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Messages - The DoomRLguy

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46
The cyberdemon also does this with the wall you're hiding behind.

47
Discussion / Re: Shotgun knockback effects reduced in 0.996
« on: March 11, 2012, 05:42 »
Shotgun EVERYTHING has been reduced.  Formers take 3-4 shots sometimes now.

48
Discussion / Re: Let's take on the Mortuary!
« on: March 11, 2012, 04:46 »
Back to the original post..... You destroyed the angelic armour?? That isn't even possible...!

49
Discussion / Re: AoSh vs Cyberdemon?
« on: March 11, 2012, 04:01 »
The cybie was mortally wounded when i died to him on AoSh.... The way to hurt him is get close enough that he fires, THEN tries to melee you. Run & fire with Shottyhead, and he'll be after you- with an unloaded rocket launcher. He'll be taking Double Shotgun blasts straight to the face and not reloading. WARNING- CYBIE IS IMMUNE TO CORNERSHOOTING, AND WILL SCORE A DIRECT HIT ANYWAY. (He also likes sniping cross-map.) However, when his health dropped, he reloaded.... Cover is nearly unusable, as solid walls barely seem to even hinder his flying missiles of death anymore.

50
Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: March 10, 2012, 15:32 »
It occurs after the mortem, and i was wrong- it happens when you Q-Y, leave or die, EVER.
Error.log entry:

----------------------------------------------------------------------
Timestamp   : 10/03/2012 22:29:18
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $004B87F0 :
EAccessViolation : Access violation
  $004B87F0  TLEVEL__PROPERCOORD,  of src/dflevel.pas
  $004C33D9  TDOOMCONMAPUIELEMENT__ONREDRAW,  line 165 of src/doomui.pas
  $00429428  TDOOMIO__LOADPROGRESS,  line 617 of src/doomio.pas
  $0041E1E0  TDOOM__LOAD,  line 135 of src/doombase.pas
  $0041EAA4  TDOOM__RUN,  line 267 of src/doombase.pas
  $00401B15  main,  line 71 of src/doomrl.pas

----------------------------------------------------------------------



Also, just for laughs, 0 out of 0 is exactly -1.#IND%

51
Century Lounge / Re: [M|Ao100|99%|YAVP] Ssssomebody stop me!
« on: March 09, 2012, 15:49 »
What's with the yellow in the graveyard?

52
Discussion / Re: Bad habits
« on: March 08, 2012, 14:47 »
Hammering "Pagedn" then "g" without looking, to grab those enviroboots on AoMC... I mean, it's not like that's going to ever give some hidden Former Commando two free volleys at me.... right?
WRONG

53
Burst cannon does not change bullet type- due towhat is apparently a soon-to-be-fixed oversight, the laser rifle ALWAYS does bullet damage....

54
Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: March 06, 2012, 12:12 »
Actually, if you rapidly hammer the JC lever, you get a large square of JC's and then it will give a non-fatal error every press. If you summon too many boss monsters, then the game crashes when you Q-Y, use the stars or die. But hey, this map is all about science, eh?

55
Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: March 04, 2012, 10:57 »
This mod allows a lot of research, often accidentally. Did you know, for example, that The Spider Mastermind is ressurect-able? No, i didn't either, until it happened...

56
It's a feature. Using the mouse to run turns off item messages completely, so you don't get your message area spammed with several item descriptions when running over several piles of items.
I believe the issue is that if a mouse-run is interrupoted by a monster, NO form of movement will display "there is a ____ here" message afterwards. You have to successfully perform a mouserun to get them back again.

57
Requests For Features / Re: The Horrible Ideas Thread
« on: February 05, 2012, 09:39 »
Kornel As A Boss:
If you manage to invulnera-nuke JC you would fight Kornel. He zaps you with a Hax Gun that hits for insane damage and rewrites the code of your armour to be gradually worse and eventaully have 0 protetion, and also edits your stats until you suck. He also summons armies of monsters who all wear Angelic Armor [P3T3A3B3]. Occasionally he raises his arms and you must move, for a turn later the spot you were standing on will be cleared, causing instadeath if you're still there. He has 666 HP and teleports senselessly around. If you nuke Kornel you would die while recieving the message "Kornel laughs!" -- "Nae points, PRICK!" (In reference to Still Game). The mortem would thusly say "<playername> got NAE POINTS, PRICK on level 10 of Hell" and the history of player would be like
X showed that it can outsmart even JC.
Y got HAXED by Kornel.
Z got NAE POINTS, PRICK!

(Mods please edit this if my language is not permitted... Although searching for the forum rules turns up no results and people swear all the time, ha.)

58
Requests For Features / Re: "Smarter" Enemies (If I can call that)
« on: February 05, 2012, 09:04 »
I agree with monster hearing ranges and weapon sound signiatures. If the radius of sound created by a weapon crosses into a monster's radius of hearing, monster goes "Hey dudes, some random guy's down here shooting stuff i'm gonna go check it out cause it's totally NOT a doomguy who'll kick my ass." (without the horrible attempt at humour by me)

59
This actually wouldn't be as hard to implement as some might think, either- just display the "--oh, there it is" message if the exit is within LOS.

60
I believe this is relatred to the fact that after defeating Cybie, you don't actually run a level-change between levels. (Chainfire satys active, no tactic restoration, wtc.)

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