Chaosforge Forum

  • March 28, 2024, 18:52
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 2 3 [All]

Author Topic: Uniques/exotics/assemblies/artifacts test  (Read 23070 times)

zenfur

  • Corporal
  • *
  • Offline Offline
  • Posts: 41
  • Huh?
    • View Profile
Uniques/exotics/assemblies/artifacts test
« on: January 16, 2012, 15:17 »

I'd very like to see somebody (or myself) to create a mod which adds at the beggning of the game a room filled with all those crazy and reasonable uniques/exotics/assemblies/artifacts you all (and me) suggest in ideas section (for testing matters).

I could try to handle it, but I don't have any experience with mod api. I could try to fiddle with code, but not sure if it will be availble for me.
Also modding api could be not enough, for some new effects like reflecting bullets.

For me, who seen all of the uniques and exotics in game, also built almost all assemblies (I think I didn't make cerberus armor anytime) and obtained all artifacts, current uniques are quite boring, you know...

Would you also like to see something like this? Share your opinion. I'm looking forward to possitive response ;P
Logged
[0.9.9.7G][20/15/10/5/1/0]
19 different medals
Hell Baron

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: Uniques/exotics/assemblies/artifacts test
« Reply #1 on: January 17, 2012, 08:43 »

I don't mind chipping in: if some people want to post ideas they'd like to see attempted in a sandbox environment, I can try to provide some insight as to how the item's unique abilities might be coded in. This would provide the additional benefit of giving us ideas on how to improve the API by including possibilities that are impossible in the current version.

I'm not actually going to code them FOR you, but I can certainly push you in the right direction. I'm kinda hoping for more sulf-sufficient modders and throwing fully-usable code at people won't turn them into that, after all.
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #2 on: January 17, 2012, 10:05 »

It wouldn't be difficult to make a simple framework for this. Perhaps each weapon idea could go into its own lua file. I tried "require" and it doesn't seem to work though. According to the changelog:
Quote
* Multiple lua files in a mod supported
But how is it done?
Logged
Arch-Vile Major

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: Uniques/exotics/assemblies/artifacts test
« Reply #3 on: January 17, 2012, 23:08 »

I tried "require" and it doesn't seem to work though.
Require expects a somewhat unique pathing when it comes to files. Let's say you have a module defined as "some_mod" and you also have a file called "items.lua" that you want to include. This is what should be included in your main.lua file:
Code: [Select]
require( "some_mod:items" )This is best placed immediately after the core.declare() of your module, so nothing gets forgotten. Originally in 0.9.9.4 there were issues using this function with compiled WADs, although I think it was fixed (if not 0.9.9.5 then almost surely in SVN). Running with direct source code never had problems with require(), so it should be plenty accessible.
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #4 on: January 20, 2012, 18:49 »

Ok so is there any way to enumerate the source files in a mod folder? I'd like to auto-require them all so that adding a new item doesn't require modification of any of the other files.

Also, whenever I call get_position() it gives this error:

Lua error : lua\core.lua:25: attempt to index local 'self' (a nil value)

For example in a hook OnPickupCheck(thing), call thing.get_position(). Or OnCreate hook, same problem. What am I doing wrong?

EDIT: Never mind I worked around it with coord.new(thing.x,thing.y)
« Last Edit: January 20, 2012, 19:04 by tinyrodent »
Logged
Arch-Vile Major

Matt_S

  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 394
  • Lost Soul
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #5 on: January 20, 2012, 21:00 »

I only have a cursory understanding of Lua, but I think you might have to do thing:get_position() because that's the format, using the colon, where it passes objects to the function as a self parameter.
Logged

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #6 on: January 20, 2012, 21:37 »

Yeah you're right I figured that out after.
Logged
Arch-Vile Major

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #7 on: January 20, 2012, 22:48 »

EDIT: Latest version is compatible with 0.9.9.5 and 0.9.9.6 beta. More terrain types added to monster spawn area, soldier lever suppressed.


There is a schematics lying here.                                             
 You feel yanked away!                                                         
 ##############################################################################
 #
++++"?+......^^^^^^#.&&&&&..................                                #
 #
"++%"+........^^^^^#&&&&&&&...................                              #
 #
""""+..........^^^.#.&&&&&&...................                              #
 #
++"?..........^...#&&&&&&...................                               #
 #####...........#####..
&&&&.......###========###                             #
 #
\.\..............||#..&.&........###========### .                           #
 #.
\\..............||#.............###========###..                           #
 #
\\;...*...>........#.*...........===........===...                          #
 #
;;;..............!!#.............===........===...                          #
 #
;;;..............!!#.............===....@...===....                         #
 #####...........#####...........
..===........===....                         #
 #  ...............  #............
.###........###....                         #
 #
}}.}.............  #.............###........###                             #
 #
}}}}............#.............###........###                             #
 #
}}}}}......... [[[[#...........................                             #
 #
}}}}}....... [[[[[[#...........................                             #
 #
}}}}}}....   [[[[[[#  .........................                             #
 #
}}}}}}        [[[[[#     ......................                             #
 ########################################
######################################
 
Igor Savin                 Armor : none                                       
 
Health: 100% Exp:  1/0%    Weapon: pistol (2d4) [6/6]                         
 cautious                                                   
Hell's Playground 

« Last Edit: January 23, 2012, 21:01 by tinyrodent »
Logged
Arch-Vile Major

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #8 on: January 20, 2012, 23:00 »

Some notes about the playground mod:
  • It dynamically spawns all items in each category, so new items will appear with no code changes.
  • Similarly there is a lever dynamically created to spawn each monster type. You need Intuition 1 or 2 to see what type.
  • Items and powerups remain after pickup/use so you can grab another one.
  • There is just one new example item, a powerup which levels up the player (helps to get Intuition/Whizkid for experiments). Its source is found in levelup.lua
  • Some glitchy schematic powerups appear. There may be other items that were never intended to be spawned this way.
  • There is no PickupCheck for items, so you can grab the Dragonslayer and go nuts. ;)
I'd like to remove the hard-coded "require" and enumerate all of the source files in the mod folder but haven't heard whether this is possible...
Logged
Arch-Vile Major

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Uniques/exotics/assemblies/artifacts test
« Reply #9 on: January 20, 2012, 23:13 »

As for the auto-require: It's not possible and will not be possible.

Reason:
1) any functionality needs to work from in a wad and as plain files
2) os-functions (like opening files, browsing directories, I/O, etc) need to be turned off for safety reasons (this will be especially important once DoomRL works in a Unix shared environment)
Logged
at your service,
Kornel Kisielewicz

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #10 on: January 20, 2012, 23:15 »

Would you be willing to consider a module property which tells the engine to load all source in the module folder?
Logged
Arch-Vile Major

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Uniques/exotics/assemblies/artifacts test
« Reply #11 on: January 20, 2012, 23:19 »

That would require more work than it sounds. Also, in most cases the order of loading makes a difference, so it would only be reasonable for subfolders.
Logged
at your service,
Kornel Kisielewicz

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #12 on: January 22, 2012, 16:46 »

schematics may be bugged but the backpack is coded correctly (even with text for second pickup)

minor bug, DS doesn't give it's perm zerk...

edit
bug, constant random spawning nightmare demons
bug, ammo pickups only work once, not really a problem because of the ammo cans but...
« Last Edit: January 22, 2012, 16:54 by Deathwind »
Logged
v.997 [16/5/2/0/0]

Uitë

  • Elder
  • First Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 113
  • Lost Soul
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #13 on: January 22, 2012, 16:55 »

I seem to recall that DS (and BA) was special, in that you couldn't just mod them in to experiment with how to use them.

I mean, not only doesn't it give you zerk, you can also pick it up and equip it without doing anything special.
Logged
Arch-Vile 1st Lieutenant
[26|12|6|1|0]

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #14 on: January 22, 2012, 17:02 »

bug, constant random spawning nightmare demons
bug, ammo pickups only work once, not really a problem because of the ammo cans but...

The demons appear to spawn as a side effect of wearing or wielding something special... ;) Whatever the case, there's no code in the playground mod to spawn them.

I'll look into the ammo issue.
Logged
Arch-Vile Major

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #15 on: January 22, 2012, 17:13 »

It appears that neither OnPickup nor OnPickupCheck hooks are called for ammo items. I don't know why this would be...
Logged
Arch-Vile Major

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #16 on: January 22, 2012, 17:26 »

At least it helped me confirm the BA's requirements as it still has it's restrictions.

edit:
RFE: could we get some water, acid and lava patches in the test area?
« Last Edit: January 22, 2012, 18:11 by Deathwind »
Logged
v.997 [16/5/2/0/0]

tehtmi

  • Programmer
  • Local Inquisitor
  • Lieutenant Colonel
  • *
  • *
  • Offline Offline
  • Posts: 458
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #17 on: January 22, 2012, 18:16 »

It appears that neither OnPickup nor OnPickupCheck hooks are called for ammo items. I don't know why this would be...

Because you never pick up ammo items.  The normal pickup operation is overridden by adding ammo to existing stacks or making new ammo items as appropriate.  (As such, it is also good to be careful with OnCreate hooks for ammo items.)
Logged

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #18 on: January 22, 2012, 18:25 »

It turns out that this is a good thing as all monster drops get the same treatment, making a few former & vile packs on nightmare can fill the floor rather quickly,

RFE: any way to make killing the mastermind, apostles and JC not exit?
RFE: the levers unlabeled can make it a pain to make a specific setup. edit: didn't see the bit about int...
RFE: can we get a pillar or two? (for LOS AI testing)
« Last Edit: January 22, 2012, 18:33 by Deathwind »
Logged
v.997 [16/5/2/0/0]

tehtmi

  • Programmer
  • Local Inquisitor
  • Lieutenant Colonel
  • *
  • *
  • Offline Offline
  • Posts: 458
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #19 on: January 22, 2012, 19:15 »

Removing BF_BOSS from the end bosses should stop the game from ending with relatively little other impact.
Logged

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #20 on: January 22, 2012, 20:07 »

RFE: any way to make killing the mastermind, apostles and JC not exit?

I couldn't reproduce this behavior. Spawned mastermind and killed, no exit. Is there a trick?
Logged
Arch-Vile Major

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #21 on: January 22, 2012, 21:10 »

give JC and the apostle a try
Logged
v.997 [16/5/2/0/0]

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #22 on: January 22, 2012, 21:25 »

New playground zip uploaded to original post
Logged
Arch-Vile Major

Hamster

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 79
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #23 on: January 23, 2012, 02:21 »

Code: [Select]
He killed 0 out of 0 hellspawn. (-1.#IND%)Wrong percentage because of division by zero. Of course, that cannot appear in a normal game... But for modding and better looking mortem.
Logged

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: Uniques/exotics/assemblies/artifacts test
« Reply #24 on: January 23, 2012, 08:17 »

Code: [Select]
He killed 0 out of 0 hellspawn. (-1.#IND%)Wrong percentage because of division by zero. Of course, that cannot appear in a normal game... But for modding and better looking mortem.
This is technically a core bug, since that part of the mortem can't be rewritten by modders. Should be an easy fix on our end.
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #25 on: January 23, 2012, 09:10 »

I'm kinda hoping for more sulf-sufficient modders and throwing fully-usable code at people won't turn them into that, after all.

I don't agree. Throwing fully usable code at people with the source included can do just that. At the moment there is very little mod source code available that will run on 0.9.9.5 without fixes. Even the simplest wiki examples don't work, and other offerings such as Dead Simple haven't been updated.

Meanwhile there are gigantic holes in the modding documentation including Generator, AI, User Interface, Core, etc. Some stuff can be reverse engineered but not easily.

The changelog refers to two additional module types "Episode" and "Total conversion". What are the details of these?

Is it possible to make a mod which is simply DoomRL + added features? For example a new challenge; or smarter enemies; or additional badges; etc.

What are the plans for modding in 0.9.9.6 and beyond?
Logged
Arch-Vile Major

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: Uniques/exotics/assemblies/artifacts test
« Reply #26 on: January 23, 2012, 10:57 »

Meanwhile there are gigantic holes in the modding documentation including Generator, AI, User Interface, Core, etc. Some stuff can be reverse engineered but not easily.
This is part of the work I'm doing for modding in 0.9.9.6: getting stuff properly documented. Besides the lua code, there's a lot to sift through and understand on the FPC/valkyrie side, and so it's a pretty big effort. I will REALLY try to accomplish this over the next couple of weeks (last week got bogged down by some feature additions and bug fixes).

The changelog refers to two additional module types "Episode" and "Total conversion". What are the details of these?
Total conversions aren't actually available yet: it'll take some pretty huge rewrites in the way that DoomRL loads mods (currently it's all game-side: TCs will let you customize all the menu options as well).

Episodes are basically a way of chaining levels together to form a group of levels, much in the way that DoomRL plays now (you're placed at Phobos Base Entry, then move to Phobos 2, then Phobos 3, etc). I will explain the specifics when I update the Modding:Module page. To be honest I don't know enough off-hand to explain it here, but I will make that page top priority.

Is it possible to make a mod which is simply DoomRL + added features? For example a new challenge; or smarter enemies; or additional badges; etc.
This is doable but not easy, at least at the moment. If you know how to make an episode then literally recreating DoomRL is real quick: as for the rest, in essence you're just altering hooks and/or prototypes, but doing this is often a pain. I don't think it'd be too hard to write some helper functions that make this more manageable for players. The exception right now is stuff like literally adding a challenge to the challenge list or badges/medals to their respective lists. Since mods don't reload DoomRL in its entirety, these cannot be altered: however, including challenge-like properties to an episode and granting the player badges/medals (which will appear in the mortem) can work.

What are the plans for modding in 0.9.9.6 and beyond?
For 0.9.9.6, not a lot! This is because the graphical version is at the highest priority for Kornel, and he often takes care any and all API. Still, I think something I can do is provide a better ease of use for the modding system (such as the aforementioned helper functions). Since there aren't many changes, too, this gives me the opportunity to actually update the modding docs and tutorials, which (as you pointed out) are pretty badly outdated.

After that, I'm pretty sure 0.9.9.7 should have total conversions ready. I'm not entirely sure other than this, but I'll bet the other developers have some ideas.
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #27 on: January 23, 2012, 11:29 »

Thanks for the reply. What's the status of HereticRL? ;)
Logged
Arch-Vile Major

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #28 on: January 23, 2012, 19:11 »

Ok I successfully made the mod work with either 0.9.9.5 or 0.9.9.6 by wrapping the proto references. But I've struggled in vain to find any way of properly detecting the 0.9.9.6 environment during module init:
Code: [Select]
local v
if (rawget(_G,"IF_FARHIT") == nil) then
v = 5
else
v = 6
end

module = {
    id          = "playground",
    name        = "Hell's Playground",
    author      = "tinyrodent",
    webpage     = "none",
    version     = {0,1,0},
    drlver      = {0,9,9,v},
    type        = "single",
    description = "Experiment with all weapons, armor, mods, and enemies ",
    difficulty  = true,
}

I believe what's happening is that the module init code is called more than once - and the early call doesn't have the globals such as IF_FARHIT set yet. A later call detects it properly. Is there another way to distinguish 0.9.9.5 from 0.9.9.6 during the early call? I tried all of the different globals and none of them seem to work.
Logged
Arch-Vile Major

tehtmi

  • Programmer
  • Local Inquisitor
  • Lieutenant Colonel
  • *
  • *
  • Offline Offline
  • Posts: 458
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #29 on: January 23, 2012, 20:58 »

The module file is loaded in a fresh and separate lua system.  Since it is mainly intended to provide summary information before loading the module proper, it makes sense not to load the whole module and not to allow it to corrupt DoomRL's active environment.  What is included in a fresh lua system hasn't changed between 0.9.9.5 and 0.9.9.6 as far as I know.

It could be nice to allow a module to support more than one version... that can go in the wishlist but I doubt we'll see it for 0.9.9.6.

The only other way you might be able to distinguish between versions is using metatables to track the usage pattern of the fields, but I don't think that has changed either.

So, probably you'll have to deal with the version incompatibility message for now.
Logged

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #30 on: February 02, 2012, 12:51 »

I ran into a few strange bugs last time I used the playground, most are normal but this one stands out
Code: [Select]
----------------------------------------------------------------------
Timestamp   : 1/31/2012 15:54:07
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[baron].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 1/31/2012 15:59:50
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[knight].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 1/31/2012 16:00:15
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[knight].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 1/31/2012 16:00:29
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[knight].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------
The AI got itself stuck in infinite loops picking up armor and med kits. This is not big a deal as most levels won't have permanent stacks of these, what is a big deal is that the monster inventories overflowed into the player inventory giving me an inventory filled with what ever the monster was picking up.
Logged
v.997 [16/5/2/0/0]

tinyrodent

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 188
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #31 on: February 02, 2012, 13:05 »

Do you mean the enemies got into the item stores on the left of the map? That wasn't supposed to happen. :) I'll see what can be done to prevent it. Also the stuff going into player's inventory, is probably a playground bug which can be fixed.
Logged
Arch-Vile Major

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: Uniques/exotics/assemblies/artifacts test
« Reply #32 on: February 02, 2012, 13:48 »

By the way, the infinite loop bug is caused by enemies not realizing their inventory is full and attempting to pick up items anyway. It has been fixed in beta. (This should never affect the base game, which is why it managed to sneak past release.)
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #33 on: February 02, 2012, 20:57 »

The loop flooded the player inventory with the excess items.

Monsters get over there often due to the teleporter and the warping bosses (JC spawns are the worst offenders)
Logged
v.997 [16/5/2/0/0]

The DoomRLguy

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 115
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #34 on: March 04, 2012, 10:57 »

This mod allows a lot of research, often accidentally. Did you know, for example, that The Spider Mastermind is ressurect-able? No, i didn't either, until it happened...
Logged
Unexpectedness is always a surprise.
Arch-Vile Marshal
[26|26|25|16|8|1]
JH: Major [10|9|7|1|0]

Matt_S

  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 394
  • Lost Soul
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #35 on: March 04, 2012, 14:28 »

Yeah, I noticed that myself.  I also learned that one can use Azrael's Scythe's altfire even with only 5 max hp.  And that agility modded antigrav phaseshift boots and power modded cybernano phaseshift armor is as awesome as it sounds.
Logged

The DoomRLguy

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 115
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #36 on: March 06, 2012, 12:12 »

Actually, if you rapidly hammer the JC lever, you get a large square of JC's and then it will give a non-fatal error every press. If you summon too many boss monsters, then the game crashes when you Q-Y, use the stars or die. But hey, this map is all about science, eh?
Logged
Unexpectedness is always a surprise.
Arch-Vile Marshal
[26|26|25|16|8|1]
JH: Major [10|9|7|1|0]

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #37 on: March 07, 2012, 03:11 »

You get the nonfatal crash by spawning too many of ANY monster, the fatal crash is news to me, got a error.log for it?
Logged
v.997 [16/5/2/0/0]

The DoomRLguy

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 115
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #38 on: March 10, 2012, 15:32 »

It occurs after the mortem, and i was wrong- it happens when you Q-Y, leave or die, EVER.
Error.log entry:

----------------------------------------------------------------------
Timestamp   : 10/03/2012 22:29:18
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $004B87F0 :
EAccessViolation : Access violation
  $004B87F0  TLEVEL__PROPERCOORD,  of src/dflevel.pas
  $004C33D9  TDOOMCONMAPUIELEMENT__ONREDRAW,  line 165 of src/doomui.pas
  $00429428  TDOOMIO__LOADPROGRESS,  line 617 of src/doomio.pas
  $0041E1E0  TDOOM__LOAD,  line 135 of src/doombase.pas
  $0041EAA4  TDOOM__RUN,  line 267 of src/doombase.pas
  $00401B15  main,  line 71 of src/doomrl.pas

----------------------------------------------------------------------



Also, just for laughs, 0 out of 0 is exactly -1.#IND%
Logged
Unexpectedness is always a surprise.
Arch-Vile Marshal
[26|26|25|16|8|1]
JH: Major [10|9|7|1|0]

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #39 on: March 11, 2012, 09:38 »

The mortem thing is a classic case of divide by zero, you know the 4 rules of programing right? If not they are:
1 check input
2 check input
3 check input
4 check for divide by zero
Logged
v.997 [16/5/2/0/0]

The DoomRLguy

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 115
    • View Profile
Re: Uniques/exotics/assemblies/artifacts test
« Reply #40 on: March 11, 2012, 09:46 »

Yeah, i knew it would be SOMETHING odd, it's just interesting that it's -1.#IND%.
Logged
Unexpectedness is always a surprise.
Arch-Vile Marshal
[26|26|25|16|8|1]
JH: Major [10|9|7|1|0]
Pages: 1 2 3 [All]