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Author Topic: Skulltag Arena  (Read 18851 times)

yaflhdztioxo

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Re: Skulltag Arena
« Reply #30 on: September 29, 2011, 17:47 »

I'll fix it.  *grumble* level procs moved into generator...
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #31 on: October 12, 2011, 21:15 »

New version up.  Fixing all of the problems caused by jumping from 992 to 994 was a lot harder and more time consuming than I would have expected.
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Thexare

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Re: Skulltag Arena
« Reply #32 on: March 19, 2013, 20:18 »

Bug report for the 0.9.9.7 version - final boss got stuck in a wall. Had to lure him into shooting an adjacent me to break the wall he was inside, as I was in a melee build. Though my railgun might've done the job, hmm...

Also, I noticed only a single bulk mod, playing on ITYTD, and no tech mods, but I'm not sure how random the item drops are.
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Former Human Corporal
1/42 M, 7/60 S, 3/30 A
[ 6 / 1 / 0 / 0 / 0 ]

White Rider

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Re: Skulltag Arena
« Reply #33 on: March 20, 2013, 00:10 »

Picked up a chainsaw that had spawned at the beginning of a new wave...and got a lovely string of angry error messages. The game continued as usual, after about 6-7 lines of angry error messages, as the screencap shows, and I was able to perform one action before the error messages repeated itself.

Here are some excerpts taken from error.log:

Code: [Select]
----------------------------------------------------------------------
Timestamp   : 3/20/2013 0:01:42
Error level : ERROR
Message     : Lua hook OnPickupItem caught ELuaStateException!

Call path     : beings[soldier].OnPickupItem
Call params   : (<object>)
Error message : Lua error : ...odules\skulltag_arena.module\\skulltag_arena_HUD.lua:77: attempt to compare number with nil
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 3/20/2013 0:01:45
Error level : ERROR
Message     : Lua call OnTick caught ELuaException!

Call path     : skulltag_arena.OnTick
Call params   : ()
Error message : Call(skulltag_arena.OnTick) Lua error : ...odules\skulltag_arena.module\\skulltag_arena_HUD.lua:77: attempt to compare number with nil
----------------------------------------------------------------------

After quitting out of the game, DoomRL crashed and spat this out at me:

Code: [Select]
----------------------------------------------------------------------
Timestamp   : 3/20/2013 0:03:27
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $0046E619 :
ELuaException : LuaError: skulltag_arena.OnTick -- Call(skulltag_arena.OnTick) Lua error : ...odules\skulltag_arena.module\\skulltag_arena_HUD.lua:77: attempt to compare number with nil
  $0046E619  TDOOMLUA__ONERROR,  line 435 of src/doomlua.pas
  $00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0041DFE6  TDOOM__CALLHOOK,  line 85 of src/doombase.pas
  $0045D3B2  TLEVEL__CALLHOOK,  line 589 of src/dflevel.pas
  $0045EB12  TLEVEL__TICK,  line 945 of src/dflevel.pas
  $0041F64F  TDOOM__RUN,  line 378 of src/doombase.pas
  $00401CC5  main,  line 111 of src/doomrl.pas

----------------------------------------------------------------------
« Last Edit: March 20, 2013, 00:13 by White Rider »
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0.9.9.6: 10d 15h Arch-Vile Major; 6/6/2012 - 3/15/2013
0.9.9.7: 12d 9h Cyberdemon Br. General; 3/19/2013 - ?
V: 31 (5P 17S 9F) M: 32 I: 66 A: 40 | 26 24 19 8 1 0

yaflhdztioxo

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Re: Skulltag Arena
« Reply #34 on: March 20, 2013, 04:44 »

Bug report for the 0.9.9.7 version - final boss got stuck in a wall. Had to lure him into shooting an adjacent me to break the wall he was inside, as I was in a melee build. Though my railgun might've done the job, hmm...
Can you elaborate?  Was the final boss spawned ON a wall tile?  I have re-examined that code and found nothing fishy so far...
As for packs, item generation hasn't changed though the addition of new items has made other items comparatively rarer.  Wave == dlvl; I've never been flush with mods but I've found enough to make assemblies.
Picked up a chainsaw that had spawned at the beginning of a new wave...and got a lovely string of angry error messages. The game continued as usual, after about 6-7 lines of angry error messages, as the screencap shows, and I was able to perform one action before the error messages repeated itself.
Fixed.  When the weekend rolls around I'll update.  Til then don't pick up the chainsaw.
« Last Edit: March 20, 2013, 04:47 by yaflhdztioxo »
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Thexare

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Re: Skulltag Arena
« Reply #35 on: March 20, 2013, 19:22 »

He wasn't spawned on a wall, he teleported onto one.
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Former Human Corporal
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #36 on: March 20, 2013, 20:19 »

Ah, found it.  Guess I should've reviewed the JC ai before yanking it since JC doesn't spawn in a level with walls...
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Tormuse

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Re: Skulltag Arena
« Reply #37 on: September 08, 2013, 21:48 »

I admit that I haven't played DoomRL in a while, but I had today off, and for no particular reason, I felt like playing Skulltag Arena, which I haven't fully tried out before, and after a few tries, I got SlashER Diamond!  :D

Spoiler: Mortem (click to show/hide)

I haven't read any of this thread and I didn't know what to expect, so I played a technician masterless build.  I also selected "no" to fun mode.  (Whatever that means)  The game was pretty stingy with modpacks, so I didn't bother getting Whizkid, but it was okay, because the basic weapons were more than a match for my opponents.  Considering it was UV difficulty, I expected more of a challenge, but I don't think there was ever a time that I had more than one enemy approach me at a time with very few exceptions and I never felt overwhelmed until the end.

At level 25, it asked me if I was ready for the final level and I said yes.  (I have a choice?  What happens if I say no?  Does it just end?  Or does it let me keep going with randomly generated enemies?)  The final battle was ridiculous, preceded by a great, "oh, crap!" moment when I realized that über JC summons Cyberdemons!  :o  Fortunately, I had Dodgemaster and I was able to get to an Invulnerability sphere before the shower of rockets blew it up.  (One Cybie hit me just as I was picking it up; I got it just in time!)  Shortly after that, I spotted a Nuclear Plasma Rifle, which would have made the ending pretty easy, but the shower of rockets continued and blew it up when I was one square away...  Then the shower of rockets blew up about two thirds of everything on the level.  :|  There was one glorious moment when I was able to stay in range of üJC long enough to completely empty my Plasma Rifle into him, but for the most part, the rockets hurled me all over the place like a rag doll and he kept teleporting away before I could finish him off.  I was wishing that I had some kind of knockback reduction, because even with Dodgemaster, it was impossible to dodge all of the incoming Cybie rockets because they were coming from all directions.  I never fired a shot at the Cybies, but one of them actually died from Cyberdemon crossfire alone!  Things got extra tense when the Invulnerability wore off, but fortunately by then, he was down to mortally wounded and a couple more rounds finished him off.  Whew!
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Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/23/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

thelaptop

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Re: Skulltag Arena
« Reply #38 on: September 08, 2013, 22:14 »

Damnit Tormuse.  =P

Why not Elevator of Dimensions?  That one is still quite fun as far as I can remember.
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I compute, therefore I am.

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Tormuse

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Re: Skulltag Arena
« Reply #39 on: September 09, 2013, 05:40 »

Yes, it is quite fun;  I've played it many times.  In fact, I got the Angelic badge in it, but I wanted to try something different this time.  :)
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

Buzzard

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Re: Skulltag Arena
« Reply #40 on: September 09, 2013, 10:47 »

What are the exact values of the Rune of Strength, out of curiosity?
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #41 on: September 09, 2013, 18:21 »

Equivalent to a SoaB trait.
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Tormuse

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Re: Skulltag Arena
« Reply #42 on: September 09, 2013, 22:42 »

I'd still be curious to know what all of the runes do.  I never figured out what Doom Spheres do either.
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

yaflhdztioxo

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Re: Skulltag Arena
« Reply #43 on: September 10, 2013, 05:44 »

It's all right there in the code :p

Strength = +1 to damage bonus
Resistance = +1 to armor
Prosperity = fiddling with the health cap
Rage = 2/3rd firetime and reloadtime
Regeneration = what the name implies, lower health means faster regen
Reflection = damage dealt to you is also applied to the nearest enemy
Drain = every enemy you kill heals you a little bit based on the enemy's max HP
Haste = boost to speed equiv to a level in HR + you never get tired

Doom = +4 to damage bonus
Guard = +4 to armor
Turbo = Double speed
Partial/Total invis = 2/4 point bonus to dodging (implemented as a PENALTY to all enemy ToHits because there was no dodgebonus property at the time)
Time Freeze = abuse of the timing code to give the player free moves, simulating a freeze in time
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Tormuse

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Re: Skulltag Arena
« Reply #44 on: February 01, 2014, 00:38 »

So, today, I played another Skulltag game, this time at Nightmare! difficulty, trying to see if I could get the SlashER Angelic badge.  Unfortunately, I encountered a bug that made the game unwinnable.  :(  At the start of round 8, I got an error message and the monsters didn't generate, so I had no choice but to exit.

Spoiler: Error message (click to show/hide)

I suspect that this bug is related to the fact that I took full advantage of an exploit that I discovered in N! difficulty.  After you finish a round and before the next one starts, if something revives and you kill it again, it starts the countdown to the next round again and generates extra items!  (Great way to get lots of extra free stuff!)  :D  At the end of round 4, I managed to place myself comfortably next to two bodies and repeatedly knocked them down with my combat knife each time one of them tried to get up.  Before long, the map looked like this:

Spoiler: Screenshot (click to show/hide)

By round 8, the map was 100% full of stuff and I suspect there simply wasn't any room to generate any more monsters, so they just failed to generate.  The items don't show in the mortem, but here's another screenshot I took:

Spoiler: Screenshot (click to show/hide)

Spoiler: Mortem (click to show/hide)

I may try this again soon and try not to go too overboard next time.  :P
« Last Edit: February 01, 2014, 00:40 by Tormuse »
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos
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