DRL > Discussion
Quick questions thread!
ih8regin:
Wow, need to check that game for tips. I normally still have a shell box from wiping Hell Arena, as with AoSh an Int2 arena is sort of a cakewalk unless you get swarmed in an instant at the start of the next wave. But a combat shotgun is not a frequent drop on Phobos lv5, and even if I do get that AND a P-mod to augment it at once, I seem to get cornered by barons pretty often. I have managed to get some of them with relative safety, but then that moment happens when a baron enters left doors with you engaged in damaging one (or two!) other barons, you have to flee as in cramped quarters that baron has an advantage, and you normally can't push it back out of the doors and maybe into the lava... OW, OW, AAAAAHHHHHH! And since there's no cover outside, you're pretty much screwed. Then yet again, the Vile. I couldn't down it last time on UV with zerk on at first and a double shotty plus Shottyman AND HR2 (no combat shotgun for me that time), got it to mortally wounded before it fried me.
I start to clear Deimos Lab and NOT releasing the shamblers, they are too dam tough and mobile to tackle, perhaps if I'd be a zerker then maaaybe I'd decode to communicate to them my need of packs (:D), but likely not on any other setting. The location where they appear is too small for ranged combat and too hot for melee, should they start teleporting (which I think they never do if engaged, still one needs to close the distance first). One Shambler is doable, esp if you can take some cover after it teleports. Just did a successful AoSh run tho, gonna post a mortem as it has something to boast on my skill level.
BBHood217:
I've been toying around with custom sounds in DoomRL. I got Ironbeer's sound overhaul mod, then did a few sound replacements which was mostly changing some gun sounds to their PSX Doom 64 sounds as well as have JC make Icon Of Sin sounds (I mean he is the final evil). I asked this last year regarding giving sounds to the completely silent nightmare monsters and was told that it would be considered cheating. Regardless, I recently found another sound mod that actually gives them sounds (don't worry, I haven't used it yet and Ironbeer's mod still leaves the nightmares silent) so any opinions on that?
I also have to ask since I don't have the source code. What are the internal names of the Arena Master, agony elemental, and Apostle for the purposes of giving them custom sounds? Of course with the Arena Master and agony elemental, they're silent like the nightmares so it might be cheating again. But I remember the Apostle just making normal arch-vile sounds, so surely I can change those without being called a cheater.
And finally, I have to mention a couple of sound oddities that might be bugs. The revenant actually has his unique firing sounds, but he doesn't actually use them and just uses the rocket launcher default sounds. Also, JC doesn't actually use his idle sound; but maybe that one's for the best because I set it to the Icon's backwards speech, and hearing that all the time would probably get old fast.
Svankensen:
Is there a way to turn off the Berserk red tint? I have 400+ floors to go on this run, and I'd like to be able to distinguish stuff... Been looking around in config.lua but I cant seem to find anything relevant there.
BBHood217:
I don't think it's possible at all. For a hypothetical next version, I'd like to suggest the option for colored borders to indicate berserk/enviro/invul/etc. effects so the field can still be seen in normal colors.
Svankensen:
Damn, I don't think I'm up for 400+ levels of red, specially with a technician instead of a scout. I'll prolly retire this guy.
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