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Messages - tehtmi

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331
Keep in mind that the current behavior is partly intentional: if a double shotgun is alt-reloaded with one shell, then it only does x1 damage.  This makes the ammo/fire model less appealing.

As for fixing the bug, I couldn't find any way to do it in pure lua.  Maybe a flag will have to be added to indicate e.g. full ammo -> full number of shots.

332
Bug Reports / Re: [0.9.9.2] Armor shard on the stairs
« on: April 15, 2011, 17:00 »
I have this odd feeling that this problem can only occur in arena levels... because stairs are a pretty unusual thing there.
Specifically there are 4 of them instead of just 1.

Now, I've no idea about the source code of DoomRL, but my uneducated guess is that while generating the level, the game has a value in mind of the position of THE stairs, which can be technically just one position, and thus in arena levels the map generator just forgets about the other 3, making em vunerable to items being spawned on top of those. Just a thought, though.

This is a good guess, but the problem is simpler. Normally stairs are generated by picking a random empty tile. For arena levels, stairs are placed in the corners regardless of emptiness. Since monsters and items are also placed on empty tiles, it should be possible to fix this problem by placing arena stairs before items rather than after.

334
Discussion / Re: Why was exp for lever enemies removed?
« on: April 11, 2011, 11:42 »
Kornel mentioned that he considered it a bug here but he didn't explain why.  I guess that these levers were intended to be dangerous, but the experience (especially combined with enemy spawn delay) made them beneficial.

My point is this: monster levers have 1d3 charges.  Why would anyone pull a dangerous lever a second time?  (Right, ammo.)  I didn't mind the old behavior.

Edit: Wow, that post I linked to is really old.  Maybe there's a more recent one...

335
Bug Reports / Re: LOS / bullet path issues
« on: April 10, 2011, 22:47 »
If you are inclined to learn more about how DoomRL handles LOS, most of the LOS related code is open source as part of valkyrie.  Look at vvision.pas.  (Or at least, as far as I could tell, DoomRL still uses this code.)

In short, the LOS code is a modification of Isaac Kuo's fast beam-casting algorithm.

336
Angel of Memory:
Simple. The screen does not display anything outside your immediate view. When you wander into the next room, the area you've walked through doesn't become dim, it goes black entirely. If you can't see it from where you stand, it's not displayed at all. Computer maps make walls and whatnot display, but wouldn't display items or the stairs. Find them yourself.

If you want to try this out, you can get a very similar experience in the current version of the game by setting BlindMode = true in config.lua.

337
Y'know, I think I'm the one who original put that the move speed goes to 0.4 in berserk.  It turns out I was wrong.

Let me first say -- the berserk speed modifier is weird, but I think I know more or less how it works now. (Please forgive any inaccuracy.)

If you understand how "energy" works, basically the player gets an extra 400 energy whenever his action comes up. To prevent problems, you won't get this bonus again until your energy actually drops below 5000.

The upshot is this:
1) actions that take >= 0.5s are reduced by 0.4s. This includes ALL actions!
2) for shorter actions, the player sometimes gets "instant turns" interspersed with turns that take no more than the normal amount of time. Shorter actions get more instant turns.

Hmmm, time to update the wiki.

EDIT: 2) wasn't quite accurate; it's hard to describe, but I tried to fix it.

338
Discussion / Re: Wiki: Reactivation
« on: March 19, 2011, 08:58 »
Problem is, I can't figure out where on the Wiki these menus are: anyone here know?

Nobody answered your question. These are templates.  If you look at the page source of a page with a navbox you will see e.g. {{ItemNav}}. To edit the contents of this template, go to the page Template:ItemNav.

339
Bug Reports / BB Screenshot colors are wrong
« on: February 03, 2010, 15:54 »
This is what a BB screenshot looks like:


BB Screenshot created.                                                         
 BB Screenshot created.                                                         
      ###############    #####      ###### ####################                 
    ==================  =======    ============================                 
   ===================  ======     =============================               
  ====================   =====     =============================               
 #================...    ...=       =================....######                 
 #=============....#######..#########.=====..#########...#....#######           
 #========.........#....%#..#.......#..===...#..|.|..#...#....#.....#           
 #======...........#.....#..#.....%.#..==....#..|....#...#....#.....#   ..=     
 #====.............###/###.%###/#####..==..%.####/####...###+#####/##....===   
 #==..........................%.....%....%..%..............................=   
 #===.......#########/####..######/##..==....####/####...#######/####....===   
 #====..>...#     #..%...#..#  .....#..==%...#|}+@|.|#...#..........#  ....     
 #===.......#   ../...%.%#..#.......#..==....#|"|"|"|#...#..%%......#    .     
 #====......# ....#......#..#########.====...#########...#..........#           
 #====......# ### ########...      ..======....      ....############           
  =========..            ...=     ==============    =.....                     
   ===========           =====     =============   ========                     
     ========            =====     =============   ========                     
       ===               ====        ==========     =======                     
                                        #####         ####                     
 Tim!                       Armor : green armor [1/1] (100%)                   
 Health: 28%  Exp:  6/71%   Weapon: modified chaingun (1d6)x4 [15/40] (A1)     
 cautious                                                    Hell's Armory     


This is what I think it should look like:


BB Screenshot created.                                                         
 BB Screenshot created.                                                         
      ###############    #####      ###### ####################                 
    ==================  =======    ============================                 
   ===================  ======     =============================               
  ====================   =====     =============================               
 #================...    ...=       =================....######                 
 #=============....#######..#########.=====..#########...#....#######           
 #========.........#....%#..#.......#..===...#..|.|..#...#....#.....#           
 #======...........#.....#..#.....%.#..==....#..|....#...#....#.....#   ..=     
 #====.............###/###.%###/#####..==..%.####/####...###+#####/##....===   
 #==..........................%.....%....%..%..............................=   
 #===.......#########/####..######/##..==....####/####...#######/####....===   
 #====..>...#     #..%...#..#  .....#..==%...#|}+@|.|#...#..........#  ....     
 #===.......#   ../...%.%#..#.......#..==....#|"|"|"|#...#..%%......#    .     
 #====......# ....#......#..#########.====...#########...#..........#           
 #====......# ### ########...      ..======....      ....############           
  =========..            ...=     ==============    =.....                     
   ===========           =====     =============   ========                     
     ========            =====     =============   ========                     
       ===               ====        ==========     =======                     
                                        #####         ####                     
 Tim!                       Armor : green armor [1/1] (100%)                   
 Health: 28%  Exp:  6/71%   Weapon: modified chaingun (1d6)x4 [15/40] (A1)     
 cautious                                                    Hell's Armory     


This should be really easy to fix: just change the color tags the game generates.  Here is a list that matches the currently used color tags (without [ and ]) with my suggested replacements:

color=#F66->color=red
color=red->color=maroon
color=blue->color=navy
color=#BBB->color=silver
color=#777->color=gray
color=brown->color=olive
color=green==color=green
color=yellow==color=yellow
color=#66F->color=blue
color=#6F6->color=lime
color=#6FF->color=aqua
color=#F66->color=fuchsia (NOTE: #F66 is currently used twice)
color=purple==color=purple
color=#FFF==color=white


Gray, silver and white may be the same, but I would use the named versions for consistency.

Thanks to Malgond for suggesting these colors for the wiki (as justified here).

340
Discussion / Re: Wiki: Reactivation
« on: January 30, 2010, 01:07 »
Collapsible tables aren't working any more.  I was using them for maps, but I guess its not that big of a deal.  Presumably this has to do with someone upgrading the MediaWiki version from 1.6.8 to 1.15.1.  (Glad that finally got done btw.)

I don't know that much about the js/css that was used to implement the tables, I just copied it from some other wiki.  If someone is really upset, I might could spare the time to figure out what is wrong, but mainly I'm just bringing this to the attention of anyone who cares.

Edit:

Additionally, redirects to sections/anchors are not working.  We never had many redirects, so I'm not sure if this used to work or not, but apparently, the standard implementation relies on a js hack (see http://en.wikipedia.org/wiki/Help:Section#Section_linking_and_redirects).

So it seems both issues are related to javascript.  Perhaps javascript is disabled or something?

341
Discussion / Re: I'm pretty new here.
« on: September 23, 2009, 21:06 »
I'm almost positive that Hell's Arena, Chained Court, Halls of Carnage, Unholy Cathedral (except on ITYTD), and Mortuary (expect on ITYTD) are guaranteed.  Lava Pits might be too.

Its hard to keep track of which ones aren't guaranteed because it might just be that you missed it somehow =/.

Definately, some are NOT guaranteed.  City of Skulls seems particularly elusive.

I'm not sure if The Wall is guaranteed, but it has a very large range of levels it can spawn on--it can be before or after the Halls of Carnage.

342
0.9.9 / Re: [M|85%|AoB|Win|BetaVer] Quite an interesting run.
« on: August 29, 2009, 03:18 »
Aurora Medallion is probably for clearing the mort.

Good run - I think the Aurora Medallion was for finding a certain number of uniques in one run.

I think that's right -- and I thin Grim Reaper is for clearing mort =P

Anyway, that's much prettier than any of my AoB runs.

Did you try out the LS alt fire?

343
Wow!  Nice job.

Now hurry up and do AoI on nightmare so you can give me some tips =P

There's Arch-Viles on the other side of the wall on UV and N!.

Indeed the wall is NOT a fun place on nightmare.  Halls of carnage is still pretty much a push-over though.

344
Requests For Features / Re: AoB improvement discussion
« on: April 29, 2009, 15:43 »
Both large med-packs AND large health globes used to give the player berserk status in AoB -- that's my recollection.  Large med-packs giving berserk was extremely powerful; large health globes not so much (they're not that common anyway).

...i've noticed that luck is too big a factor in at least the early levels of AoB.

Yes.  This is probably true for other challenges as well (nightmare AoI?).  It's annoying, but not nearly as annoying as luck playing too much of a role later in the game.

The second idea is a guaranteed berserk state at the beginning of each level(no free heal, though) This, I feel, would fix everything. EVERYTHING.

I think this would make AoB too easy.  Maybe if it didn't last as long as a normal berserk pack.  Doesn't seem too necessary though.  AoB SHOULD be really hard.

345
Man, my only full win is still on itytd /=.

Nice game.  TaN seems like a good choice for AoD&D.

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