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61
Requests For Features / Re: SS Nazi and Dead Commander Keen
« on: April 26, 2012, 18:54 »
There's already a WolfRL in the works, which will be its own total conversion, complete with sound, music, and a tileset. You'll get to see all the cool Wolfenstein stuff there.
I believe the Doom II "setting" is meant for for DoomRL2, which is why I don't think we'll be seeing anything like the aforementioned request in this game.
I believe the Doom II "setting" is meant for for DoomRL2, which is why I don't think we'll be seeing anything like the aforementioned request in this game.
62
Century Lounge / Re: [S|Ao100|56%|YAVP] DragonSlayer Special
« on: April 26, 2012, 18:51 »Not to mention DS can trivialize certain challenges that other players have taken a lot of pride getting "legtimately".Insert any overpowered exotic/unique/assembly for DS if you want. (Spoiler alert: a LOT of exotics/uniques/assemblies are overpowered.) As far as I can tell, more people than not seem to like the OP gear precisely because of its OPness and its ability to trivialize any strategy necessary for a hard-earned victory. It's rarely as pronounced an effect as with the Dragonslayer, but the end result is the same. I'd be more than happy to balance things out, but it seems to be the case that players simply prefer the status quo. (If anyone wants to refute this, I really hope they will. Make it a discussion, even!)
You're really not missing out on anything of real importance when you can't figure out how to wield Dragonslayer or achieve the "super ultimate ending". That said, I'd still rather remove it outright than publicly release the secret, because a gimmick without a hook isn't much fun at all.
63
Discussion / Re: [VIDEO] DoomRL Tutorials
« on: April 23, 2012, 11:46 »
I'm going to be reviving this thread by creating updated tutorials for 0.9.9.6. This will include not only revised tutorials for the existing videos, but a number of other videos detailing other parts of the game that require some explanation. If you have anything in particular you want to see in this format, just reply here and I will try my best to incorporate it.
Things I expect to have completed when the tutorial series is finished:
Things I don't expect or want to do for this are as follows:
In addition, if a video comes out and you think I missed something important, lemme know and I'll try to fix it up, either through annotation corrections or a video addendum.
EDIT: Specifically, since there's no particular order I need to do these in, let me know what you'd like to see ASAP and I can prioritize them.
Things I expect to have completed when the tutorial series is finished:
- Special levels
- Trait builds
- Challenge modes
- Special items (exotics, uniques, assemblies)
- Enemies (i.e., how they act)
Things I don't expect or want to do for this are as follows:
- Entire playthroughs using a particular build. This isn't to say I won't use entire playthroughs in bits and pieces for some videos, just that I will not be displaying entire playthroughs as a means to educate.
- How to survive under very specific conditions. If I took the time to go through all the nitpicked possibilities, we'd probably be here all year. The tutorials will show completion of special levels and perhaps harder level types (like caverns and arenas) with generic builds under minimalist conditions: no more, no less.
- Internal workings of the engine and/or content. Just because I'm a developer doesn't mean I'm going to explicitly share all of the underpinnings with you. In truth, there are only a couple of things under the surface that would significantly impact gameplay anyway, while the rest can be intuited through experience and personal testing of mechanics.
In addition, if a video comes out and you think I missed something important, lemme know and I'll try to fix it up, either through annotation corrections or a video addendum.
EDIT: Specifically, since there's no particular order I need to do these in, let me know what you'd like to see ASAP and I can prioritize them.
64
Requests For Features / Re: Dead Bodies Everywhere
« on: April 18, 2012, 09:21 »
@LuckyDee: Quadrauple-post, a new record!
Creating AI that specifically doesn't attack its target if there's a cell with CF_BLOCKMOVE but not CF_BLOCKLOS in between isn't very easy with the curent LOS algorithms available. Furthermore, I'm not all that keen on making my own, since it would involve some fairly intensive looping that's already being done during LOS calculations anyway. (Kornel said he's not making a CF_BLOCKMISSILE flag, so no dice there.) It should still be flexible enough to let the modder decide whether or not the monster fires in all move-LOS related instances.
Also keep in mind that there's not a whole lot of room to work with. These objects should be limited to large rooms and the arena/cave layouts (although I must admit it will spice up the latter quite nicely).
Creating AI that specifically doesn't attack its target if there's a cell with CF_BLOCKMOVE but not CF_BLOCKLOS in between isn't very easy with the curent LOS algorithms available. Furthermore, I'm not all that keen on making my own, since it would involve some fairly intensive looping that's already being done during LOS calculations anyway. (Kornel said he's not making a CF_BLOCKMISSILE flag, so no dice there.) It should still be flexible enough to let the modder decide whether or not the monster fires in all move-LOS related instances.
Also keep in mind that there's not a whole lot of room to work with. These objects should be limited to large rooms and the arena/cave layouts (although I must admit it will spice up the latter quite nicely).
65
Requests For Features / Re: More music?
« on: April 18, 2012, 07:29 »I do get title music now but it is always the same one. the cdoom.mp3 listed second in the title_playlist. I restarted and exited the game 20 something times in a row and it has yet to change.Unfortunately I don't know what the issue is, here. You may have stumbled upon the predictability of a random seed that has yet to be initialized elsewhere...considering that the playlists with more than one song seem to randomize just fine, you could try to increase the song_num variable for the title playlist and, if that doesn't work, accordingly increase the index called (like title_mus[3]).
Also, haven't tried it yet but, the mortem screen music should be randomizable too right?The music that plays when the mortem appears depends on when you see it. It's either going to be via "victory" (when you win) or "bunny" (when you don't). (In modules it could possibly be changed during the mortem itself, and is otherwise linked to the circumstances of the map, as the mortem appears regardless of victory or even quitting.)
66
Requests For Features / Re: More music?
« on: April 17, 2012, 18:52 »
Well derp dee derp to me. In the rand_music function, song_count should be initialized at 1 instead of 0. With song_count starting at 0, the the first song to be indexed doesn't actually occur (since there is no zeroth element in lua). Change the 0 to a 1 and everything should work out okay.
The title_mus[1] thing is my fault, too: I should have remembered that arrays still have to be referenced accordingly even if there's only one element in them.
The title_mus[1] thing is my fault, too: I should have remembered that arrays still have to be referenced accordingly even if there's only one element in them.
67
Requests For Features / Re: More music?
« on: April 17, 2012, 14:39 »
You're close: recall that the rand_music function returns an entire array of songs. If you don't mind having random repeats, you're free to simply use the following for each line, replacing the playlist variable as necessary:
The purpose of rand_music is to ensure that there are no repeats until the playlist runs out of possible songs. This is the way I'd prefer to have songs randomized, which is why I made it as such. Instead of calling rand_music for each and every song, you'll want to do this instead:
Hopefully that gives you enough of an idea.
Also note that "level8", "level16", and "level24" aren't used except for A100, but there's little reason not to put them in anyway.
EDIT: whoops typos
Code: [Select]
level2 = reg_playlist[ math.random(#reg_playlist) ]
The purpose of rand_music is to ensure that there are no repeats until the playlist runs out of possible songs. This is the way I'd prefer to have songs randomized, which is why I made it as such. Instead of calling rand_music for each and every song, you'll want to do this instead:
Code: [Select]
local title_mus = rand_music(title_playlist,1)
local reg_mus = rand_music(reg_playlist,23)
local boss_mus = rand_music(boss_playlist,4)
local spec_mus = rand_music(spec_playlist,11)
Music = {
start = title_mus,
....
level2 = reg_mus[1],
level3 = reg_mus[2],
....
level24 = reg_mus[23],
the_chained_court = spec_mus[1],
....
}
Hopefully that gives you enough of an idea.
Are interlude and hellgate still used? Intro is the phobos base entry level right?"interlude" is, if I'm not mistaken, never used, so nothing to worry about there. "hellgate" is used for Phobos Anomaly (floor 8), so it should be part of the boss playlist. "intro" is, indeed, Phobos Base Entry.
Also note that "level8", "level16", and "level24" aren't used except for A100, but there's little reason not to put them in anyway.
EDIT: whoops typos
68
Requests For Features / Re: Placement of Hell's Arena Entrance
« on: April 17, 2012, 14:10 »
Regardless of which floor it goes on, I really do want to remove the level range, and the reason is simply because it should reduce rerolling games. Back when Angel of Haste used to exist, the fact that Hell's Arena wasn't guaranteed as the first floor (and, by the rules of AoHa, didn't show up at all) made you either decide to not use it as a stepping stone, or continuously reroll until it showed up. That's an exceptional example (especially because AoHa isn't around) but it's this sort of ridiculous metagaming that I'd like to remove. There are other things we're considering to discourage game rerolls, but they'll also need plenty of testing to make sure none of them end up detracting from real non-meta gameplay.
Also keep in mind that, as I said before, these changes are basically proposals and are by no means decided upon. If it turns out that placing Hell's Arena too early makes it and the rest of the game far harder, I have no qualms moving it elsewhere. However, I would like to set up Hell's Arena as a sort of training ground, by which players can test themselves to see whether or not they play the game with a certain degree to skill. The cleanest way to do this is to give them as little advantage as possible entering the level. With this in mind, I have plans to add some extra shells/bullets strewn about the arena on earlier waves, so players aren't screwed because they couldn't find enough ammunition prior to entering. I'm fairly certain that all difficulties clearing the first two floors will reach clvl2 at the least (ITYTD might be one or two kills away), which is more than enough to prepare your traits for whatever build you've focused yourself on. (AoB is a weird exception, and I am very open to the possibility of specifically moving the dlvl in that case to acommodate.)
I'll be specific about the reward reduction as currently changed: I removed the cells entirely and dropped the rocket count to three stacks (as opposed to nine). Back when I would play regularly, Hell's Arena ensured me just about all the rockets I needed to win the game, and this always struck me as too much of a good thing. With this, you have "some rockets", but you'll still need to scavenge for more (and prevents total rocket-spamming on Unchained Court). Concerns regarding The Wall need not apply, as things will change to that level such that you don't actually require rockets to complete it. (It'll still be plenty interesting enough.)
Play the game first before screwing the things that already quite decent.It's true that I don't have as much time to playtest the things I implement, especially with regards to entire playthroughs, but please keep in mind that I do come from a well-played background in this game. In fact, I once wrote a rather lengthy guide detailing the kind of strategy involved in collecting certain badges, among other things. So while this may come across as another instance of a dev sitting in his ivory tower, I do understand a good deal of the ramifications when I change things around.
Also keep in mind that, as I said before, these changes are basically proposals and are by no means decided upon. If it turns out that placing Hell's Arena too early makes it and the rest of the game far harder, I have no qualms moving it elsewhere. However, I would like to set up Hell's Arena as a sort of training ground, by which players can test themselves to see whether or not they play the game with a certain degree to skill. The cleanest way to do this is to give them as little advantage as possible entering the level. With this in mind, I have plans to add some extra shells/bullets strewn about the arena on earlier waves, so players aren't screwed because they couldn't find enough ammunition prior to entering. I'm fairly certain that all difficulties clearing the first two floors will reach clvl2 at the least (ITYTD might be one or two kills away), which is more than enough to prepare your traits for whatever build you've focused yourself on. (AoB is a weird exception, and I am very open to the possibility of specifically moving the dlvl in that case to acommodate.)
I'll be specific about the reward reduction as currently changed: I removed the cells entirely and dropped the rocket count to three stacks (as opposed to nine). Back when I would play regularly, Hell's Arena ensured me just about all the rockets I needed to win the game, and this always struck me as too much of a good thing. With this, you have "some rockets", but you'll still need to scavenge for more (and prevents total rocket-spamming on Unchained Court). Concerns regarding The Wall need not apply, as things will change to that level such that you don't actually require rockets to complete it. (It'll still be plenty interesting enough.)
When can we expect a beta version? I'm very eager to play with these mysterious changes. For testing purposes, of course :)Kornel's the person to ask about beta releases. In theory, we could maybe make a "content patch" beta that has changes exclusive to gameplay additions and rebalances (that are either already in the repo or close to it). There's still a ton more work to be done in other areas, however, so you'll have to be patient.
70
Requests For Features / Re: Placement of Hell's Arena Entrance
« on: April 17, 2012, 09:57 »
Since Hell's Arena appears as early as it does, it's reasonable to place it at a specific floor because it's a very simple thing to reroll the game if you don't get it at the desired depth. Once the game has gone on long enough, it makes more sense to apply a bit of randomness to special floor depths, since there's far less of a motivation to replay the game just because, say, Mortuary was one floor higher than expected.
However, I took the position that Hell's Arena is meant to be a hard special level, so I placed it (for the time being) on the second floor rather than the third. At the same time (and also for the time being) I reduced the rewards for completing the level. The reasons for these things can't be detailed without spoiling some new features: suffice it to say that I want to make the decision to enter certain special levels a real choice, rather than a nigh-guaranteed "I will come out with more than what I brought in" thought process. This sort of stuff, however, is greatly influenced by beta testing and will almost certainly be rebalanced over the course of the betas, so don't think it to be set in stone.
However, I took the position that Hell's Arena is meant to be a hard special level, so I placed it (for the time being) on the second floor rather than the third. At the same time (and also for the time being) I reduced the rewards for completing the level. The reasons for these things can't be detailed without spoiling some new features: suffice it to say that I want to make the decision to enter certain special levels a real choice, rather than a nigh-guaranteed "I will come out with more than what I brought in" thought process. This sort of stuff, however, is greatly influenced by beta testing and will almost certainly be rebalanced over the course of the betas, so don't think it to be set in stone.
71
Requests For Features / Re: Usability/consistency improvements
« on: April 16, 2012, 15:01 »Um. Enemies CAN'T dodge.Oh, right, derp. Man, I keep forgetting that very first line of the code. Maybe we should allow enemies the ability to dodge, but just turn it off in the base-game? Seems like dodging enemies could be a cool gimmick for modders.
72
Requests For Features / Re: Usability/consistency improvements
« on: April 16, 2012, 14:28 »
The fact that you can aim in the path of an enemy instead of directly at an enemy in order to get around the chance to dodge is more an exploit than anything else. I'd expect a fix to this rather than an easier method to abuse it.
The knockback-missile pathing is a known bug which will definitely be fixed.
Badge system's getting an overhaul, so your point might be moot by the time we finish figuring out what the overhaul actually is.
EDIT: I can't read code derp
The knockback-missile pathing is a known bug which will definitely be fixed.
Badge system's getting an overhaul, so your point might be moot by the time we finish figuring out what the overhaul actually is.
EDIT: I can't read code derp
73
Nightmare! / Re: [N!|AoMc|93%|YaFW] Theme build: Neo
« on: April 12, 2012, 11:29 »
Digging the double combat storms. Do you consider it an improvement over the old version (and by that I mean in terms of balance, since I don't quite want overpowered assemblies, either)? Damageless is pretty awesome, too, although I'm going to guess that after a while you didn't even need to play it safe (although I'm sure you were calculating out steps and cornershooting big groups just in case).
If you're looking for harder things to do, ask tehtmi in IRC about the Inferno mod he's been working on. There's still work to be done on it but it is, in many ways, complete enough for serious playthroughs.
If you're looking for harder things to do, ask tehtmi in IRC about the Inferno mod he's been working on. There's still work to be done on it but it is, in many ways, complete enough for serious playthroughs.
74
Requests For Features / Re: Few ideas / minor changes
« on: April 10, 2012, 15:15 »Up resistances on Green and Blue armor to about 25-30%; Why? To make them more useful in a late gameWhat use DOES green armor have late-game? Its redeeming quality is the resistance to bullet and shrapnel, which are used by the easiest enemies in the game. By the same measure, plasma damage never goes higher (for a given projectile) than 3d5 with the Mastermind, and ~30% of that damage would be absorbed by unmodded blue armor. The most damage-dealing enemies use fire damage, which is why red armor grants the most defense. Seems pretty appropriate to me right now.
Improve Nanofiber armor; it is hardly used now, and not worth creating, imo;I already removed the movespeed penalty in the repo, so nanofiber armor will simply be an armor made indestructible at the cost of halving its defense. This seems like enough, but we'll have to wait on beta feedback.
Make non-napalm barrels appear more often in deep levels;These two seem pretty fair to me, especially with items like acid-proof boots and the Acid Spitter. All that lava gets monotonous every a while...
Make acid appear more often (instead of lava) in deep levels;
Make wait take the time accordingly to speed, not 1.0 sec always; I hate getting damage when running in place :] ; or maybe just the other key for those that play on N! and need 1.0 sec for their math;I should make sure that all the devs agree this is a good idea, but it should be real easy to implement and test out anyway.
75
Requests For Features / Re: Kill Counts in HUD
« on: April 09, 2012, 09:13 »But when Info Screen is open, game is blocked.I worded this incorrectly: by "player info screen" I meant the one you can access by pressing the "@" button during a game. Here, you'll be able to find # of enemies killed, total enemy count, as well as killing spree/record (# of enemies killed without taking damage in between). This is separate from the player info found in the main menu which, while having all of the kill counts, isn't representative of a particular game, much less a game in which you're currently engaged.
If for some reason this is STILL too inconvenient for you, Kornel has plans for an altogether expanded HUD: it will possibly allow for a level of customization so you can put some desired stats on it.