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Author Topic: Questions about DoomRL's engine and stuff you can do with it  (Read 21037 times)

Thomas

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Alrighty, I've basically finished everything about my DoomRL mod except for actually making it. So I got some questions about the features I'm not sure if I'll have to program in or if it's already there.

1. If you give an enemy a "move <direction>" command, but the player is in the way, does it automatically melee attack the player?
2. Is it possible to make a special level that has white stairs and red stairs? (i.e allow the player to choose if he wants to do a series of special levels or just the first one)
3. Is it possible to check if the player has any HP packs, and destroy one or more if they do? (Hahaha)
4. Is it possible to destroy all items on the level? The walls must remain unharmed though.
5. Do items give you points on use? If so, is it possible to change the point value of an INDIVIDUAL item without changing the rest of that particular item type?
6. Does the game distinguish between dodging something with a sidestep and just having the enemy miss? Is it possible to keep a tally of "sidestep dodges" and "lucky dodges"?
7. Is it possible to make a special level with 2 different possible layouts? Is it possible to bias the RNG towards one of the possibilities?
8. Is it possible to change the messages the game gives you in the top two rows depending on difficulty? (Okay that's pretty obvious but whatever)
9. Is it possible to give an enemy "Move to this co-ordinate" command?
10. Does the game track when an enemy refuses to move because it was blocked by a wall/lava/whatever? (If it doesn't, that'd be a good AI upgrade for the current getting-trapped-by-lava-while-you-shoot-them-from-far-away AI)
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #1 on: August 31, 2009, 06:56 »

Mind you, all the answers are valid withing the current state of DoomRL, and assuming that one only changes the lua scripts in the WAD file.

1. If you give an enemy a "move <direction>" command, but the player is in the way, does it automatically melee attack the player?
9. Is it possible to give an enemy "Move to this co-ordinate" command?
10. Does the game track when an enemy refuses to move because it was blocked by a wall/lava/whatever? (If it doesn't, that'd be a good AI upgrade for the current getting-trapped-by-lava-while-you-shoot-them-from-far-away AI)
AI is hardcoded into the engine as for now. All you can do is "drop-in" monsters.

2. Is it possible to make a special level that has white stairs and red stairs? (i.e allow the player to choose if he wants to do a series of special levels or just the first one)
Unsure whether it would work.

3. Is it possible to check if the player has any HP packs, and destroy one or more if they do? (Hahaha)
No.

4. Is it possible to destroy all items on the level? The walls must remain unharmed though.
Yes.

5. Do items give you points on use? If so, is it possible to change the point value of an INDIVIDUAL item without changing the rest of that particular item type?
Score is calculated at game end with a fixed algorithm.

6. Does the game distinguish between dodging something with a sidestep and just having the enemy miss? Is it possible to keep a tally of "sidestep dodges" and "lucky dodges"?
The game does, the lua engine doesn't see combat at all.

7. Is it possible to make a special level with 2 different possible layouts? Is it possible to bias the RNG towards one of the possibilities?
Yes. Level 1 is made like that ;).

8. Is it possible to change the messages the game gives you in the top two rows depending on difficulty? (Okay that's pretty obvious but whatever)
All in-game messages are hardcoded. As for special level messages and plot messages, do what you want to do (there's a DIFFICULTY global variable).
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #2 on: August 31, 2009, 18:54 »

Aww, Thomas you beat me! I was gonna start a topic similar to this one...

Well, ive been interested in modding DoomRL and ive been wondering: is it possible to change the size of the maps that the RNG makes? (From 80x20 to say 150x80) And if you can, could you scroll the map as the player moves around it?
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Aki

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #3 on: September 01, 2009, 00:11 »

I believe (Probably incorrectly) That Berserk uses such a feature (Screen scrolling).
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Thomas

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #4 on: September 01, 2009, 00:20 »

I believe (Probably incorrectly) That Berserk uses such a feature (Screen scrolling).

Berserk doesn't, AliensRL and DiabloRL do.

AI is hardcoded into the engine as for now. All you can do is "drop-in" monsters.

Hm. Can I make a new AI and "drop in" an enemy with my new AI, but keep other enemies with the old AI?

Quote
Score is calculated at game end with a fixed algorithm.

My idea was to make a powerup that drops off enemies that is worth points and maybe a very small amount of healing. To encourage better players to play more aggressively, the value of these powerups would slowly deteriorate until they reached 0 points and disappeared, making sniping enemies very inefficient points-wise.

It also gives you a way to trade HP for points. If the item hits the ground while you're still fighting and you want to get it while it's still got a high value, you pick it up and take an extra turn worth of damage.

So:
Can you put a powerup in an enemy's inventory, so that it drops from the inventory but must be instantly used by the player like normal?
Can you make a variable that applies to only one item in the game, and no other items of its type? Can I then put this value in to a tally, and add the tally to the player's score at the end of the game?
« Last Edit: September 01, 2009, 00:24 by Thomas »
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #5 on: September 01, 2009, 00:26 »

Could some light be shed on Monster Inventories, Monsters equipping items, ect?
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #6 on: September 01, 2009, 05:10 »

Aww, Thomas you beat me! I was gonna start a topic similar to this one...

Well, ive been interested in modding DoomRL and ive been wondering: is it possible to change the size of the maps that the RNG makes? (From 80x20 to say 150x80) And if you can, could you scroll the map as the player moves around it?
The DoomRL 1 engine has been designed from ground up with this in mind, so nothing will change in this regard.
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Melon

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #7 on: September 01, 2009, 07:02 »

Aww, Thomas you beat me! I was gonna start a topic similar to this one...

Well, ive been interested in modding DoomRL and ive been wondering: is it possible to change the size of the maps that the RNG makes? (From 80x20 to say 150x80) And if you can, could you scroll the map as the player moves around it?
The DoomRL 1 engine has been designed from ground up with this in mind, so nothing will change in this regard.

DoomRL 1 engine? When are we going to have DoomRL 3D? [;
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #8 on: September 01, 2009, 10:15 »

The DoomRL 1 engine has been designed from ground up with this in mind, so nothing will change in this regard.
DoomRL 1 engine? When are we going to have DoomRL 3D? [;
As history shows, you'll have to wait some time for DoomRL 2 beforehand. And after DoomRL 3D's success you'll have to wait for DoomRL Forever... well ... Forever ;).
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ntc

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #9 on: September 01, 2009, 11:34 »

Another question: is there any feature along the lines of prefabs? What i mean is can you load part of a level from a file (or something else) and randomly generate the rest of the level?
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Melon

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #10 on: September 01, 2009, 13:32 »

The DoomRL 1 engine has been designed from ground up with this in mind, so nothing will change in this regard.
DoomRL 1 engine? When are we going to have DoomRL 3D? [;
As history shows, you'll have to wait some time for DoomRL 2 beforehand. And after DoomRL 3D's success you'll have to wait for DoomRL Forever... well ... Forever ;).
Maybe we should wait for something less... difficult to create? We shoot make DoomRL RPG, DoomRL RTS, Heroes of Doom and RL, DoomRL Tetris?
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #11 on: September 01, 2009, 14:32 »

Laugh, but all of those have been already made -- none of them survived thou...
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #12 on: September 01, 2009, 14:33 »

How about a DoomRL FPS?  We can even use the Doom engine!
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #13 on: September 30, 2009, 22:26 »

DoomRL Peggle?
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #14 on: October 08, 2009, 12:27 »

DoomRL Bejeweled!
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Silhar

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #15 on: October 08, 2009, 12:45 »

DoomRL : The Roguelike !

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #16 on: October 08, 2009, 12:57 »

DoomRL : The Roguelike !
Thats.. thats... thats genius!
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #17 on: October 08, 2009, 13:19 »

My god. Silhar, You savant! That IS brilliant!
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Aki

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #18 on: October 11, 2009, 05:49 »

Can I:

-Remove an enemy type from being spawned on a given challenge
-Block off traits at starttime
-Force the user to pick a certain trait at starttime
-Change the default actiontime of the doomguy for a given challenge
-Make weapons change movespeed/knockback and armour change firetime/reloadtime/ect

How do i handle:

-Forcing certain enemies to spawn
-Creating new enemies
-Making the player spawn with ___ Item
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #19 on: October 11, 2009, 07:16 »

-Remove an enemy type from being spawned on a given challenge

There is no nice way to do that yet, but there will be.

-Block off traits at starttime
You can delete them from the wad file. Probably there will be a "can pick" callback though.

-Force the user to pick a certain trait at starttime
No idea, but if submitted as a RFE all the above are possible.

-Change the default actiontime of the doomguy for a given challenge
You can't, you can change his general speed however.

-Make weapons change movespeed/knockback and armour change firetime/reloadtime/ect
That is?

-Forcing certain enemies to spawn
If making a special level, you just place them. You can always also call spawn.

-Creating new enemies
Just add their definition somewhere, and assaign a minlev and spawn weight.

-Making the player spawn with ___ Item
OnCreate
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #20 on: October 11, 2009, 14:42 »

For the traits, I wanted to block off certain traits at the start of a challenge mode. Failing that, i'd make a new Master trait and force that to be picked at starttime.

For the Weapons/Armors, I wanted to make, say, a cursed weapon that penalized all fields or something (Increases KB, Decreases protection, ect). Is it possible to modify armor fields with weapons and vice versa?

On that note, is it possible to have negative protection? :>

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #21 on: October 11, 2009, 14:50 »

For the traits, I wanted to block off certain traits at the start of a challenge mode. Failing that, i'd make a new Master trait and force that to be picked at starttime.
I might make both possible without problems.

For the Weapons/Armors, I wanted to make, say, a cursed weapon that penalized all fields or something (Increases KB, Decreases protection, ect). Is it possible to modify armor fields with weapons and vice versa?
Not in a safe manner. You can modify global protection (TaN) though.

On that note, is it possible to have negative protection? :>
Nope, and it will not be.

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #22 on: October 18, 2009, 06:20 »

Can I:

Reduce sight range on entering Special level
Make normal enemies hunt you down like Cyb does
Make different enemies spawn from the corpses of other ones
Make an enemy that summons enemies AND attacks
Make an enemy that gives buffs to other monsters in sight range
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #23 on: October 18, 2009, 07:33 »

No, Yes, No, Yes, No

Although each of the No's could be a feature request ;)
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #24 on: October 18, 2009, 07:38 »

Yes, please.

FORCE FIELD V SAY WHAT

In fact, If I could get around to it (SOMEONE MUST HAVE A CREDIT CARD), i'd donate to get extra features like that implimented for mods.
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #25 on: October 18, 2009, 07:46 »

This will be a great target for bounties :)
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #26 on: October 18, 2009, 07:55 »

Yeah, yes it will :P
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #27 on: October 25, 2009, 23:16 »

Quote
I'm all against survivors -- Doom is a game pitting the lone marine against the hordes of hell, and so it should stay. I might however leave the code for that in the API in case someone would like to do a Team Mod.

Kornel, did you leave code for that in? :D
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #28 on: October 26, 2009, 16:13 »

When mods are availible, will it be possible to program a Gun Cannon as a Unique? As in, a weapon that shoots other weapons out?
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #29 on: October 26, 2009, 16:18 »

DoomRL : The Roguelike !
DoomRLRL... Wow, I've almost bit off my own tongue trying to pronounce that :P
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #30 on: November 24, 2009, 12:46 »

Kornel, can I modify DoomRL with turbo pascal;
If true, then which file should I modify
Else, with what can I mod it?
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #31 on: November 24, 2009, 15:56 »

Kornel, can I modify DoomRL with turbo pascal;
If true, then which file should I modify
Else, with what can I mod it?
Heh, funny, I tried to compile this forum post and I didn't get any syntax error. :P
</lamejoke>
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #32 on: November 24, 2009, 17:09 »

DoomRL *will* (not yet) be modded with Lua exclusively. Once DoomRL 2 reaches a playable state, DoomRL 1 sources will probably be open.

Hint : switch from Turbo Pascal to FreePascal, ZZ ;)
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