[BETA] Monkeys RPG mod. (Now in beta! Been overhauled considerably)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Monkeybtm6
 
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[BETA] Monkeys RPG mod. (Now in beta! Been overhauled considerably)

#1

Post by Monkeybtm6 » Thu Aug 18, 2016 3:57 pm

Monkey's RPG Mod Beta 0.31

Requires Zandronum 3.0 or GZDoom

Discription:

Heres yet another RPG mod. The idea started about a year ago when playing through the doomRPG/DoomRLarsenal combo with a friend on GZDoom, lag was making me wish there were a alternative on zandronum. SO i decided to make one, as time went on it grew into its own thing. my own design ideas and liberties being taken. i set out with two goals. 1 was to keep menu screens to a minimum, nothings worse than leveling up mid firefight and not being able to allocate your points, and very few moments like this exsist in invasion. 2 was to have a sense of persistence, which only Zandronums database functions would allow.

Gameplay Instructions:
Nothing else is required, however the SKulltag_data.pk3 and Skulltag_actors.PK3 Are needed for the invasion patch, Most invasion wads need those anyway so no big deal.

PLEASE SET A DATABASE FILE (Zandonum only)
To do this open the console and Type in "databasefile <whateverfilenamehere>" in order to save your character data. if no file exsists zandronum will automatically create a file of the specified name. you should only need to do this once.

There should be a new options menu for this mod with several settings.
An ID number because the database saves your character data with your username combined with this. I couldn't get the account systems working and wanting something more self contained anyway. think of this as an account password, you should never tell anyone this.
Theres an option to disable the database features entirely.
And lastly the player scale setting. When this is enabled monsters scale based on the average level of all the players in the game instead of based on map number.

Theres also a few new keybindings for your spell functions so be sure to set those.

Note: this mod works perfectly fine in GZDoom however the database functionality wont work, make sure to turn off the database functionality in the options if using GZDoom.

Features:
A simple hands free leveling system, want to get stronger but never see a damn stats menu?
A Custom hud based off the PS1 port of doom, its simple And clean.
A New arsenal of weapons.
Worried about having to cycle through all the weapons? Dont! Ive added slot specific weapon limits, 2 Pistol slots, 4 Primary weapon slots and 2 Power weapon slots.
5 Stats, Vitality, Attack, Arcane, Strength and speed.
Can Save your characters via the database! want to take your same character from doom 1 to doom 2? Or you just want to pick up at what level you and your friend were at last time you guys played.
Enemies can get swapped out for more difficult versions the further you get, its all based on map number.
A new Magic system to use alongside weapons. many more spells are sure to come in the future.
Supports invasion!!! (With Patch)

Screenshots:
[spoiler]Image
Image
Image[/spoiler]

Credits:
[spoiler]Code: Monkeybtm6

Weapon Sprites:

Assault Rifle: Mike12
Plasma Rifle: Taken from Complex Doom.
Machine Pistol: Mike12
Advanced Plasma Rifle: Eriance
Tech Shotgun: Eriance
Auto Shotgun: Eriance
Assault Rifle MK2: Eriance
Wand: Heretic
Crossbow: Heretic
Tech Pistol: Eriance
Minigun: Skulltag
Unmaker: Doom 64

(See complex dooms credits and readme,
readme does state sprites are free to use with proper credit, hence this.)
Will Credit original Authors when i find them, Doom resources are kinda all
over the place.

some sound effects taken from Complex Doom.

Other sound effects taken from PSX doom.

Fonts taken from PSX doom.

Some Monster sprites taken from Realm667 (sure everyone takes something from here.)

Several weapon fire sounds taken from Perfect Dark.


And tons of help from the wonderful people on the zdoom and zandronum forums.[/spoiler]

Links:
RECOMMENDED Stable Dropbox PK3

Monster Pack (make sure this loads after the rpg mod) PK3

Github link

Invasion Patch (Load after RPG PK3 file, Dont load with monster pack. Dont be an idiot and try to run this in GZDoom.)


Another note, If anyone can share any weapons/monsters/item sprites or sound effects, or just want to help me with code id be happy, id take any help no matter how small or big. this mods a bit large for one person to handle.
Last edited by Monkeybtm6 on Mon Oct 10, 2016 9:42 am, edited 19 times in total.

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Ivan
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[BETA] Re: Monkeys RPG mod.

#2

Post by Ivan » Thu Aug 18, 2016 4:12 pm

So what does this have? What stats, classes etc. Those aren't mentioned.

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod.

#3

Post by Monkeybtm6 » Thu Aug 18, 2016 4:39 pm

dammit i knew i forgot something, half asleep.

Right now theres 3 classes, balanced marine, high health tank, and a fast but low health low damage scout.

Stats that matter at the moment are vitality, attack, speed and strength(max ammo upgrade), Defense doesnt really do anything. Kinda halfway through working on it, not sure if i want it tied to max armor or something else.

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Jimp Argon
 
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[BETA] Re: Monkeys RPG mod.

#4

Post by Jimp Argon » Fri Aug 19, 2016 1:10 am

Would you mind adding one of those .pk3 converter files to your gethub link?

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod.

#5

Post by Monkeybtm6 » Fri Aug 19, 2016 2:40 am

Jimp Argon wrote:Would you mind adding one of those .pk3 converter files to your gethub link?
Just rename the .zip extension to .PK3, ooh i also forgot to mention this needs the 3.0 alpha of zandronum to function.

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Doomenator
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[BETA] Re: Monkeys RPG mod.

#6

Post by Doomenator » Fri Aug 19, 2016 4:01 am

Monkeybtm6 wrote:Just rename the .zip extension to .PK3
It doesn't work because there is a main folder within the archive.

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[BETA] Re: Monkeys RPG mod.

#7

Post by Monkeybtm6 » Fri Aug 19, 2016 4:08 am

Hmm, well for now the dropbox link and the github are identical, havent started work on the mod yet today, ill try and keep them up to date

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[BETA] Re: Monkeys RPG mod.

#8

Post by Monkeybtm6 » Fri Aug 19, 2016 4:10 am

SO i do want to enable database saving at some point but, ive not clue how to do it, ive not seen any real documentation on it.

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[BETA] Re: Monkeys RPG mod.

#9

Post by Monkeybtm6 » Fri Aug 19, 2016 1:54 pm

Updated to 0.25

Changelog:
All monsters now properly level up.
Fixed issue where arachnotrons werent giving experience.
Changed the shotgun Reload animation.
Various unimportant code changes.

Download:

Dropbox

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod.

#10

Post by Monkeybtm6 » Sat Aug 20, 2016 5:37 pm

Updated to 0.25
Changelog:
0.26
Added database character saving!!!(be careful with this online since at the moment you can trigger the database transaction with a button.)
Improved stat balance (monsters and the player should do a lot less damage than they were)
BFG has been added to the RPG weapons, been heavilly tweaked and a lot funner to use.
Added Hud icons to indicate stats.


Dropbox

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Ivan
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[BETA] Re: Monkeys RPG mod.

#11

Post by Ivan » Sat Aug 20, 2016 6:56 pm

Monkeybtm6 wrote:Updated to 0.25
Changelog:
0.26
Added database character saving!!!(be careful with this online since at the moment you can trigger the database transaction with a button.)
Improved stat balance (monsters and the player should do a lot less damage than they were)
BFG has been added to the RPG weapons, been heavilly tweaked and a lot funner to use.
Added Hud icons to indicate stats.


Dropbox
I'm glad you got databases working but I'd not be so fast in doing them. Having a surely set in stone RPG system is key in having no development difficulties regarding those, IMO. What if you decide to change your system later on etc.?

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod.

#12

Post by Monkeybtm6 » Sun Aug 21, 2016 2:19 am

Ivan wrote:
Monkeybtm6 wrote:Updated to 0.25
Changelog:
0.26
Added database character saving!!!(be careful with this online since at the moment you can trigger the database transaction with a button.)
Improved stat balance (monsters and the player should do a lot less damage than they were)
BFG has been added to the RPG weapons, been heavilly tweaked and a lot funner to use.
Added Hud icons to indicate stats.


Dropbox
I'm glad you got databases working but I'd not be so fast in doing them. Having a surely set in stone RPG system is key in having no development difficulties regarding those, IMO. What if you decide to change your system later on etc.?
That was originally the plan but, database scripts easilly edited to allow future things, but the script itself was difficult to do since theres not much documentation on it, happy to have it out of the way now.

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod. (now with database functions!)

#13

Post by Monkeybtm6 » Sat Aug 27, 2016 4:40 am

Taking a while on this next update, trying to get the mod in a more presentable state. The next update may possibly be beta and hardly look like the same mod.

If anyones noticed the Github link i have been working on it. Database functions are automated and reasonable for multiplayer now, and im not using the account system for saving data, im using a custom more self contained system for it.

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Jimp Argon
 
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[BETA] Re: Monkeys RPG mod. (Help Wanted)

#14

Post by Jimp Argon » Sat Aug 27, 2016 7:31 pm

^ I noticed

However as I mentioned before you should work getting a .pk3 converter batch file included with your github link so that we can use that instead of constantly having to make dropbox links.

Anyways, looking forward to seeing whats new. Take your time.

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[BETA] Re: Monkeys RPG mod. (Help Wanted)

#15

Post by Ivan » Sat Aug 27, 2016 8:28 pm

Not sure on what you have in mind but I have a mod named DnD (Death & Decay) that more or less does this. Depending on what kind of direction you want to head for, perhaps we could work together?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod. (Help Wanted)

#16

Post by Monkeybtm6 » Tue Aug 30, 2016 1:52 pm

Ivan wrote:Not sure on what you have in mind but I have a mod named DnD (Death & Decay) that more or less does this. Depending on what kind of direction you want to head for, perhaps we could work together?
Oh wow sorry about that delay, i have actually played your mod before and quite enjoyed it, i feel we are going in different directions but. i wouldnt mind sharing some aspects.

Been so busy working on my mod i was neglecting to check back here.

I am having issues making ACS menus..i want to put a sort of stat allocation screen when players first join up, and the same menu having an option to just load your exsisting character.

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[BETA] Re: Monkeys RPG mod. (Help Wanted)

#17

Post by Monkeybtm6 » Tue Aug 30, 2016 2:00 pm

Heres a bit of a preview screenshot

Image

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod. (Just updated to 0.27, Help Wanted)

#18

Post by Monkeybtm6 » Tue Aug 30, 2016 4:36 pm

0.27 Changelog:
0.27
Added a new weapon, the Advanced plasma rifle.
Database Functions should now be automatic.
Added Cvar "MRPG_EXPMULT" to scale the amount of EXP to gain a level, per level.
Added Cvar "MRPG_UseDB" to Toggle the database functions on and off.
Foundation for the Dynamic spawner in place.
Added a new weapon, The Tech Shotgun.
Re implemented the Backpack.
Added Mana system.
Changed the Hud.

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Monkeybtm6
 
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[BETA] Re: Monkeys RPG mod. (Just updated to 0.27, Help Wanted)

#19

Post by Monkeybtm6 » Sat Sep 10, 2016 7:42 am

Its gonna be a while before the next release, but 0.27 is the final alpha build, next release will be the first BETA, so the mod will be feature complete but not content complete.

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[BETA] Re: Monkeys RPG mod. (Now in beta! Been overhauled considerably)

#20

Post by Monkeybtm6 » Fri Sep 16, 2016 1:56 pm

0.28 Changelog
Added new weapon, The assault rifle MK2
Added new spell, Bullet Synthesis.
Tweaked the stats.
Database now saves weapons.
Added new weapon, the Auto Shotgun.
Classes removed and instead replaced with a dynamic character growth system.
Added new weapon, the Minigun.
Fixed issue where dropping weapon switched to spells.
Added Cvar "MRPG_STATMULT" to scale the rate base stats grow.
Added new weapon, the Wand.
Added experience bonuses for monster kills and secrets found at the end of levels.
Added new spell, Invisability.
Added new weapon, the Tech Pistol.
Added Custom Difficulties.
Now supports invasion.
Added new spell, Imp Fire.

And many more minor tweaks, too many to list.

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