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  • April 21, 2021, 04:38
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Messages - thelaptop

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1
Post Mortem / [0.9.8a|M|AoSh|Ma|YAAM] U MAD BRO?
« on: Yesterday at 04:39 »
Finally!  AoSh has been eluding me for quite a while, mostly because I couldn't wrap my head around the shotgun mechanics in JH for quite a while.  MAD has always been my favourite shotgun Master, and whenever I tried to go for it, I never seemed to make it there.

The trick was to really use EMP grenades in the early game on anything larger than a drone, and to retreat like crazy if need be, especially one only has the standard shotgun and not an auto-shotgun.

I was just confused that there was no Shottyman trait anymore -- I was scared about what would happen in late game when I couldn't reload while moving.

But AV3 shotgun AMP with Shotgun autoloader replaced the missing Shottyman.

The ENV helmet was obtained in the Noxious Hollow and served as a great of surviving random toxic damage.

I don't know what to do with the frozen heart.

I also don't know why I added a cold mod to my AV2 12ga dual shotgun when it has Molten 10 on it.

The CRI plasma shotgun was just for fun -- I added a vampire mod on it to act as a last minute healing device in case I don't have any medkits.  It eats energy cells (4 per shot), and I realised that energy cells now stack up to 100 (it used to be 50, right?).  It tshows how long since I switched to energy weapons.

This suddenly makes me want to try running a pistol run switching over to the CRI plasma pistol later on.

And with that, I've unlocked more challenge modes to play.

Spoiler (click to show/hide)

AoSh never felt this fun!  Thanks for the updates.  (=

I just want to add that I found a Jackhammer (not as useful as my AV2 12ga auto-shotgun PA), but it didn't show up in the mortem as part of the exotics found.  Maybe a section for this in a future update?

2
Discussion / Re: How Dead is this Game?
« on: April 15, 2021, 06:55 »
TheLaptop: thankyou for the change to the forum autolock feature! I think I'll be very thankful to you in the future, when I get to reply to threads here!

Just try to reply within a year of the post to avoid massive necromancing.  🤣

3
Post Mortem / [0.9.8a|M|AoMr|Sc|YAVP] Heck yeah MGK!
« on: April 15, 2021, 06:53 »
I've been trying to win AoMr for quite awhile.  The only problem was that I was trying to do it on Hard, and that was... well... hard.

The other problem was that I was gunning for the Master as early as it was possible, but I think that was not the right way to go, since I kept on dying.  Thus, I decided to just build myself up carefully and leave the Master (MGK in this case) only at the end.

It worked very well.  Survivability was much improved through all the first and second tier traits.  I was a little miffed at the change in the way Mods worked before, but it definitely felt more refined this time round.  All the messages were cute, though I still haven't developed the courage and skill to go on an Explorer streak -- I was just happy to complete this challenge.

Just for reference, the peak 9mm ammo that I was lugging around was about 700, but that got quickly consumed the moment I went to Io and Beyond.  If not for the ability to trade Multitools for 9mm ammo, I think I would not have enough to get through.

For all the run till the end of Io, I was going on a strong 100% kill rate.  But I chickened out halfway through Beyond because of my fear of a lack of ammo to handle the Summoner.  Each floor in Beyond took about 1 stack of 100x 9mm to clear.  MGK L3 was amazing in fighting the Summoner thanks to the auto-targeting -- I just need to remember to reload ever so often.

I like the new mortems with all the properties for each of the equipment; it's awesome!

Spoiler (click to show/hide)

Just a thought though, all these new messages are a little hard to read using the old 8x8 fonts.  I don't know why -- I have no problems with reading the descriptions in the same font, but trying to read it in the messages just gave me a minor headache for some reason, even though the width of both are roughly the same (41 characters for inventory description, 46 for the messages).

Maybe we can use the typewriter convention of using double spaces to separate sentences?  Or perhaps it is time to switch over to the 8x16 font that is more "text" than the 8x8 graphics font.  I would normally suggest using proportional fonts for long text, but I think that defeats the aesthetic we are going for.

The other sad thing is the lack of Steam achievements for completing AoMr.  Is it because it's too easy to deserve an achievement (hahaha), or just an oversight?

I love the short breather in between major level groups though -- it seemed that each section took about 10 min longer than the previous one, except for Beyond when I chickened out and finish in just 4-ish minutes.

4
Discussion / Re: How Dead is this Game?
« on: April 14, 2021, 20:46 »
Regarding these forums: they *really* need the 'auto-lock function on threads to be removed. The traffic has got lower over time, which makes me visit less frequently. However, when I *do* visit, see a topic that interests me and try to join in on some discussion. .. NOPE, thread autolocked, every time!

I have a strong suspicion that this feature is contributing to the 'deadness' of the community.

Apparently I can do something about that, and I think I have done so with some of the settings just now.  Yay?

Edit: For threads that are already auto-locked, there isn't an automated way of unlocking them, but just PM me and I will unlock it.  I'm here, even though I'm not saying much.

5
Discussion / Re: How Dead is this Game?
« on: March 26, 2021, 18:56 »
Addendum: is the chaosforge chat room still a thing?

I don't think so.  Heck, even I am not there.  Try looking in Discord though... but even then, it will be Jupiter Hell centric.

6
Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 20:39 »
Ooh, are there some convenient text file type sources I could read from?  It would make my proofreading easier.

I'm assuming that much of the game-specific stuff is in Lua, which means that all the in-game [flavour] text are likely to be there.  That was partly how I helped with polishing up the Polish English in DRL back in the day.

My secondary point on i18n is the extraction of text into substitutable strings so that the string file can be sent for professional translation to go beyond just English, like maybe Russian, French, Italian, Polish, Chinese, Japanese, or whatever language family that is covered by the target market Kornel is going for.

Edit: But all these fixes may be a bit pre-mature if there are more changes to core mechanics/items at play.

7
Bug Reports / Re: Typos and grammatical errors
« on: February 16, 2021, 17:39 »
Hahahaha... I am withholding this myself till when JH is nearing a "full release" before offering to proof-read all the in-game text via reading whatever sources that contain them.

I am seriously hoping that Kornel is taking i18n seriously and have a strings file for that to take place too.

8
Discussion / Re: How Dead is this Game?
« on: February 04, 2021, 17:59 »
Community-wise, ever since JH became a thing, most people started talking more about that on the Steam forums, which I am not a big participant of.

There used to be an IRC, but it was abandoned in favour of Discord.

All in all, I think in many ways, the community has "moved on with the times".

It's sad for sure, but well... it is the way it is.

I will keep lurking here though.  Steam forums are terrible to work with, in my opinion.  XD

9
Discussion / Re: How Dead is this Game?
« on: February 04, 2021, 00:09 »
I won't call it dead because there are still folks who are playing it.  But I will call it dead from a "new features/bug fix" angle.

I've been here since 2009.  Life grinds on, and with it, priorities.  The day that Kornel decided to launch the Kickstarter for Jupiter Hell is the day that DRL fades quietly into the background, partly because of the development time needed to get Jupiter Hell on the road, and partly because by declaring that project on Kickstarter (with references to DRL), it is a very public statement that would (and did) incur the C&D request of using the old name.

DRL is open source now, which means that folks can compile their own version and do the necessary bug fixes/development.  But in many ways, it is a hot potato situation from the IP perspective; yes, the name is changed to not overtly reference and potentially mislead the provenance of the game, but there are still many entities and objects that are heavily referencing the source material that are just time bombs in disguise.  Because of that, I believe that it is hard for anyone to take up the mantle to further develop on DRL.

That aside, the code base is old.  We're talking Pascal levels of old.  I can program in Pascal, and probably a few others who are around my age group.  But most developers are more into C++, Java, C#, Python, JavaScript and other fun stuff.  You might say, "but the game is mostly in Lua!"; yes, but some of the bugs are in the Pascal code itself, and it is not exactly obvious how to fix it.  Old code eventually reaches a point where it is hard to maintain, especially when there is no champion for it.

As for whether DRL is still played by me, it's a hard and sad answer to say, not as much, inasmuch as I am still the Chaos Fanatic!.  Remember what I said about how life grinds on, and priorities change?  Yeah... that.

Also at this stage, my personal opinion is that more focus is/should be placed on Jupiter Hell to ensure that it is successful enough to keep ChaosForge going.  It's a lot of eggs in one basket, but it is the choice of Kornel, and I believe most of us are trying to help him there.  As such, I think much of the effort of playing/testing is on JH than DRL.

Except Tormuse.  He's nuts (in a good way) and is always trying to win every dang medal/badge/achievement he can get.  I can't even remember what he hasn't gotten at this point.  =)

10
Off Topic / Re: Global crises and how to deal with them
« on: October 22, 2020, 07:35 »
Hey, great to hear from you too!

While I'm not in that dire a situation as many folks (I still have a job), it has been taking a toil on my mental health as well.

Is bad.  Remembering DON'T PANIC is non-trivial.

Here's to hoping that 2021 would be less horrific than 2020 ever was.

11
Bug Reports / Re: Plurals in mortem
« on: August 19, 2020, 01:17 »
Eh heheheheh... the English needs less Polish and more polish.

Normally, I'd offer my services to polish up the English, but I think we have a ton of content to do first before that becomes a thing.

Not even sure if KK has the idea of setting up the text to be i18n able for translations down the road.

12
Bug Reports / Re: game crash when picking up helmet
« on: July 30, 2020, 19:15 »
sorry, put this in the wrong forum by accident, should be in the jupiter hell crash report not drl
Don't worry, I've got you covered.  =)

14
Bug Reports / Re: No Accessible Exit Spawned In Level
« on: July 02, 2020, 19:59 »
if you have enough ammo you could try blowing the door
I've never really tried destroying doors in JH.

Does that actually work?

Also, can we melee the door as well?

Hmmm...

15
Bug Reports / Re: No Accessible Exit Spawned In Level
« on: July 02, 2020, 19:26 »
Wow that looks... unfortunate.

I'm sorry you had to be stuck like that.

Now, if the walls were destructible... ;-)

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