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Author Topic: The Inferno Module  (Read 64692 times)

mihey1993

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Re: The Inferno Module
« Reply #45 on: April 28, 2012, 23:26 »

These errors are very surprising because there are no levers in the Carnival of Death.  Do you remember more about what was happening at the exact moment of these errors?

No no. Sorry - my English is bad and I described it badly. These levers are not in Carnival. They both were near staircase to it
something like that
. . . . . . .  . . .
. >. . . . & . & .
. . . . . . .  . . .
  There are stairs to carnival and these 2 levers
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Cyberdemon Br.General
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Wanna complete any N! game with 90% or more kills...

VANDAM

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Re: The Inferno Module
« Reply #46 on: May 02, 2012, 17:13 »

Crashes on start in mac os x and gentoo
using either wad version or raw
For mac os x x64 raw:
Spoiler (click to show/hide)
for mac os x 64 wad: Doom Module Loader > inferno.wad : bad or missing module table!
« Last Edit: May 02, 2012, 17:14 by VANDAM »
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tehtmi

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Re: The Inferno Module
« Reply #47 on: May 02, 2012, 21:22 »

Edit:

Use the raw version and substitute in this (attached) version of inferno_secret.lua (found in the inferno.module folder).

I felt like a jerk suggesting that you disable a cool feature :(

Original post:
Spoiler (click to show/hide)
« Last Edit: May 02, 2012, 21:39 by tehtmi »
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Ander Hammer

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Re: The Inferno Module
« Reply #48 on: May 03, 2012, 03:13 »

(which no one much has found anyway)

I'm curious... how many are there in total?
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Hell Baron Major
[25|20|11|2|0]
Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

VANDAM

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Re: The Inferno Module
« Reply #49 on: May 03, 2012, 03:37 »

Now everything works, TU!
There are invisible stairs or you made another type of secrets?
« Last Edit: May 03, 2012, 15:56 by VANDAM »
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Uranium

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Re: The Inferno Module
« Reply #50 on: May 03, 2012, 10:43 »

I'm curious... how many are there in total?

I've only found one so far.
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darksergio

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Re: The Inferno Module
« Reply #51 on: May 03, 2012, 23:01 »

I am getting this error when I exit the mortem and the game crash. also the teleporting enemies out of nowere it is a bug or a interesting future


Timestamp   : 04/05/2012 01:53:55
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

----------------------------------------------------------------------
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tehtmi

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Re: The Inferno Module
« Reply #52 on: May 03, 2012, 23:08 »

I am getting this error when I exit the mortem and the game crash.

Unfortunately, this is a bug with DoomRL's module system, not Inferno. It happens whenever returning to the main menu after playing a module (console mode only).

(One option to avoid it is setting MenuReturn to false in config.lua, but its not much better.)

Quote
also the teleporting enemies out of nowere it is a bug or a interesting future

This is a feature.  I do have some plans to make it more clear what is going on in the next version.
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darksergio

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Re: The Inferno Module
« Reply #53 on: May 03, 2012, 23:13 »

oh ok I trought it was a bug because imp or demon never jumped on my face from nowere anyway great module got raped twice by demon pack teleporting in from of me. it is very hard but fun also
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Ander Hammer

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Re: The Inferno Module
« Reply #54 on: May 08, 2012, 02:16 »

I finally beat your module, tehtmi.

Spoiler (click to show/hide)
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Hell Baron Major
[25|20|11|2|0]
Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

VANDAM

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Re: The Inferno Module
« Reply #55 on: May 08, 2012, 07:30 »

I've got a question for u, Tehtmi: Your secrets are accessible on any difficulty? And, it's connected with invisible floors? Just give a small hint.
Once i saw an unusual message with a level, maybe this was a part of secret. Or it's connected with abyssboss(never seen this level)?
« Last Edit: May 08, 2012, 20:23 by VANDAM »
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mihey1993

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Re: The Inferno Module
« Reply #56 on: May 08, 2012, 10:00 »

did it for 2nd time on UV...first 6-7 levels we reaaly hard, but then i got MAc, and on 14th level i got Hyperblaster and game become rather easy. Maybe not easy, but without any big problems. Last 2 levels i did without any healthpacks and heals at all, cuz H2A3 plasma rifle really rocks )).
Got shambler-lever which spawns shambler and gives a gift of 2A, 2T and nano packs ))
Spoiler (click to show/hide)
Spoiler (click to show/hide)

It's very sad that can't get 100% kills, but it's still big victory for me ))
And last thing - I did Ptolemea without wielding BFG - I took it after complete, but didn't got  Vindictive Cross
« Last Edit: May 08, 2012, 10:09 by mihey1993 »
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Cyberdemon Br.General
[26/23/18/5/1]
Wanna complete any N! game with 90% or more kills...

VANDAM

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Re: The Inferno Module
« Reply #57 on: May 08, 2012, 11:43 »

And last thing - I did Ptolemea without wielding BFG - I took it after complete, but didn't got  Vindictive Cross

Code: [Select]
  OnTick = function()
    if player.eq.weapon and player.eq.weapon.id == "bfg9000" then //Even after completing we are trying to check BFG_pickup
      bfg_pickup = true
    end
 
     if bfg_pickup == false then
        player:add_medal("medal_waves1")
      end

I think that it could be this way
Code: [Select]
  OnTick = function()
    if (player.eq.weapon and player.eq.weapon.id == "bfg9000") and (kill_all{cleared} == "false") then // I don't know how to check 100% rate on LVL.
      bfg_pickup = true
    end
OR
OnKillAll = function()
    if player.eq.weapon and player.eq.weapon.id == "bfg9000" then //Reg aft KA
      bfg_pickup = true
    end
This way you can pickup the BFG after KA.
« Last Edit: May 08, 2012, 12:48 by VANDAM »
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tehtmi

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Re: The Inferno Module
« Reply #58 on: May 08, 2012, 20:23 »

I've got a question for u, Tehtmi: Your secrets are accessible on any difficulty? And, it's connected with invisible floors? Just give a small hint.
Once i saw an unusual message with a level, maybe this was a part of secret.

Secrets are accessible on all difficulties.  They are on non-random levels.  You should get an award in the mortem if you have found one.

I finally beat your module, tehtmi.
Congratulations :)

Quote
I kind of wish there were more secrets... I went over every inch of every special level looking for them and only found one I didn't know about.
Now that someone has found them all, I'll probably be motivated to add some more; I just don't want to make knowing the secrets too swingy.  (Maybe this has already failed?)

It's very sad that can't get 100% kills, but it's still big victory for me ))
I just noticed that the mortem kill percentage doesn't report my self-corrected kill numbers, so this is a bug with the module.  However, you were awarded the Order of Slaughter, so that means you really did kill everything.

...
I think that it could be this way
...
This way you can pickup the BFG after KA.
Good idea, I'll change this in the next version.
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VANDAM

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Re: The Inferno Module
« Reply #59 on: May 08, 2012, 20:27 »

And if I'll nuke the whole level there will be no secrets? Also, I'm using the G version, it's rather funny when you see a soulsphere that's trying to kill you(Nhydra). Nonrandom, heh, that means i must go through acidpits and so on...
I've found a bug on blood temple. If you are wearing DS the chainsaw goes into inv and level event doesn't start.
« Last Edit: May 08, 2012, 20:38 by VANDAM »
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