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Author Topic: RFE's for the next version  (Read 7555 times)

Malek Deneith

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RFE's for the next version
« on: May 07, 2007, 09:10 »

Couple of ideas for the next version:
- Green Armor on Phobos level on UV and N! (could rise the survival rate early on a bit)
- Saves everywhere, saves everywhere, saves everywhere... Yes it is un-trivial but I'm going to bug you about until you do it or go insane, whichever comes first
- Enchaced sound options - seaparate fire, reload and pickup sound for weapons (+ "pumping" for CS... double shotty would need either a proper "base" sound or making it default to doubling normaln shotgun sound if not unique sound is set) + one sound for armor pickup + one for powerups + one for ammo pickup should do it... all ini-settable as music
- Some special level ideas - will be sent shortly on PM (edit: sent)
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Potman

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Re: RFE's for the next version
« Reply #1 on: May 07, 2007, 09:19 »

1) Seconded.
2) Seconded.
3) Seconded. Also would be jolly great if there was an internal volume setting, so you'dn't need to mess up with configuration files.
4) Would be easier to second if I knew about those.
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Jered Cain

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Re: RFE's for the next version
« Reply #2 on: May 07, 2007, 09:49 »

When it comes to enhanced sound options, I'd also like the ability to differentiate between Hell Knights and Barons of Hell by sound.
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DaEezT

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Re: RFE's for the next version
« Reply #3 on: May 07, 2007, 10:43 »

1) Sounds reasonable enough
2) meh, don't care. DoomRL levels are only one screen in size, so I'm ok with the current system.
3) Seconded.
4) More special levels are always fine with me :D
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Malek Deneith

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Re: RFE's for the next version
« Reply #4 on: May 07, 2007, 10:54 »

Quote
4) More special levels are always fine with me :D
It was more like "improvement to one, and very-very-very general idea for a new one" :P
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JimmyJ

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Re: RFE's for the next version
« Reply #5 on: May 07, 2007, 17:06 »

Why not give the double shotgun the firing sound it had in DooM II ?
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Potman

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Re: RFE's for the next version
« Reply #6 on: May 08, 2007, 03:03 »

Totally agreeing to above. In Doom II, the double shotgun has one of the most awesome weapon sounds ever.
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Kornel Kisielewicz

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Re: RFE's for the next version
« Reply #7 on: May 08, 2007, 05:34 »

The reason is simple -- the Doom II shotgun sound includes the reloading sound, so it isn't appropriate.
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Potman

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Re: RFE's for the next version
« Reply #8 on: May 08, 2007, 05:56 »

Couldn't you just cut the reloading sound off? It can't be that hard.
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TFoN

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Re: RFE's for the next version
« Reply #9 on: May 08, 2007, 09:41 »

1) agreed.
2) a strongly disagree. While I don't care about mortem security and forcing savescummers to submit, there's no reason to make it so possible and comfortable. And as DaEezT said, levels are anyway very small.
3) yes please :)
4) always nice!


Here're a couple of my own ideas, on a slightly different note:

 - Large Health Globe replaced with Large Medpack. Has anyone ever needed that healing?
 - Cateye gives +1.5 to vision and/or +1 to-hit and/or -10% to-hit penalty for out of LOS targets. Right now the +1 to vision isn't nearly enough IMO to compete with other abilities gained by taking Intuition(3), even if you lose the to-hit penalty at 1 tile further.
 - Juggler(1) gives -70% for prepared weapon swap, Juggler(2) gives -100% prepared swap and -40% to inventory swap. One rank for 100% is quite overpowered, and still nothing addresses 3rd weapon issues - in doom you could use all weapons in the same game, while here you're IMO too strongly restricted to 2, even if it is balanced differently). The -40% won't outweigh Reloader(2), considering ammo stacks hold so much more than weapon magazines, but it might make PRs a little more useful, which I don't find them to be right now.

Malek Deneith

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Re: RFE's for the next version
« Reply #10 on: May 08, 2007, 11:31 »

Quote
While I don't care about mortem security and forcing savescummers to submit, there's no reason to make it so possible and comfortable.
Sorry but I won't belive that you never had an situation when you had to end playing but didn't found stairs, or didn't want to miss an special level.
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TFoN

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Re: RFE's for the next version
« Reply #11 on: May 08, 2007, 15:28 »

Sure I did, but in such a case you can, AFAIK, back up your save file, either on every level if you know you might have to go, or if the save file's only deleted on exiting the game(I haven't checked), right before you do. Just let everybody know this happened if you also post the results.

Malek Deneith

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Re: RFE's for the next version
« Reply #12 on: May 08, 2007, 16:02 »

Such things won't work - a new level is generated on the moment of loading the save, so using a backup of save from "level just before" would not only result in having to walk throgh the whole level again, but an completly new level.
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TFoN

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Re: RFE's for the next version
« Reply #13 on: May 08, 2007, 16:12 »

That's the tradeoff, then. But one level still isn't very big at all, and it being a new one isn't such big a deal IMO. How often do you have to stop games in the middle that this is critical to you?

A way to solve this problem could be having two modes, where one can be saved on anytime and the other only on stairs, each with a very different scoring system (and a note on the type of game on the top of the mortem). Results would be so different that no-one would bother faking a mortem of one type using a mortem of the second type.

But I'd personally really prefer to not have free saving options..

TFoN

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Re: RFE's for the next version
« Reply #14 on: May 08, 2007, 16:18 »

Wait, here's an idea:

On saving on the stairs, the RNG state is saved, too. Upon entering a level (including when loading), right after the level is generated, the RNG state's altered randomly somehow, to keep cheaters from easily exploiting otherwise semi- to very predictable levels. If I've understood correctly, this is quite trivial to implement, and would at least keep level generation static when loading.
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