DRL > Bug Reports
[0.9.9.7|console|WinXP] sound and color cheating
Rabinowitz:
Well, it is not bugs, it just exploits.
1. Sound cheating. AFAIK, there was one discussion, where KK stated that no sound can be assigned to nightmare creatures actions. In 0.9.9.7 I can set sounds for nightmare creatures, and it works!
Spoiler (click to show/hide)
--- Quote ---Sound = {
-- copy on imp entries
nimp = {
die = "../doomrl_wavhq/dsbgdth1.wav",
act = "../doomrl_wavhq/dsbgact.wav",
hit = "../doomrl_wavhq/dspopain.wav",
melee = "../doomrl_wavhq/dsclaw.wav",
fire = "../doomrl_wavhq/dsfirsht.wav",
explode = "../doomrl_wavhq/dsfirxpl.wav",
-- hoof = "../doomrl_wavhq/dshoof.wav";
},
-- copy on demon entries
ndemon = {
die = "../doomrl_wavhq/dssgtdth.wav",
act = "../doomrl_wavhq/dsdmact.wav",
hit = "../doomrl_wavhq/dsdmpain.wav",
melee = "../doomrl_wavhq/dssgtatk.wav",
-- hoof = "../doomrl_wavhq/dshoof.wav";
},
-- copy on cacodemon entries
cacodemon = {
die = "../doomrl_wavhq/dscacdth.wav",
act = "../doomrl_wavhq/dscacsit.wav",
hit = "../doomrl_wavhq/dsdmpain.wav",
melee = "../doomrl_wavhq/dsclaw.wav",
fire = "../doomrl_wavhq/dsfirsht.wav",
explode = "../doomrl_wavhq/dsfirxpl.wav",
},
ncacodemon = {
die = "../doomrl_wavhq/dscacdth.wav",
act = "../doomrl_wavhq/dscacsit.wav",
hit = "../doomrl_wavhq/dsdmpain.wav",
melee = "../doomrl_wavhq/dsclaw.wav",
fire = "../doomrl_wavhq/dsfirsht.wav",
explode = "../doomrl_wavhq/dsfirxpl.wav",
},
-- copy of arachno entries
narachno = {
die = "../doomrl_wavhq/dsbspdth.wav",
act = "../doomrl_wavhq/dsbspact.wav",
hit = "../doomrl_wavhq/dsdmpain.wav",
melee = "../doomrl_wavhq/dsclaw.wav",
fire = "../doomrl_wavhq/dsplasma.wav",
-- hoof = "../doomrl_wavhq/dsmetal.wav",
},
-- copy of arch entries
narch = {
die = "../doomrl_wavhq/dsvildth.wav",
act = "../doomrl_wavhq/dsvilact.wav",
hit = "../doomrl_wavhq/dsvipain.wav",
fire = "../doomrl_wavhq/dsvilatk.wav",
-- hoof = "../doomrl_wavhq/dshoof.wav";
},
}
--- End quote ---
1. Color cheating. It definitely not a bug, but i decided to include this in my post.
At first i used color.lua for painting regular stairs, because it always hard to find gray stairs amongst gray items and corpses, then i expanded it to other cells and valuable items. Like this:
Spoiler (click to show/hide)
--- Quote ---Colors = {
stairs_dark = LIGHTGREEN,
stairs_light = GREEN,
rstairs_dark = LIGHTRED,
rstairs_light = RED,
nukecell_dark = LIGHTBLUE,
nukecell_light = LIGHTBLUE,
barrel_dark = BROWN,
barrela_dark = GREEN,
barreln_dark = LIGHTRED,
bridge_light = BROWN,
bridge_dark = LIGHTGRAY,
bbridge_light = BROWN,
bbridge_dark = LIGHTGRAY,
water_dark = BLUE,
acid_dark = GREEN,
lava_dark = RED,
uparmor = LIGHTRED,
upboots = LIGHTRED,
udshotgun = RED,
unboots = CYAN,
umarmor = CYAN,
udragon = LIGHTRED,
uduelarmor = YELLOW,
uballisticarmor = YELLOW,
ubutcher = GREEN,
unplasma = GREEN,
unbfg9000 = GREEN,
uoarmor = MAGENTA,
ulaser = MAGENTA,
bpack = MAGENTA,
}
--- End quote ---
Flame_US3r:
Agreed with the sound tweaking. That shouldn't be an option :)
On the note of color editing, I always find the normal downstair to be difficult to spot (especially with all the pistols and shotguns lying around). Maybe a more distinguishable color should be made the default?
Bloax:
Perhaps cyan, green or magenta? Those are certainly very visible.
ParaSait:
On a side note: I wish special level stairs would appear as a < rather than a >.
I know this traditionally signifies an upward staircase, so it doesn't make much sense in that regard... but eh it's pretty annoying that you have to (l)ook at it if you have some visual effect going on.
UnderAPaleGreySky:
--- Quote from: ParaSait on July 15, 2013, 20:16 ---On a side note: I wish special level stairs would appear as a < rather than a >.
I know this traditionally signifies an upward staircase, so it doesn't make much sense in that regard... but eh it's pretty annoying that you have to (l)ook at it if you have some visual effect going on.
--- End quote ---
Nothing like 'zerking into the Mortuary and promptly freaking out in the IRC.
Good times.
Navigation
[0] Message Index
[#] Next page
Go to full version