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1
Modding / Mod organization in future versions
« on: June 29, 2011, 07:44 »
This is the thread in which the modding community shall establish the guidelines for mod loading and organization, to be implemented in (one of) the next versions of DoomRL. It is a follow-up to the related IRC discussion, placed here by KK's request for further refinement and future reference.
Following are my general ideas on how it should work. The community is to add/modify/remove on them.
When the game is launched, a "Modifications" entry would appear in the main menu. When selected, the game would scan the "mods" directory for *.zip, *.pk3 or *.wad files. Those of the files which contain a mod would be displayed in the menu. This can be achieved by having a meta.txt file in the root of the archives, containing:
Once a mod is selected, the game will check if its version is the same as the mod's intended version. If not, a warning will be displayed, among the lines of "This mod is intended for a different version of DoomRL. It might work, but could crash or have bugs that will make it unplayable. Do you wish to run it anyway? (y/n)"
If the mod is an "episode" type (i.e., running on top of DoomRL without the need of a custom doomrl.wad), then it would simply load and run as normal, presenting the difficulty selection and trait selection screens.
If the mod is a "total conversion" (i.e., requires its own custom doomrl.wad to run), then selecting it would reload the game and get to the title screen.
A mod can also be run by supplying the "-mod filename.wad" switch on the command line. In such case the game will act as if the mod was selected from the modifications menu. Note that since all the mods are placed in a single directory, there is no need to supply a pathname on the command line.
Mod makers would (obviously) be required to package their mods appropriately.
As most mods are expected to have more than one file, there would need to be a core.include(str path, bool packaged_mod) directive or similar to replace lua's dofile() directive. The core.include would look for files relatively to the mod package, not the DoomRL directory, allowing mod makers to not worry about predicting where their mods will be placed.
If the mod contains sound.lua, music.lua and/or musicmp3.lua, those files will be parsed as well, replacing the default files.
Optional: A mod server in the form of a simple web page listing the mods by their meta attributes with download links and instructions to put the files into their "mods" directory without unpacking.
If When this makes it into the game, my Mod Loader Script will be obsolete (which is a good thing).
Things that still need to be covered: TC making. Should the mod include the recompiled doomrl.wad or a directory with the contents of such? Will doomrl.wad be available for modders along with modification and packaging tools? Should the mod file internal directory structure replicate the structure of doomrl.wad (which i know nothing about)? Should non-TC mods follow that structure as well, for uniformity's sake?
Things to look into while we're at it: the modding wishlist.
Following are my general ideas on how it should work. The community is to add/modify/remove on them.
When the game is launched, a "Modifications" entry would appear in the main menu. When selected, the game would scan the "mods" directory for *.zip, *.pk3 or *.wad files. Those of the files which contain a mod would be displayed in the menu. This can be achieved by having a meta.txt file in the root of the archives, containing:
- The mod title;
- The mod author's name, as well as additional credits;
- A one-paragraph description;
- The name of the main mod file (usually "main.lua", but could be anything);
- The mod's version;
- The DoomRL version for which the mod is intended;
- A software license under which the mod is released;
- The mod type ("EP" or "TC", see below).
Once a mod is selected, the game will check if its version is the same as the mod's intended version. If not, a warning will be displayed, among the lines of "This mod is intended for a different version of DoomRL. It might work, but could crash or have bugs that will make it unplayable. Do you wish to run it anyway? (y/n)"
If the mod is an "episode" type (i.e., running on top of DoomRL without the need of a custom doomrl.wad), then it would simply load and run as normal, presenting the difficulty selection and trait selection screens.
If the mod is a "total conversion" (i.e., requires its own custom doomrl.wad to run), then selecting it would reload the game and get to the title screen.
A mod can also be run by supplying the "-mod filename.wad" switch on the command line. In such case the game will act as if the mod was selected from the modifications menu. Note that since all the mods are placed in a single directory, there is no need to supply a pathname on the command line.
Mod makers would (obviously) be required to package their mods appropriately.
As most mods are expected to have more than one file, there would need to be a core.include(str path, bool packaged_mod) directive or similar to replace lua's dofile() directive. The core.include would look for files relatively to the mod package, not the DoomRL directory, allowing mod makers to not worry about predicting where their mods will be placed.
If the mod contains sound.lua, music.lua and/or musicmp3.lua, those files will be parsed as well, replacing the default files.
Optional: A mod server in the form of a simple web page listing the mods by their meta attributes with download links and instructions to put the files into their "mods" directory without unpacking.
Things that still need to be covered: TC making. Should the mod include the recompiled doomrl.wad or a directory with the contents of such? Will doomrl.wad be available for modders along with modification and packaging tools? Should the mod file internal directory structure replicate the structure of doomrl.wad (which i know nothing about)? Should non-TC mods follow that structure as well, for uniformity's sake?
Things to look into while we're at it: the modding wishlist.
2
0.9.9.2 / [H|AoMs|YAAM] Angel of Sadomasochism
« on: April 29, 2011, 03:25 »--------------------------------------------------------------
DoomRL (v.0.9.9.3 BETA 4) roguelike post-mortem character dump
--------------------------------------------------------------
Simon, level 14 Hell Baron Major, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 116294 turns and scored 220348 points.
He played for 3 hours, 1 minute and 34 seconds.
He wasn't afraid to be hurt plenty.
He killed 1652 out of 1652 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Masochism!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 10
Levels visited : 10
Levels completed : 10
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (bronze cluster)
Explorer Badge
Conqueror Badge
Grim Reaper's Badge
Hell Champion Medal
Hell Armorer Badge
Masochist Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
#....................................###...............###.
#....................................###...............#>#.
#......###..###......}|..............###........###....###.
#......###..###......X||........................###........
#......###..###.................................###........
#...................###.......###..........................
#...................###.......###..........................
#...................###.......###......###.................
#......................................###.................
#......................................###.................
#....................###...................................
#....................###.......###.........................
#...........###......###.......###....................###..
#...........###................###....................###..
#...........###.......................................###..
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 140/80 Experience 86044/14
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Ironman (Level 3)
Finesse (Level 2)
Tough as nails (Level 2)
Brute (Level 2)
Juggler (Level 1)
Berserker (Level 1)
Whizkid (Level 1)
Badass (Level 1)
Vampyre (Level 1)
TaN->TaN->Bad->Bru->Bru->Ber->MVm->Fin->Jug->Fin->WK->Iro->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified red armor [6/6] (99%) (P)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] tactical boots [1/1] (100%)
[d] [ Prepared ] BFG 9000 (10d8) [100/100]
-- Inventory -------------------------------------------------
[a] modified plasma rifle (1d7)x6 [40/40] (A2T1)
[b] modified missile launcher (6d6) [5/5] (B1)
[c] modified BFG 9000 (10d8) [169/169] (B2)
[d] modified green armor [1/1] (79%) (A)
[e] modified red armor [6/6] (100%) (P)
[f] modified red armor [6/6] (100%) (P)
[g] rocket (x8)
[h] power cell (x5)
[i] phase device
[j] phase device
[k] homing phase device
[l] homing phase device
[m] thermonuclear bomb
[n] power mod pack
[o] power mod pack
[p] firestorm weapon pack
[q] blood skull
[r] blood skull
[s] hatred skull
[t] lava element
[u] modified gothic boots [20/20] (180%) (P)
-- Kills -----------------------------------------------------
100 former humans
80 former sergeants
31 former captains
119 imps
81 demons
1002 lost souls
49 cacodemons
55 barons of hell
1 Cyberdemon
20 hell knights
31 arachnotrons
4 former commandos
1 Angel of Death
13 pain elementals
17 arch-viles
24 mancubi
18 revenants
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 6 he stormed the Chained Court.
On level 6 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 6 he assembled a tactical boots!
On level 9 he entered Hell's Armory.
He destroyed the evil within and reaped the rewards!
Entering level 11 he was almost dead...
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
Entering level 12 he was almost dead...
On level 13 he ventured into the Halls of Carnage.
On level 15 he encountered the Phobos Hellgate.
On level 16 he invaded the Unholy Cathedral!
On level 16 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 17 he found the City of Skulls.
He wiped out the City of Skulls.
On level 18 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 22 he was foolish enough to enter the Mortuary!
On level 22 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 23 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
The Cyberdemon fires! You are hit! You need to taste blood!
You wear/wield : a modified red armor [6/6] (100%) (P) You need to taste
blood!
The Cyberdemon reloads his rocket launcher. You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You hit the Cyberdemon. You need to taste blood!
You hit the Cyberdemon. The Cyberdemon hits you. You need to taste blood!
You hit the Cyberdemon. You need to taste blood!
You hit the Cyberdemon. The Cyberdemon dies. You feel relatively safe
now. Congratulations! You defeated the Cyberdemon! Press <Enter>...
-- General ---------------------------------------------------
Before him 76 brave souls have ventured into Phobos:
39 of those were killed.
2 of those were killed by something unknown.
7 didn't read the thermonuclear bomb manual.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 25 souls claim to have killed him...
3 sacrificed itself for the good of mankind.
15 killed the bastard and survived.
7 showed that it can outsmart hell itself.
--------------------------------------------------------------
This was an experiment, aimed to see to what extent Vampyre healing works with AoMs. The answer is "plenty, if you're not afraid to be hurt".Highlights:
The beginning of the game was fairly standard, taking Badass as soon as possible to make full use of the level-up supercharges.
I entered the Arena on floor 2 being horribly unprepared, no combat shotgun, no armor, slightly over one stack of shells. Still, managed to clear it, gaining some badly needed gear.
Around floor 9 i was running around with 4% health, ready for death and pressing Enter, but somehow i managed to survive.
When entering the Wall, i already had Vampyre and a chainsaw, which i decided to use to save ammo, which i didn't have a lot of. I used the combat shotgun to hurt enemies, then waited for them to approach and sawed them into oblivion. It went alright, until i zerked and decided to run into battle. It halfway worked, and i killed about half of the barons before suddenly the screen wasn't red and i was taking heavy damage. I had to use a homing phase device and escaped with 2% health, returning and finishing it in the traditional way. The next level was a cacodemon cave, which i somehow managed to clear. recovering back to 200%. That's it, no more risky things.
Pain elementals suddenly became my best friends. I suddenly stopped needing armor. It wasn't much later until i charged into the Unholy Cathedral, butchering everything i saw and getting Azrael's Scythe. How fitting.
Did you know that this weapon kills Arch-Viles in a single swing?
Apparently, there is no achievement for killing C with it, though.
3
Modding / Simon's Sandbox Modules of Fun and Profit
« on: March 17, 2011, 10:45 »
This is the thread in which i will post various attachable modules (or "packages", or "libraries") i wrote for the sandbox and later ported to the modding environment. These modules implement functionality missing or lacking in the current version of DoomRL.
Each archive contains the module .lua and some demo files that allow the modules to be previewed and assessed quickly.
To use in your mod, simply copy the module's library files to your mod's directory and include a require "YOUR_MODULE_ID.module:MY_MODULE_ID" directive in the main module file. Detailed usage instructions are included with every module.
Current version modules (0.9.9.4):
Multilevel (v0.7)
Emulation of multiple levels within the limitations of the current modding environment. Also included are respawning items and persistent level support. Kornel has been saying that multiple levels are going to be fully supported in the next version of DoomRL, making this somewhat obsolete, however the features included in this module are a guarantee it will stay relevant for a very long time.
Link: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/ml_test.module.zip
Latest changes:
- Fixed issue with initial level state overwriting saved level state
+ Ported to DoomRL 0.9.9.4
StatusEffects (v0.5)
Emulation of the Affect engine, which as of right now only allows you to have one custom affect. For shame. Optional HUD modifications are supported.
Link: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/se_test.module.zip
Latest changes:
+ API documentation updated
+ Safer StatusEffects.is_active() that ignores (and warns against) non-existing effects
+ Ported to DoomRL 0.9.9.4
Explodify (v0.3)
Remember how old NES games animated large explosions by drawing many small explosions over the exploding object? This module emulates this behavior. The old pre-async animation nuke effect is also possible with this.
Link: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/expl_test.module.zip
Latest changes:
+ Ported to DoomRL 0.9.9.4
+ Given explosions a default sound
The modules are released under the GPL v2 license. Reuse in your own mods is encouraged. Comments, bug reports and, most importantly, code contributions are welcome.
Each archive contains the module .lua and some demo files that allow the modules to be previewed and assessed quickly.
To use in your mod, simply copy the module's library files to your mod's directory and include a require "YOUR_MODULE_ID.module:MY_MODULE_ID" directive in the main module file. Detailed usage instructions are included with every module.
Current version modules (0.9.9.4):
Multilevel (v0.7)
Emulation of multiple levels within the limitations of the current modding environment. Also included are respawning items and persistent level support. Kornel has been saying that multiple levels are going to be fully supported in the next version of DoomRL, making this somewhat obsolete, however the features included in this module are a guarantee it will stay relevant for a very long time.
Link: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/ml_test.module.zip
Latest changes:
- Fixed issue with initial level state overwriting saved level state
+ Ported to DoomRL 0.9.9.4
StatusEffects (v0.5)
Emulation of the Affect engine, which as of right now only allows you to have one custom affect. For shame. Optional HUD modifications are supported.
Link: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/se_test.module.zip
Latest changes:
+ API documentation updated
+ Safer StatusEffects.is_active() that ignores (and warns against) non-existing effects
+ Ported to DoomRL 0.9.9.4
Explodify (v0.3)
Remember how old NES games animated large explosions by drawing many small explosions over the exploding object? This module emulates this behavior. The old pre-async animation nuke effect is also possible with this.
Link: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/expl_test.module.zip
Latest changes:
+ Ported to DoomRL 0.9.9.4
+ Given explosions a default sound
The modules are released under the GPL v2 license. Reuse in your own mods is encouraged. Comments, bug reports and, most importantly, code contributions are welcome.
4
Requests For Features / Move the sergeants from the outside of Phobos Base Entry to the inside
« on: March 06, 2011, 08:17 »
(This map of one of the versions of Phobos Surface was taken from the wiki. The colors are ignored to help make the point.)
##############################################################################
#............................................................................#
#.....................·············.....············.........................#
#............····..··························....·········...................#
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#...............··············#######·························...............#
#.............···.·····########··h··######············...····................#
#............····#######····h·+·····#h··+#·····##···········.................#
#............···.#·····#······#·····+····#····h##··········..................#
#..............··#>[\h·+·h····#######····+·········...···.................@..#
#............····#·····#······#·····+····#····h##···········.................#
#.............···#######····h·+·····#h··+#·····##··········..................#
#.............·········########··h··######··....···········..................#
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#.................·····················......................................#
#.....................·····.....····.........................................#
#............................................................................#
#............................................................................#
#............................................................................#
##############################################################################
So here's the thought. Currently, there is no reason a player would start in front of the base due to those two guys outside (marked red). They have shotguns and they HURT. They are also present in every version of the surface, making the game on higher difficulties a bit too unfair, especially to melee players.
I mean, heck, even E1M1 didn't do it to this extent, though it was close.
Players should not be punished for playing the game as intended.
How to fix this? Simply swap the sergeants outside with two of the formers inside, preferably the ones closer to the stairs (marked blue) in all versions of the level. Done. The "Frontal" configuration option can be removed. The beginning of the game is fair again. You can replace them with formers or remove them on lower difficulties.
##############################################################################
#............................................................................#
#.....................·············.....············.........................#
#............····..··························....·········...................#
#..............··············································................#
#...............··············#######·························...............#
#.............···.·····########··h··######············...····................#
#............····#######····h·+·····#h··+#·····##···········.................#
#............···.#·····#······#·····+····#····h##··········..................#
#..............··#>[\h·+·h····#######····+·········...···.................@..#
#............····#·····#······#·····+····#····h##···········.................#
#.............···#######····h·+·····#h··+#·····##··········..................#
#.............·········########··h··######··....···········..................#
#...............··············#######····....................................#
#.................·····················......................................#
#.....................·····.....····.........................................#
#............................................................................#
#............................................................................#
#............................................................................#
##############################################################################
So here's the thought. Currently, there is no reason a player would start in front of the base due to those two guys outside (marked red). They have shotguns and they HURT. They are also present in every version of the surface, making the game on higher difficulties a bit too unfair, especially to melee players.
I mean, heck, even E1M1 didn't do it to this extent, though it was close.
Players should not be punished for playing the game as intended.
How to fix this? Simply swap the sergeants outside with two of the formers inside, preferably the ones closer to the stairs (marked blue) in all versions of the level. Done. The "Frontal" configuration option can be removed. The beginning of the game is fair again. You can replace them with formers or remove them on lower difficulties.
5
0.9.9.2 / [H|AoLT|98%|YASD] To Win By Miracle, To Die By Mistake
« on: March 06, 2011, 06:16 »
Oh, boy.
Let's start by saying this is the second game in a row in which i nearly die in the Chained Court. By "nearly die" i mean "get reduced to 2-4% health and get hit by a hell knight fireball on exactly the same turn as grabbing the last berserk pack. This is close. Too close.
Lesson learned: Even if you have a cool melee weapon, it doesn't mean you can chop a pack of demons with no consequences. They WILL bite your leg off, draining you to 80% and zero med-packs just before Hell's Armory.
Oh, boy. What a battle that was.
I took a few hits, reducing me to 34% with one arachnotron left. After careful consideration, i cracked the room where he was and fired blindly from cover until i heard him die. Then, after thinking for maybe ten minutes straight, i pulled the lever, releasing the shambler.
Lesson learned: Shooting rockets off-sight in hope of hitting him does not work. You need to take him on face to face.
Normally, i wouldn't be worried. But this time, i was running short of bullets and rockets, and coldn't afford getting hit, all while worrying about him regenerating all the time. I was hit by him once -- reducing me to 8% health and killing my last hope. After thinking a bit more, i decided to go out with a bang. I loaded my plasma rifle, stepped out, and the moment i saw him coming, squeezed the trigger as hard as i could.
He steps closer.
And closer.
And closer.
And then, when he is standing point-blank, ready to swing, he dies... With me, having exactly one cell left in my magazine.
missile hits the shambler. The shambler dies. The lab cache opens.
Boom! Boom! Boom!
############### #### ########### ##### ########
======================== ============= ====== ==========#
========================== ============ ======= =========#
===================== ==== ============ ====== =========#
================..... ...= ============ ....###### ========#
=============....#######..#########.=====..#########...#....#######=======#
=======.........#....%#..#...%...#..===...#....|..#...#..%.#.....#...====#
#==...........#.....#..#....%..#..==............#...#....#.....#.....==#
..............###/###..###/#####..==....####/####....##/#####/##......=#
.....................%..%..%..%..%.%..%.%..%..........................=#
.......#########/####..######/#...==....####@####.....#####/####......=#
#=..>..#.....#..%..%#..#..........==....#.......#...#..........#....===#
====.....#...../......#..#...%...#..==....#.......#....%.........#.....==#
====......#.....#......#..#########.====...#########...#.%........#....===#
====......##############... ..======.... ....############..=====#
========.. ...= ============ =..... .=======#
========== ===== ============ ======== =========#
======= ====== ============ ========= =========#
===== ====== ========== ========== ========
### ####### ###
Simon Armor : blue armor [2/2] (88%)
Health: 8% Exp: 6/73% Weapon: plasma rifle (1d7)x6 [1/40]
cautious Hell's Armory
Uh, now what?
Here i was, with guns, ammo and armor, but no health. After looting for everything i could, i left, knowing it is going to end very soon, that a single tactical mistake and a single wrong keypress is going to end it all.
And so it was.
Man, that's almost embarrassing.
Let's start by saying this is the second game in a row in which i nearly die in the Chained Court. By "nearly die" i mean "get reduced to 2-4% health and get hit by a hell knight fireball on exactly the same turn as grabbing the last berserk pack. This is close. Too close.
Lesson learned: Even if you have a cool melee weapon, it doesn't mean you can chop a pack of demons with no consequences. They WILL bite your leg off, draining you to 80% and zero med-packs just before Hell's Armory.
Oh, boy. What a battle that was.
I took a few hits, reducing me to 34% with one arachnotron left. After careful consideration, i cracked the room where he was and fired blindly from cover until i heard him die. Then, after thinking for maybe ten minutes straight, i pulled the lever, releasing the shambler.
Lesson learned: Shooting rockets off-sight in hope of hitting him does not work. You need to take him on face to face.
Normally, i wouldn't be worried. But this time, i was running short of bullets and rockets, and coldn't afford getting hit, all while worrying about him regenerating all the time. I was hit by him once -- reducing me to 8% health and killing my last hope. After thinking a bit more, i decided to go out with a bang. I loaded my plasma rifle, stepped out, and the moment i saw him coming, squeezed the trigger as hard as i could.
He steps closer.
And closer.
And closer.
And then, when he is standing point-blank, ready to swing, he dies... With me, having exactly one cell left in my magazine.
missile hits the shambler. The shambler dies. The lab cache opens.
Boom! Boom! Boom!
############### #### ########### ##### ########
======================== ============= ====== ==========#
========================== ============ ======= =========#
===================== ==== ============ ====== =========#
================..... ...= ============ ....###### ========#
=============....#######..#########.=====..#########...#....#######=======#
=======.........#....%#..#...%...#..===...#....|..#...#..%.#.....#...====#
#==...........#.....#..#....%..#..==............#...#....#.....#.....==#
..............###/###..###/#####..==....####/####....##/#####/##......=#
.....................%..%..%..%..%.%..%.%..%..........................=#
.......#########/####..######/#...==....####@####.....#####/####......=#
#=..>..#.....#..%..%#..#..........==....#.......#...#..........#....===#
====.....#...../......#..#...%...#..==....#.......#....%.........#.....==#
====......#.....#......#..#########.====...#########...#.%........#....===#
====......##############... ..======.... ....############..=====#
========.. ...= ============ =..... .=======#
========== ===== ============ ======== =========#
======= ====== ============ ========= =========#
===== ====== ========== ========== ========
### ####### ###
Simon Armor : blue armor [2/2] (88%)
Health: 8% Exp: 6/73% Weapon: plasma rifle (1d7)x6 [1/40]
cautious Hell's Armory
Uh, now what?
Here i was, with guns, ammo and armor, but no health. After looting for everything i could, i left, knowing it is going to end very soon, that a single tactical mistake and a single wrong keypress is going to end it all.
And so it was.
--------------------------------------------------------------
DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------
Simon, level 6 Hell Baron Captain, burned by an imp
on level 11 of the Phobos base.
He survived 76849 turns and scored 42024 points.
He played for 1 hour, 39 minutes and 31 seconds.
He wasn't afraid to be hurt plenty.
He killed 326 out of 332 hellspawn. (98%)
He held his right to remain violent.
He was an Angel of Light Travel!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 8
Levels visited : 3
Levels completed : 3
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Champion Medal
Hell Armorer Badge
-- Graveyard -------------------------------------------------
###########################################################
..../.......#........./...%...X.........+........^#......}#
....#......./.........#/#######.........#.........#....^..#
....#########.........#.......#.........#...0...../.......#
....#.......+.........#.......#.|[i.....#.........#.......#
..../.......#........./.......#=^.=...../.........#...0...#
/#######/####+####+#######}####=====/#######+####+####+####
....+...%..........%|}|.%..|...====|=%../.........\.......#
....#...}..........[|}#########/####==###.#######+#######.#
....#..............}|.#.................#.#h............#.#
....#########/#########..........0......#.#........0....#.#
..../..>.......%%%.}hB/.%.%....%...^......#h....}.......#.#
/#######+####/####}#######/####/####/#######/####/####+####
..../......./...}0..../.......#.#......./^0.....#.........#
....#...0...#/#########......+#.#.......#.......#.........#
..0.####+####./..0h...####+####./.......#......./.........#
....#.......#.#.......#.......#+#########.......#.........#
....+.......#.#.......+.......+.........+.......#.........#
###########################################################
###########################################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 15641/6
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Finesse (Level 2)
Son of a bitch (Level 2)
Whizkid (Level 1)
Triggerhappy (Level 1)
SoB->SoB->Fin->Fin->WK->TH->
-- Equipment -------------------------------------------------
[a] [ Armor ] blue armor [2/2] (95%)
[b] [ Weapon ] Grammaton Cleric Beretta (2d6) [18/18]
[c] [ Boots ] modified steel boots [1/1] (100%) (A)
[d] [ Prepared ] tactical rocket launcher (5d5) [5/5]
-- Inventory -------------------------------------------------
[a] modified plasma rifle (1d7)x6 [0/40] (S1)
[b] double chainsaw (8d6)
[c] 10mm ammo (x40)
[d] rocket (x10)
[e] rocket (x3)
[f] phase device
[g] bulk mod pack
[h] Arena Master's Staff
-- Kills -----------------------------------------------------
76 former humans
38 former sergeants
16 former captains
75 imps
41 demons
44 lost souls
13 cacodemons
1 baron of hell
16 hell knights
2 arachnotrons
1 former commando
1 pain elemental
1 shambler
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 4 he stormed the Chained Court.
He defeated the Hell Arena Master!
On level 4 he found the Arena Master's Staff!
On level 9 he assembled a double chainsaw!
On level 10 he entered Hell's Armory.
On level 10 he assembled a assault rifle!
On level 10 he assembled a tactical rocket launcher!
On level 10 he found the Grammaton Cleric Beretta!
He destroyed the evil withing and reaped the rewards!
Entering level 11 he was almost dead...
On level 11 he finally was killed by a imp.
-- Messages --------------------------------------------------
You open the door.
Fire -- Choose target...
You see : out of vision
Fire -- Choose target...
You see : out of vision
You hear the scream of a freed soul!
Fire -- Choose target...
You see : out of vision
Fire -- Choose target...
You see : out of vision
Fire -- Choose target...
You see : out of vision
You close the door.
You reload the Grammaton Cleric Beretta with 10mm ammo.
You open the door.
The imp fires! You are hit! You die!... Press <Enter>...
-- General ---------------------------------------------------
Before him 33 brave souls have ventured into Phobos:
11 of those were killed.
1 of those was killed by something unknown.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 18 souls claim to have killed him...
2 sacrificed itself for the good of mankind.
10 killed the bastard and survived.
6 showed that it can outsmart hell itself.
--------------------------------------------------------------
Man, that's almost embarrassing.
6
0.9.9.2 / [M|AoHu|88%|YAVP] Angel of Incredible Inner Discipline
« on: February 24, 2011, 11:32 »
Based on my feelings towards the other Angels of Discipline (AoPu, AoMs), i honestly believed i am going to absolutely loathe this challenge.
It turned to be much more tolerable than i anticipated.
The first attempt failed due to a tactical error on level 16, immediately after passing through the Hellgate.
The second attempt ended with a victory -- and it didn't surprise me at all.
After all, i am only human.
How can i reflect on this run, and the one before?
General: This challenge is exactly that: Angel of Inner Discipline to the max -- since any tactical mistake will kill you, you must remain focused at all times and never do anything risky, ever, being patient enough to wait around a corner for hundreds of turns if necessary, hide in a corner if necessary and apply force immediately when the opportunity presents itself.
Build: A MFa build was only logical, and the SSG appearing was more than welcome. The original red armor was power-modded, following an advice from the more experienced folks, which always stayed with me until the end of the game.
Hellgate: Armed with a bulk-modded missile launcher, i cleaned the first room and lured the bruisers in. In the first attempt, i waited until the doors of the starting room opened, then phased past and ran to the exit. In the second attempt i did not have any phases and had to resort to using violence. Luckily, the missile launcher is fairly accurate, even out of vision, and the BFG9000 is effective at cleaning up.
Near the end, i decided to give the railgun a try, and even ended up powering it up to eleven, something that helped me avoid being fried by your stray Vile and baron. It normally took two shots to kill anything, one if softened with the SSG beforehand.
Originally i planned to just drop the nuke and watch the fireworks, but MFa (depending on DM) really makes the Cyberdemon fairly safe to handle. I did take a hit when he came in sight, taking me down to 100%, but after that, everything went smoothly.
It turned to be much more tolerable than i anticipated.
The first attempt failed due to a tactical error on level 16, immediately after passing through the Hellgate.
Spoiler (click to show/hide)
The second attempt ended with a victory -- and it didn't surprise me at all.
After all, i am only human.
--------------------------------------------------------------
DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------
Simon, level 11 Hell Knight Captain, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 140669 turns and scored 101468 points.
He played for 2 hours, 41 minutes and 26 seconds.
He didn't like it too rough.
He killed 533 out of 604 hellspawn. (88%)
He was an Angel of Humanity!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 8
Levels completed : 5
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Untouchable Medal
Every Soldier's Medal
Hell Champion Medal
Hell Armorer Badge
Everyman Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
...........................................................
...........................................................
...........###.........................................###.
...........###.........................................###.
...........###.........................................###.
.............................###..............###..........
.............................###..............###..........
..........###........###.....###.....|.|......###..........
..........###........###.............}|...................#
..........###........###......X...........................#
.............................................#............#
.............................................#.............
...........................................###.............
.................................###................###....
...................###...........###................###....
...................###...........###................###....
...................###.....................................
...........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 12/12 Experience 52386/11
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Ironman (Level 1)
Hellrunner (Level 2)
Tough as nails (Level 2)
Reloader (Level 2)
Dodgemaster (Level 1)
Badass (Level 1)
Shottyman (Level 1)
Fireangel (Level 1)
Rel->Rel->SM->TaN->TaN->Bad->HR->HR->DM->MFa->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified gothic armor [6/6] (186%) (A)
[b] [ Weapon ] high power Railgun (8d11) [15/20]
[c] [ Boots ] tactical boots [1/1] (100%)
[d] [ Prepared ] BFG 9000 (10d8) [20/100]
-- Inventory -------------------------------------------------
[a] super shotgun (9d4)x3 [2/2]
[b] modified missile launcher (6d6) [5/5] (B1)
[c] modified BFG 9000 (10d8) [10/130] (B1)
[d] modified red armor [3/6] (36%) (P)
[e] shotgun shell (x43)
[f] rocket (x14)
[g] rocket (x5)
[h] power cell (x19)
[i] power cell (x70)
[j] small med-pack
[k] phase device
[l] phase device
[m] thermonuclear bomb
[n] power mod pack
[o] agility mod pack
[p] agility mod pack
[q] modified gothic boots [10/10] (198%) (A)
-- Kills -----------------------------------------------------
47 former humans
72 former sergeants
28 former captains
96 imps
51 demons
118 lost souls
24 cacodemons
28 barons of hell
1 Cyberdemon
21 hell knights
19 arachnotrons
4 former commandos
8 pain elementals
5 arch-viles
6 mancubi
2 revenants
2 bruiser brothers
1 shambler
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 9 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 10 he entered Hell's Armory.
On level 10 he assembled a tactical boots!
He destroyed the evil withing and reaped the rewards!
On level 11 he ventured into the Halls of Carnage.
On level 15 he encountered the Phobos Hellgate.
On level 16 he invaded the Unholy Cathedral!
He fled the Unholy Cathedral seeing no chance to win.
On level 17 he found the Railgun!
On level 17 he found the City of Skulls.
He wiped out the City of Skulls.
On level 21 he assembled a high power weapon!
On level 21 he entered the Vaults.
He managed to scavenge a part of the Vaults treasures.
On level 22 he found the Anti-Freak Jackal!
On level 23 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
rocket launcher.
The Cyberdemon fires! You dodge!
Fire -- Choose target...
You see : a Cyberdemon (heavily wounded) [m]ore | pool of blood
The missile hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You dodge!
Fire -- Choose target...
You see : a Cyberdemon (mortally wounded) [m]ore | pool of blood
The missile hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You dodge!
You swap your weapon. The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You dodge!
Fire -- Choose target...
You see : a Cyberdemon (almost dead) [m]ore | pool of blood
The missile hits the Cyberdemon. The Cyberdemon dies. You feel relatively
safe now. Congratulations! You defeated the Cyberdemon! Press <Enter>...
-- General ---------------------------------------------------
Before him 27 brave souls have ventured into Phobos:
10 of those were killed.
1 of those was killed by something unknown.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 13 souls claim to have killed him...
1 sacrificed itself for the good of mankind.
7 killed the bastard and survived.
5 showed that it can outsmart hell itself.
--------------------------------------------------------------
How can i reflect on this run, and the one before?
General: This challenge is exactly that: Angel of Inner Discipline to the max -- since any tactical mistake will kill you, you must remain focused at all times and never do anything risky, ever, being patient enough to wait around a corner for hundreds of turns if necessary, hide in a corner if necessary and apply force immediately when the opportunity presents itself.
Build: A MFa build was only logical, and the SSG appearing was more than welcome. The original red armor was power-modded, following an advice from the more experienced folks, which always stayed with me until the end of the game.
Hellgate: Armed with a bulk-modded missile launcher, i cleaned the first room and lured the bruisers in. In the first attempt, i waited until the doors of the starting room opened, then phased past and ran to the exit. In the second attempt i did not have any phases and had to resort to using violence. Luckily, the missile launcher is fairly accurate, even out of vision, and the BFG9000 is effective at cleaning up.
Near the end, i decided to give the railgun a try, and even ended up powering it up to eleven, something that helped me avoid being fried by your stray Vile and baron. It normally took two shots to kill anything, one if softened with the SSG beforehand.
Originally i planned to just drop the nuke and watch the fireworks, but MFa (depending on DM) really makes the Cyberdemon fairly safe to handle. I did take a hit when he came in sight, taking me down to 100%, but after that, everything went smoothly.
7
Bug Reports / Hellgate has no "level clear" message
« on: February 17, 2011, 15:16 »
Yes, not even about feeling relatively safe.
8
AliensRL / Bug: Inaccessible Room
« on: December 26, 2010, 07:06 »
By Kornel's request.
A room directly to the top-right of my current position in the attached screenshot was generated without doors, which Kornel says shouldn't happen, but who am i to question the intentions of the towers' architects?
A room directly to the top-right of my current position in the attached screenshot was generated without doors, which Kornel says shouldn't happen, but who am i to question the intentions of the towers' architects?
9
Discussion / Doom the Roguelike: The Album All-In-One Mega Thread
« on: November 05, 2010, 11:22 »![](http://dl.dropbox.com/u/23785083/drla-cover-front-small.png)
- Introduction
Around September 2010 i began working on a track that could replace the utterly unimpressive intro sequence Doom (and by extension DoomRL) had. Little did i know where it would eventually take me.
When the track was released, the reviews were generally positive, prompting me to make another one, this time for the Unholy Cathedral. Now this one was such an overwhelming success, that i had no choice but to keep going, eventually becoming the de-facto composer of the game — which is what earned me mypale greenlighter green nick color.
After a while, though, i got tired of posting separate threads for every song (and the community got tired of replying to every one of them). Thus, this Doom the Roguelike: The Album All-In-One Mega Thread was created, merging in all the others. - The Track List
The track list, including preview and download links, can be found at: http://simonvolpert.com/music/drla/ - Using With DoomRL
Most of the tracks above are already included with the latest version (beta or release) of DoomRL. The low-quality release ships with the MIDI versions. The high-quality version ships with the MP3 versions. To use the OGG versions with either of them, a few tweaks must be made to your DoomRL installation:- Download the tracks in your preferred format using the link(s) above. I recommend using the OGG versions, because the MP3 versions have issues looping properly and the FLAC versions are, well, large.
- Put the files in the mp3 subdirectory in your DoomRL directory (or ogg, or wherever you like, provided that you manually specify their correct locations in musichq.lua, see below).
- Edit your musichq.lua to point to the files. To make this slightly easier, i am supplying the
config entries that need to be replaced heremy own config file to be used as example.
Prior to 0.9.9.5 the config entries looked somewhat like this:Spoiler (click to show/hide) - If you haven't already, change the entry in config.lua that says:
dofile "music.lua"into saying:
dofile "musichq.lua" - Start DoomRL. If it crashes, re-check the paths to the music files. If it doesn't, enjoy!
- Download the tracks in your preferred format using the link(s) above. I recommend using the OGG versions, because the MP3 versions have issues looping properly and the FLAC versions are, well, large.
- License and Disclaimer
Those tracks are released under the Creative Commons Attribution-ShareAlike (CC BY-SA) license for all you care. (http://creativecommons.org/licenses/by-sa/4.0/)
Explicit, tough utterly unnecessary permission was granted to The Kornel (and his minions) to include these tracks with DoomRL.
If you remix those tracks, play them live or record them in a studio, do let me know. The perfectionist in me would like to see his work becoming more awesome than it already is, more than it is in my power. Make it so, and you will win my deepest appreciation and one thousand cookies1. - Updates
No further updates are expected.
In the past, this thread was updated from time to time with new and remade tracks. The tracks themselves were updated to make them more kick-ass. In case of such updates, the first post of the topic was modified to reflect the changes and another post was made in the end of it. People used to watch this thread to keep themselves up-to-date on further developments.
Additionally, i have designed a newsletter system to keep anyone who is interested informed. Any news regarding the album were posted to the newsletter and this thread. Nowdays, the newsletter is, perhaps, the only sensible way to learn of any music-related developments that might occur.
To subscribe to the newsletter, please navigate to the music section of my website (http://simonvolpert.com/music/) and click the relevant mailto link. - The Original Post
The original post that started it all is given here for the sake of completeness.Spoiler (click to show/hide)
10
0.9.9.1 / [M|AoB|92%|YASD] Epic. Fail.
« on: August 10, 2010, 14:22 »
Due to significant public demand, i present you a failure story of truly epic proportions.
Dying moments after emerging victorious from the Mortuary, armed with the Loginus Spear and having the Angelic Armor, with NINE large medkits, TWO homing phases and a nuke, and only because You feel there is something really valuable here!? Why yes! Of course! What a superb idea!
I kid you not, when i scrolled through five pages of --more--, only to find that You die... <Press Enter>, i exploded with a forty second barrage of the word for sexual intercourse.
"Hey, i'm doing so well, maybe i should save and scum, just in case i get killed in an incredibly stupid way one level later... Nah."
I would have won.
Vengeance will be mine.
--------------------------------------------------------------
DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------
Simon, level 9 Cacodemon 1st Lieutenant, killed by a arch-vile
on level 23 of the Phobos base.
He survived 66250 turns and scored 60741 points.
He played for 1 hour, 16 minutes and 50 seconds.
He didn't like it too rough.
He killed 512 out of 552 hellspawn. (92%)
He held his right to remain violent.
He was an Angel of Berserk!
-- Awards ----------------------------------------------------
Grim Reaper's Badge
Berserker Silver Badge
Longinus Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
......0+.......#.........+...........}...../..[..../.......
.#######......^#.........#.#######+#######.#/#######0......
.#^....#0......+.........#.#.............#.#..0....#.......
.#[....#.......#.......|.#.#0............#.#..^....#.......
.+.....+.......#.........+.#.............#.+....|..#.......
###+#######+####+####+==####./...#/####+#######/####+####/#
.......+...=.........==..V.........#.......+...............
.......#+#=#==##+###==##/#....X==..#.......#.......0..0....
.......#..=..===.#..==...#...=====R/.......#...............
.......#.=..^..#.#.......#...=====/#########........}......
.......+......}#.#......./...=====........./...............
###+#######+####+####+#######/#=##/####+#######/####+####/#
..==...+.......+0....|...+.#.............#.+.#.............
.===...#+#######........}#.#.V.......=[=.#.#.#.............
}.=....#.......#.........#.#..^...>======#.#.#.............
######+#.......#.........#.#######==#==##=.#.#######/######
.......+.......#.......|.+..........[.=....+...............
###########################################################
###########################################################
-- Statistics ------------------------------------------------
Health -1/60 Experience 35126/9
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Ironman (Level 1)
Tough as nails (Level 2)
Brute (Level 3)
Berserker (Level 1)
Badass (Level 1)
Vampyre (Level 1)
Bru->Bru->Ber->TaN->TaN->Bad->MVm->Bru->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] Longinus Spear (8d8)
[c] [ Boots ] modified protective boots [2/2] (100%) (A)
[d] [ Prepared ] combat knife (2d5)
-- Inventory -------------------------------------------------
[a] modified red armor [4/4] (200%) (B)
[b] modified red armor [6/6] (100%) (P)
[c] modified phaseshift armor [2/2] (100%) (B)
[d] Angelic Armor [7/7] (100%)
[e] small med-pack
[f] small med-pack
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] phase device
[q] phase device
[r] phase device
[s] homing phase device
[t] homing phase device
[u] thermonuclear bomb
-- Kills -----------------------------------------------------
68 former humans
47 former sergeants
19 former captains
74 imps
80 demons
116 lost souls
39 cacodemons
10 barons of hell
21 hell knights
11 arachnotrons
3 former commandos
1 Angel of Death
5 pain elementals
7 arch-viles
8 mancubi
3 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 4 he stormed the Chained Court.
On level 15 he encoutered the Phobos Hellgate.
On level 16 he invaded the Unholy Cathedral!
On level 16 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 20 he found the Butcher's Cleaver!
On level 22 he was foolish enough to enter the Mortuary!
On level 22 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 23 he finally was killed by a arch-vile.
-- Messages --------------------------------------------------
There is a double shotgun (8d3)x3 [2/2] lying here.
There is a Small Health Globe lying here.
You open the door.
You hit the revenant. The revenant dies.
The arch-vile raises his arms! You are engulfed in flames! Your red armor
is damaged! The arch-vile raises his arms! You are engulfed in flames!
Unknown command. Press "?" for help.
The arch-vile raises his arms! You are engulfed in flames!
You start running!
The arch-vile raises his arms! You are engulfed in flames! Your red armor
is damaged! The arch-vile raises his arms! You dodge!
The revenant fires! You are hit! Your red armor is completely
destroyed! The revenant fires! You are hit!
The revenant dies. The barrel explodes! The arch-vile raises his arms! You
are engulfed in flames! The arch-vile raises his arms! You are
-- General ---------------------------------------------------
Before him 42 brave souls have ventured into Phobos:
23 of those were killed.
4 didn't read the thermonuclear bomb manual.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 12 souls claim to have killed him...
2 sacrificed itself for the good of mankind.
9 killed the bastard and survived.
1 showed that it can outsmart hell itself.
--------------------------------------------------------------
Dying moments after emerging victorious from the Mortuary, armed with the Loginus Spear and having the Angelic Armor, with NINE large medkits, TWO homing phases and a nuke, and only because You feel there is something really valuable here!? Why yes! Of course! What a superb idea!
I kid you not, when i scrolled through five pages of --more--, only to find that You die... <Press Enter>, i exploded with a forty second barrage of the word for sexual intercourse.
"Hey, i'm doing so well, maybe i should save and scum, just in case i get killed in an incredibly stupid way one level later... Nah."
I would have won.
Vengeance will be mine.
11
0.9.9.1 / [M|AoP|90%|YAVP] Wise Asset Use
« on: August 05, 2010, 16:07 »--------------------------------------------------------------
DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------
Simon, level 10 Cacodemon 2nd Lieutenant, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 106809 turns and scored 91495 points.
He played for 2 hours, 49 minutes and 32 seconds.
He didn't like it too rough.
He killed 571 out of 634 hellspawn. (90%)
He held his right to remain violent.
He was an Angel of Purity!
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Aurora Medallion
Hell Champion Medal
Inquisitor Bronze Badge
Inquisitor Silver Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
.......................###......###.......................#
..........###..........###......###.......................#
..........#>#...........##......###.......................#
..........###.............................................#
..........................................................#
..........................}.....................#.........#
...................................X......................#
............###.................................#.........#
###...###...###...........................................#
###...###...###...................#..###..................#
###...###........................##..###....###...........#
.....................................###....###...........#
............................................###...........#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 80/80 Experience 43212/10
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Ironman (Level 3)
Finesse (Level 1)
Hellrunner (Level 2)
Tough as nails (Level 3)
Dodgemaster (Level 1)
TaN->TaN->TaN->Iro->Iro->Iro->HR->HR->DM->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4/4] (100%)
[b] [ Weapon ] Revenant's Launcher (7d6) [0/1]
[c] [ Boots ] modified protective boots [2/2] (70%) (A)
[d] [ Prepared ] Butcher's Cleaver (5d6)
-- Inventory -------------------------------------------------
[a] modified missile launcher (6d7) [0/4] (P1)
[b] modified BFG 9000 (10d8) [0/130] (B1)
[c] modified BFG 9000 (10d8) [0/130] (B1)
[d] BFG 10K (6d6)x5 [0/40]
[e] modified blue armor [2/2] (100%) (A)
[f] rocket
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] Hell Staff
-- Kills -----------------------------------------------------
87 former humans
58 former sergeants
17 former captains
76 imps
71 demons
169 lost souls
38 cacodemons
12 barons of hell
1 Cyberdemon
14 hell knights
6 arachnotrons
2 former commandos
6 pain elementals
2 arch-viles
8 mancubi
2 revenants
2 bruiser brothers
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 4 he found the Butcher's Cleaver!
On level 6 he stormed the Chained Court.
On level 8 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 10 he found Hell's Armory.
On level 10 he found the Revenant's Launcher!
On level 11 he ventured into the Halls of Carnage.
On level 15 he encoutered the Phobos Hellgate.
On level 17 he found the City of Skulls.
He wiped out the City of Skulls.
On level 20 he found the BFG 10K!
On level 22 he found the Hell Staff!
On level 23 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
rocket launcher.
The Cyberdemon fires! You dodge! You hear an explosion!
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
reloads his rocket launcher.
The Cyberdemon fires! You dodge! You hear an explosion!
You reload the Revenant's Launcher with rocket. The Cyberdemon reloads his
rocket launcher.
The Cyberdemon fires! You dodge!
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
reloads his rocket launcher.
The Cyberdemon fires! You dodge! You hear an explosion!
You reload the Revenant's Launcher with rocket. The Cyberdemon reloads his
rocket launcher.
The Cyberdemon fires! You dodge! You hear an explosion!
Fire -- Choose target... The Cyberdemon dies. You feel relatively safe
-- General ---------------------------------------------------
Before him 33 brave souls have ventured into Phobos:
19 of those were killed.
3 didn't read the thermonuclear bomb manual.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 8 souls claim to have killed him...
1 sacrificed itself for the good of mankind.
7 killed the bastard and survived.
--------------------------------------------------------------
There are three things that are interesting about this run.
First, for the first time in my DoomRL history, i managed to clear the first level keeping both med-packs and taking no damage whatsoever. Seeing that med-packs are worth their weight in gold on Angel of Purity, it is not a vain achievement. Here is the proof:
Fire -- Choose target... You hear the scream of a freed soul! You feel
relatively safe now.
#############
#............. ....
#.............. .......
#............... .......
#.................. ######## ........
#.................. ########......######## .........
#.................. #....../....../..%...# .........
#.................#####@######....%.######+#####.........
#.................#..........########..........#.........
#.................#.........|}... #........../..........
#.................#..........########..........#..........
#.................#####/######......######/#####..........
#.....................#....../....../..%...#..............
.....................########......########.............
...........................########....................
.....................................................
....................................................
..................................................
................................................
##############################################
Simon Armor : none
Health: 100% Exp: 1/35% Weapon: pistol (2d4) [1/6]
cautious Phobos Base Entry
Second, i was showered with uniques. First the oh-so-hated Cleaver, then Revenant's Launcher, then BFG10K and, finally, the Hell Staff. However, i had to use every one of them to stay alive near the end, which brings us to the third and the most interesting point: The Game Story.
I began feeling uneasy near level 16, when i realized i had an of ammo starvation problem. Med-packs may be worth their weight in gold on AoP, but ammo is worth its weight in gold on almost every play mode. My supplies went down too quickly and soon i would rather chase Mancubi down with the Cleaver than rocket them into oblivion. The City of Skulls was cleared almost exclusively with the Cleaver to conserve my rocket supplies. On level 22 i encountered a Vile and a bunch of Mancubi and had to use up every weapon and every piece of ammo i had. In the end, i had to butcher another Vile and the remaining Mancubi in melee to collect my treasured six rockets and Hell Staff. I skipped level 23 and the Lava Pits. Level 24 was an arena level, which i had to run across three (!) times, using my two phases to escape from enemies and collecting another three rockets from an overly clingy and therefore dead Revenant.
When i entered the Phobos Arena, i had only eleven rockets, no phase devices, five large med-packs, several empty and almost empty weapons and no nuke. The Cyberdemon spawned too close to me, forcing me to use the Hell Staff. I examined my supplies, unloaded the cells from one BFG and loaded them into another, bringing it to one (1) shot, and unloaded the missile launcher in favor of Revenant's Launcher - every shot had to count and i couldn't afford to miss. Having finished that, i stepped out to face my destiny.
I fired, dodged and reloaded. With every fired shot i hoped my supplies would be enough. If they ran out, i would have to enter melee with the Cyberdemon, and i wasn't built for that. Without a nuke, my chances to survive the melee were slim. Then, just before i ran out of rockets, there was an explosion.
I won. And it was the most satisfying victory i had in a very long time.
12
Century Lounge / [N|100%|Ao100|YAAM] Badass Ironman Fireangel of Juggling Whizkiddery
« on: July 21, 2010, 08:33 »--------------------------------------------------------------
DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------
Simon, level 20 Cacodemon 2nd Lieutenant, completed 100 levels of torture
on level 100 of the Phobos base.
He survived 286741 turns and scored 725229 points.
He played for 7 hours and 54 minutes.
He didn't like it too rough.
He killed 1685 out of 1685 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of 100!
He saved himself 3 times.
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (bronze cluster)
Centurial Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
#%......%..................................................
#.....%..%..................................+...../........
#...%................../...................+...............
#..........................................................
#................................../.......................
#......%.................................../...............
#.............................===..........................
#............................=====....===..................
#............................=.===...=====.................
#............................=.==....=====......../........
#../......................%...===....=====......=.=........
#..................................======......=====..\....
#..................................====........=.=.=.....+.
#..+........===.X...............%..====..".=...=====...}...
#.0.........======...%.............====...==....==........=
#........^[========................===....=.............%.=
#..........======.=......................................=.
#...........=======........................%...............
###########################################################
-- Statistics ------------------------------------------------
Health 160/80 Experience 466538/20
ToHit Ranged +0 ToHit Melee +2 ToDmg Ranged +0 ToDmg Melee +3
-- Traits ----------------------------------------------------
Ironman (Level 3)
Finesse (Level 2)
Hellrunner (Level 2)
Tough as nails (Level 3)
Reloader (Level 2)
Brute (Level 1)
Juggler (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Badass (Level 1)
Shottyman (Level 1)
Fireangel (Level 1)
Fin->Jug->Rel->Rel->SM->TaN->TaN->Bad->HR->HR->DM->MFa->Iro->Iro->Iro->TaN->Fin->WK->WK->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified onyx armor [4] (APT)
[b] [ Weapon ] modified rocket launcher (6d9) [1/1] (F1N1P3)
[c] [ Boots ] modified plasteel boots [4/4] (200%) (AB)
[d] [ Prepared ] modified plasma shotgun (8d3) [1/66] (B3P1)
-- Inventory -------------------------------------------------
[a] Trigun (3d6) [6/6]
[b] small med-pack
[c] large med-pack
[d] large med-pack
[e] large med-pack
[f] large med-pack
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] homing phase device
[o] homing phase device
[p] homing phase device
[q] homing phase device
[r] homing phase device
[s] homing phase device
[t] envirosuit pack
[u] envirosuit pack
-- Kills -----------------------------------------------------
99 former humans
162 former sergeants
136 former captains
95 imps
27 demons
33 lost souls
114 cacodemons
213 barons of hell
39 hell knights
187 arachnotrons
6 former commandos
2 pain elementals
171 arch-viles
155 mancubi
146 revenants
22 nightmare imps
29 nightmare cacodemons
31 nightmare demons
18 bruiser brothers
-- History ---------------------------------------------------
On level 17 he found the Nano Pack!
On level 33 he found the Trigun!
He nuked level 50!
On level 61 he found the Grammaton Cleric Beretta!
He nuked level 62!
On level 63 he found the Necroarmor!
He nuked level 73!
He nuked level 94!
On level 100 he finally completed 100 levels of torture.
-- Messages --------------------------------------------------
The nightmare cacodemon fires! You dodge! Boom!
Fire -- Choose target... The missile hits the nightmare cacodemon.
Fire -- Choose target... The missile hits the nightmare cacodemon. The
nightmare cacodemon fires! You are hit!
Fire -- Choose target... The nightmare cacodemon fires! You are hit!
Fire -- Choose target... The missile hits the nightmare cacodemon. The
nightmare cacodemon dies. You hear the scream of a freed soul! You
feel relatively safe now.
There is a Megasphere lying here.
MegaSphere!
There is a rocket launcher (6d6) [1/1] lying here.
There is a small med-pack lying here.
You picked up a small med-pack.
There are stairs leading downward here.
You did it! You completed 100 levels of DoomRL! You're the champion! Press
-- General ---------------------------------------------------
Before him 28 brave souls have ventured into Phobos:
15 of those were killed.
3 didn't read the thermonuclear bomb manual.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 7 souls claim to have killed him...
1 sacrificed itself for the good of mankind.
6 killed the bastard and survived.
--------------------------------------------------------------
Thinking back about it, i must've been insane. True, i've had pleasant experiences with the Badass Fireangel build recently, but the ammo starvation makes an Ao100 run a crazy gamble.Luckily, i failed to foresee the shortcomings of my decision, leading to one of my most epic DoomRL experiences so far.
I began with a generic Juggler, switching shotguns around and hoarding ammo for later stages. When i was running low, i wielded dual rocket launchers, which turned out to be extremely fun, although somewhat wasteful. An assault shotgun found later made shotgun dual wielding unnecessary.
"Little feels as satisfying as beating a Revenant to death with your bare hands... Except beating a Mancubus to death with your bare hands!"
On level 26 i ran dry on ammo for all weapons. Public opinion strongly stood in favor of applying the carefully saved Nano mod to a rocket launcher, which i did, dumping the second rocket launcher and the assault shotgun. I had to be careful, as i was not fire immune yet. A few levels later, this was fixed.
"Note to self: Just because you're an angel of fire it doesn't mean you're immortal. It just means you can sneak up on enemies and blow a rocket into their face point-blank with impunity."
I rushed to add as many levels of Ironman and TaN as quickly as possible to negate the ReveVile problem. What was left was thrown into Whizkid, allowing to mod the heck out of the now self-powered rocket launcher and onyx armor, quickly turned into an indestructible red armor by a single power mod.
I spent the next fifty levels looking for additional power mods to maximize the damage output from my now rocket launcher. Unfortunately, the large blast area and power of the rocket launcher made looking for items very difficult. Fortunately, a backpack with 14 large medkits and 6 homing phases proved i don't actually needed the items that much. Furthermore, the problem was slightly negated with a triple-bulk-modded plasma shotgun which was used sporadically to clear hordes of enemies without destroying potentially useful gear.
When the third power mod was applied to the rocket launcher, it was abusive enough to be worthy of a unique name. Here's the #chaosforge transcript of the related conversation:
Quote
(15:46:33) Simon-v: Ahaha. A 6d9, self-powered, wide-area rocket launcher. What should i call it?
(15:47:00) Raven-Girl: A.M.A.Z.I.N.G.
(15:47:03) Malek Deneith: Mr Cuddles :P
(15:47:05) thelaptop: "the mother-in-law"
(15:47:33) Simon-v: The Mother-In-Law wins.
Armed with The Mother-In-Law, the rest of the game was a blast... Literally. No combination of Viles, Revs or Mancubi could endanger me enough to spend more than one medpack. I kept walking around with 200% health.
Obviously, if not for the unlikely event of finding the Nano mod, the entire ordeal would have been suicidal.
I don't think i'll try this again anytime soon.
13
Modding / DoomRL Mod Loader Script & Mod Packaging Guidelines
« on: April 25, 2010, 12:33 »
Long ago, there were some requests regarding an easier way to load sandbox mods.
Here is one such way, used until a mod loading menu was implemented by an all-powerful entity (from 0.9.9.1 until 0.9.9.4 RC1).
Attached to this post are the following files:
1. doomrl-mod - The Mod Loader Script (Linux version) by me.
2. doomrl-mod.bat - The Mod Loader Script (Windows version) by Malek Deneith.
3. doomrl-mod-packaging-guidelines.txt - The official Mod Packaging Guidelines specification, a collective effort by the modding community.
The current version of the files is 2.0.
HOW TO USE THE SCRIPT:
1. Download the script, picking the variant appropriate for your operating system.
2. (Linux only) Make the script executable. One way to do it is with the `chmod +x doomrl-mod` command.
3. Edit the script to your liking. Pay special attention to the "Script Configuration" section, as it contains the variables which define the script's working. Some important variables:
* DOOMRL_DIR - (all variants) - Change this to your DoomRL directory.
* DOOMRL_SHELL - (Linux only) - Change this to your preferred terminal emulator.
* DOOMRL_SHELL_OPS - (Linux only) - This customizes the running options of the terminal emulator selected above. Please note that using the default (gnome-terminal) requires no additional configuration.
* POSTRUN_COMMAND - (all variants) - Put here any command you wish to have executed after the script execution is complete.
4. After you've finished, you can run it from the terminal with `doomrl-mod {MOD_NAME}` (on Linux), or `doomrl-mod.bat {MOD_NAME} (on Windows).
The script will link the custom sound and music files, run the mod and revert everything to the original state when done.
INFORMATION FOR MOD MAKERS:
The script assumes a very specific mod packaging scheme, henceforth referred to as "Mod Packaging Guidelines".
To learn about the essence of the Mod Packaging Guidelines, see the attached doomrl-mod-packaging-guidelines.txt file, which contains the complete specification.
The suggested packaging scheme is regarded as solid, clear and uncluttered - enough to consider pushing it onto all sandbox modding from this point onwards. I, for one, will be porting and re-uploading all my files, repackaged according to the scheme to show a good example.
The 0.9.9.2 release of DoomRL introduces a new sandbox hook, core.play_music(musicID), that can be used to play music as well, which can be used instead of supplying a music.lua.
INCOMPATIBLE MODS:
Some existing mods are not packaged according to the Mod Packaging Guidelines.
Some yet consist of no more than a single .lua file.
To run these mods with the Mod Loader Script, create a directory for the mod under the "sandbox" directory and put the .lua file there. The Mod Loader Script will load such mods, but will not link any custom sound and music binds which may or may not cause DoomRL to crash. To resolve this, either request the mod author to repackage the mod in accordance with the Mod Packaging Guidelines, or make the necessary changes yourself.
Alternatively, you can simply use the existing `doomrl -sandbox {PATH_TO_MOD_FILE}` command, bypassing the Mod Loader Script altogether.
VERSION AND UPDATES:
You are encouraged to check for new versions from time to time, but the script is expected to generally remain backwards compatible.
Previous updates (oldest to newest):
- File uploads complete. Also, set the default POSTRUN_COMMAND="", because, as i've been pointed out, not everyone has fix-doomrl-mortem (http://forum.chaosforge.org/index.php/topic,2904.0.html), even though they should seriously consider it.
- Fixed a small, insignificant error. Silly me.
- Uploaded the script and spec files (version 1.1). Rewrote the post to reflect the current state of events.
- Updated the scrips and spec files to version 2.0. The Windows version is attached a few posts below.
- Kornel promised that the capability in this script is going to be implemented in one of the next releases and asked that the desired capabilities are listed in a related forum thread, urging the modding community to participate in the discussion: http://forum.chaosforge.org/index.php/topic,4470.0.html
- Mod Packaging Guidelines updated to version 2.1, relaxing some of the requirements and updating the phrasing for DoomRL 0.9.9.3 and modified the loader script to match.
- A proper mod loading infrastructure has been implemented in DoomRL since 0.9.9.4 RC1. This module loading script is, thankfully, deprecated.
Here is one such way, used until a mod loading menu was implemented by an all-powerful entity (from 0.9.9.1 until 0.9.9.4 RC1).
Attached to this post are the following files:
1. doomrl-mod - The Mod Loader Script (Linux version) by me.
2. doomrl-mod.bat - The Mod Loader Script (Windows version) by Malek Deneith.
3. doomrl-mod-packaging-guidelines.txt - The official Mod Packaging Guidelines specification, a collective effort by the modding community.
The current version of the files is 2.0.
HOW TO USE THE SCRIPT:
1. Download the script, picking the variant appropriate for your operating system.
2. (Linux only) Make the script executable. One way to do it is with the `chmod +x doomrl-mod` command.
3. Edit the script to your liking. Pay special attention to the "Script Configuration" section, as it contains the variables which define the script's working. Some important variables:
* DOOMRL_DIR - (all variants) - Change this to your DoomRL directory.
* DOOMRL_SHELL - (Linux only) - Change this to your preferred terminal emulator.
* DOOMRL_SHELL_OPS - (Linux only) - This customizes the running options of the terminal emulator selected above. Please note that using the default (gnome-terminal) requires no additional configuration.
* POSTRUN_COMMAND - (all variants) - Put here any command you wish to have executed after the script execution is complete.
4. After you've finished, you can run it from the terminal with `doomrl-mod {MOD_NAME}` (on Linux), or `doomrl-mod.bat {MOD_NAME} (on Windows).
The script will link the custom sound and music files, run the mod and revert everything to the original state when done.
INFORMATION FOR MOD MAKERS:
The script assumes a very specific mod packaging scheme, henceforth referred to as "Mod Packaging Guidelines".
To learn about the essence of the Mod Packaging Guidelines, see the attached doomrl-mod-packaging-guidelines.txt file, which contains the complete specification.
The suggested packaging scheme is regarded as solid, clear and uncluttered - enough to consider pushing it onto all sandbox modding from this point onwards. I, for one, will be porting and re-uploading all my files, repackaged according to the scheme to show a good example.
The 0.9.9.2 release of DoomRL introduces a new sandbox hook, core.play_music(musicID), that can be used to play music as well, which can be used instead of supplying a music.lua.
INCOMPATIBLE MODS:
Some existing mods are not packaged according to the Mod Packaging Guidelines.
Some yet consist of no more than a single .lua file.
To run these mods with the Mod Loader Script, create a directory for the mod under the "sandbox" directory and put the .lua file there. The Mod Loader Script will load such mods, but will not link any custom sound and music binds which may or may not cause DoomRL to crash. To resolve this, either request the mod author to repackage the mod in accordance with the Mod Packaging Guidelines, or make the necessary changes yourself.
Alternatively, you can simply use the existing `doomrl -sandbox {PATH_TO_MOD_FILE}` command, bypassing the Mod Loader Script altogether.
VERSION AND UPDATES:
You are encouraged to check for new versions from time to time, but the script is expected to generally remain backwards compatible.
Previous updates (oldest to newest):
- File uploads complete. Also, set the default POSTRUN_COMMAND="", because, as i've been pointed out, not everyone has fix-doomrl-mortem (http://forum.chaosforge.org/index.php/topic,2904.0.html), even though they should seriously consider it.
- Fixed a small, insignificant error. Silly me.
- Uploaded the script and spec files (version 1.1). Rewrote the post to reflect the current state of events.
- Updated the scrips and spec files to version 2.0. The Windows version is attached a few posts below.
- Kornel promised that the capability in this script is going to be implemented in one of the next releases and asked that the desired capabilities are listed in a related forum thread, urging the modding community to participate in the discussion: http://forum.chaosforge.org/index.php/topic,4470.0.html
- Mod Packaging Guidelines updated to version 2.1, relaxing some of the requirements and updating the phrasing for DoomRL 0.9.9.3 and modified the loader script to match.
- A proper mod loading infrastructure has been implemented in DoomRL since 0.9.9.4 RC1. This module loading script is, thankfully, deprecated.
14
Modding / [Module] Angel of Patience
« on: April 21, 2010, 16:14 »
Remember how i said i would win an Angel of Patience challenge if there was one?
I didn't mean it. Now i know for sure that i didn't mean it.
I know it because i made this challenge just to try it out.
This map (which was originally built on the Infinite Arena codebase) has absolutely nothing new or exceptional about it.
With the sole exception that it's THE most unfair, cruel, sadistic and unforgiving challenge map EVER.
The rules are simple. You start in the center of the arena with a cursed pistol that does a pitiful 1d3 damage and has infinite ammo, a cursed sharp stick (1d3 as well, what did you think?) in the prepared slot, your life slowly regenerates and you need to survive 25 arena rounds.
Even attempting this "challenge" is an act of heroism.
Should you win (HA!), you can put this achievement on a T-shirt and demand eternal worship.
Download link (source): https://forum.chaosforge.org/index.php?action=dlattach;topic=3054.0;attach=1016
Due to a somewhat apparent demand, below is the Ladder of the last attempters of this challenge. To qualify, you simply need to play the latest version and report your progress.
For your convenience, the mortem now prints the wave you died on.
It's kind of hard.
Historical results (pre-0.9.9.6) are listed below for the sake of completeness.
Changelog:
I didn't mean it. Now i know for sure that i didn't mean it.
I know it because i made this challenge just to try it out.
This map (which was originally built on the Infinite Arena codebase) has absolutely nothing new or exceptional about it.
With the sole exception that it's THE most unfair, cruel, sadistic and unforgiving challenge map EVER.
The rules are simple. You start in the center of the arena with a cursed pistol that does a pitiful 1d3 damage and has infinite ammo, a cursed sharp stick (1d3 as well, what did you think?) in the prepared slot, your life slowly regenerates and you need to survive 25 arena rounds.
Even attempting this "challenge" is an act of heroism.
Should you win (HA!), you can put this achievement on a T-shirt and demand eternal worship.
Download link (source): https://forum.chaosforge.org/index.php?action=dlattach;topic=3054.0;attach=1016
Due to a somewhat apparent demand, below is the Ladder of the last attempters of this challenge. To qualify, you simply need to play the latest version and report your progress.
For your convenience, the mortem now prints the wave you died on.
It's kind of hard.
Player Name | Difficulty | Round | |
* | 2DeviationsOut | UV | WON!! |
* | Tormuse | UV | 5 |
* | Simon-v (the author) | HMP | 4 |
* | Ander Hammer | HNTR | 8 |
* | RSO | ITYTD | Won |
Historical results (pre-0.9.9.6) are listed below for the sake of completeness.
Spoiler (click to show/hide)
Changelog:
Spoiler (click to show/hide)
15
Modding / Metal Gear RL (0.9.9.1)
« on: April 19, 2010, 10:45 »
Current version is 1.1.2.
Everything you need to know is in the README file supplied with the mod.
Additional notes:
The mod uses copyrighted material (mostly sounds) without any sort of permission. If you believe this to be icky, DO NOT play this mod.
The mod is considered 'finished'. Some features are disabled (or missing, due to either engine limitations or lack of programming skills on my part), but it's fully playable, moderately fun and even slightly challenging in some edge cases (see README file).
Now if you excuse me, i'm going to crawl back under my rock.
EDIT: Updated the file with a new version. For the changelog, see the README above or in the archive.
EDIT2: The file now conforms with my mod packaging standard (http://forum.chaosforge.org/index.php/topic,3067.0.html)
EDIT3: Small fixes.
EDIT4: More small fixes.
Everything you need to know is in the README file supplied with the mod.
Additional notes:
The mod uses copyrighted material (mostly sounds) without any sort of permission. If you believe this to be icky, DO NOT play this mod.
The mod is considered 'finished'. Some features are disabled (or missing, due to either engine limitations or lack of programming skills on my part), but it's fully playable, moderately fun and even slightly challenging in some edge cases (see README file).
Now if you excuse me, i'm going to crawl back under my rock.
EDIT: Updated the file with a new version. For the changelog, see the README above or in the archive.
EDIT2: The file now conforms with my mod packaging standard (http://forum.chaosforge.org/index.php/topic,3067.0.html)
EDIT3: Small fixes.
EDIT4: More small fixes.
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