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Messages - tehtmi

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61
Discussion / Re: Quick questions thread!
« on: May 22, 2012, 00:37 »
Unknown means the game can't figure out what killed you.  Usually this is because the enemy that killed you is already dead.  For example, an enemy might blow up a barrel killing itself, then killing you after.  That would count as "something unknown."

Suicide means you died on your own turn.  Hazardous terrain does seem to be the most common cause, but this can also be the result of splash damage, barrels, etc.

62
Requests For Features / Re: Smoother liquid transition
« on: May 15, 2012, 20:19 »
What about using the existing floor-fluid boundary tiles to provide the transition between fluid types?  It would look like a thin strip of floor between the fluids, and shouldn't require any new art or additional layers.

63
Known bug.  Explanation and workaround here.  Sorry for the inconvenience.

64
Releases / Re: The Inferno Module
« on: May 14, 2012, 20:20 »
Also is curve the same for all difficulties?

The curve is technically the same on all difficulties, but earned experience has a multiplier on some difficulties (which is equivalent to scaling the curve).  It should be on the wiki.

Just a thing:
Could you perhaps make the shotgun way a bit more loaded (in terms of ammo/consumables) in the beginning, because that's when you usually die?

Thanks!

No promises, but I'll try to reevaluate the shotgun loadout.

65
Releases / Re: The Inferno Module
« on: May 12, 2012, 00:15 »
I've uploaded a new version in the first post: 0.15.1

This is mostly a bugfix release.  I also spent some time making the graphics more presentable, although there are still plenty of issues I need to get to (and plenty more that will probably need to wait until the next DoomRL release).

The main balance concern for me at the moment seems to be experience inflation.  I'm thinking of implementing something Game Hunter suggested to me: reducing all experience by some factor (possibly depending on difficulty level).  The DoomRL experience : level curve is a bit weird, but it seems exponential-ish, so this would probably reduce character level by a roughly the same amount at each point in the game.  This seems like a big change, though, so I didn't push it in for this release.

Invisible monsters should be visible under track map/int2 effect, while they are invisible you must have an opportunity to kill them, but, as far as i can remember, they are invincible while invisible.

The invincible while invisible aspect is something I've grown to like.  (It's also hard or difficult for a module to implement proper invisibility that works any other way.)  I think spectres would be pointless if they could be killed by wildly spewing shotgun blasts before they even got close.

66
AlterAsc is correct.  It is preferable for shottyman to pull ammo from the inventory, although it will still use an ammo box if there is no alternative.  Anyway, there are still plenty of cases where it's advantageous for a shottyman to use normal reloading, especially with a shell box available.

67
Releases / Re: The Inferno Module
« on: May 10, 2012, 20:35 »
Multiscreen/multifloor levels are kind of a sensitive subject, so I'm not sure how far I want to go in that direction.  There is no support for them in the engine; inferno does all the book-keeping for basements manually.  Keys are definitely doable in a variety of ways, and I've considered them several times.

The welcome level did allow selection of challenges in some of the old alphas, but I wasn't happy with just duplicating DoomRL's challenges.  I have some ideas in this direction as well, but I'd also be interested in what other people think.  I'm not a big fan of weapon challenges, as these can be self-enforced.  I'd rather track these for all games and note in the mortem that the player accomplished the weapon restriction with an award.

I appreciate your offer to help with coding, but for now I'd like to keep coding on my own.  I've found that the biggest bottleneck in inferno development is coming up with new ideas and playing and evaluating them rather than the implementation side, so I'm most interested in hearing ideas and people's playing experiences.

68
Releases / Re: The Inferno Module
« on: May 09, 2012, 20:21 »
I know the cause of the feature_warp crash; I hope to have a bug fix release fairly soon.

I've got a couple of questions all are about levels:
Is the abyssboss1, abyssboss2, 41 accessible?

These are not accessible in the current version.  They may never be accessible in their current forms.  (41 isn't done anyway)

69
Releases / Re: The Inferno Module
« on: May 08, 2012, 20:58 »
Code: [Select]
   if player.eq.weapon and player.eq.weapon.id == "chainsaw" then
maybe pickup check is better? or just inv check?
And yet, on the welcome screen you can choose your weps, but, if you choose knife you can then pickup shotgun and it will be a sort of cheat.

If I was doing it again, I'd probably use the level OnPickup hook, but that didn't exist when I originally wrote the level.  I didn't want to have any of the chainsaw hooks have level-specific code if possible, as that seems like poor encapsulation.  Inventory check during OnTick doesn't work since the chainsaw is immediately equipped.  Although, I guess the current system would fail if the player had a cursed weapon already.

I have mixed feelings about the melee loadout.  I think on UV and N! the difficulty of getting to the shotgun might be a deterrent, but I have considered removing the shotgun if the melee loadout is chosen.

P.S. only for Tehtmi

I decided that trying to spend time trying to hide it well was a waste of time.  No matter what I do it won't be hard to figure out, so I just did the bare minimum to discourage reading the file.

70
Releases / Re: The Inferno Module
« on: May 08, 2012, 20:34 »
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 don't think nuking will help find secrets... it will usually cause the secrets to just be destroyed (although one of them may not handle it ideally).

Yes, I think you understand what I mean by non-random.

I'll try to have more of the G-version sprites make sense for the next version.

71
Excuse me, a lever?..

Also, due to a (fixed in repository) bug, the last line of the messages section of the mortem actually shows the earliest message remaining in the previous messages buffer.  The lever was encountered at the beginning of Dis, not after winning.

72
Releases / Re: The Inferno Module
« 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.

73
Releases / Re: The Inferno Module
« 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.

74
Releases / Re: The Inferno Module
« 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)

75
I believe this issue affects everybody.  It is known, although I'm not sure if we have an official bug report it other than this.

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