Changed how strength stat works.
Changed how you increase agility.
Added new spell, Haste.
Added new spell, Baron Fire.
Added option for "MRPG_SAVEWEAPONS".
When dropping weapons ammo in their magazines is given back.
Added tech pistol reload animation.
Lowered chances of autoshotguns spawning.
Added Shell casing effects.