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Messages - SPTX

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16
Modding / Re: A couple questions
« on: June 15, 2013, 05:32 »
Is there a way to prevent an item from spawning or replacing it in special maps?

17
You shouldn't base yourself too much on me, I am pretty much as new as you to this.
Still, I am glad to be of use.

18
Releases / Re: Evolustuff (1.0.2)
« on: May 10, 2013, 15:31 »
I made Flags quite are. Around 5% all around, then it chooses one of the possible flags from those applicable/available.

19
Releases / Re: Evolustuff (1.0.2)
« on: May 10, 2013, 15:19 »
It already is.

20
Releases / Re: Evolustuff (1.0.2)
« on: May 09, 2013, 14:52 »
Well, it looks like I have quite a few things to do still.
- It seems all weapons are capped at 15d15, right ? It would be better to cap them at something like initial dice&sides * 2, so that bigger weapons might have some use. I didn't bother much giving XP to my scythe in such conditions, since my Chainsaw already had 0.1 AS, 10d14 and Cleave.
- Since the monsters levelup too (1.02 addition ?), it's nearly impossible to level an "old", unused weapon. I tried to level a plasma gun in deimos lab, but after some difficulty to get kills, and at only 2d7 damages, I gave up, since my gun & shotgun were already maxed.
- Too much damages gibs everything -> ammo issues xD !  This somehow forced me to switch to melee (well, I probably had 3 or 4 spare ammo boxes... but they are not meant to be used !).  I think ammo stacks size should be increased.
-Weapons quickly get zillions of damages and 0.1 AS, but never improve clip size and reload speed. Is that intended ???
-Give back a weight to some exotics mods, so that Deimos lab/Armory don't bug on complete. (Hey, makes me realize I found a shockwave in some late cave... are not all exotics supposed to be removed ?)
-Nuking halls of carnage didn't seem to buff my chainsaw. I think it changed from 5d6 to 6d6, something like this... while I had 2.5 pages of improvements logs, including several ones on my weapon. Maybe another bug, related to multiple improvements in a single game turn ?
Overall, I like the concept, but think it would be way better with (a lttle) more balanced improvements, and (WAY) less stuff evolutions. A gun should take at least an episode to max, and unused weapons should just be weak, not useless.
Capping the damage at 15d15 was initially meant to give a chance to the cyberdemon and other bosses to survive at least one shot (man, had you see the mod when it was uncapped, I had a nuclear BFG that split fired 3 balls... like ten times by shot, which exploded the whole level size, which in turn ultimately made the game freeze for half a minute), anyway, now I am a bit more nimble with manipulating prototypes, so I should be able to get something more sophisticated in place.
Monster health is quite a big problem, whatever I attempted to do, it always end up to high or too low, I think to balance it I'll have to find something radically different. Right now they are getting some silly formula made with base health, maximum achieved weapon dice and sides as well as number of shots.
Apparently I somehow managed to break the clip size and reload speed upgrades, they were previously working.
I didn't remove all exotics, I removed the mods (I remember applying some of them would reset the items' stats). I'll think of a way to fix that issue that happens in special level.

What if weapon upgrades were given every few kills, and not every single kill? Torchlight 2 had it where some weapons were "augmented" and got better stats upon killing a certain number of something. Admittedly though, I've never used any of those weapons so I don't know if it's a one-time improvement or multiple improvements.
- To prevent equipment from getting too OP, give equipment experience levels? Make improvements happen less frequently as gear has more concurrent improvements?
Ultimately, I thought about making the items upgrade with experience rather than plain kills. But I am not sure how to make it work (technically speaking I mean) yet.

Quote
And yeah, ammo is a problem when you're gibbing humans with a 12d10 pistol all the time.
But as you progress enemies get stronger, so it's hard to justify using another kind of weapon when you already have a (13d10)x4 chaingun or whatever for the normal (1d7)x6 plasma rifle, which would be superior in a standard game.
I thought about that, but I just don't see what I can do about it, deactivating the ammo not dropping on gibbing if it's possible? I have to find how to do it. Or spawn ammo if the enemy is gibbed. Either way I have to find how to manipulate gibbing.
Quote
- What if you had an item that could store improvements and then use them as you wish? Make an item that you could equip in your prepared slot to "absorb" improvements and you could apply them onto equipment as you please.
Rah, don't spoil it, that was for an other mod!

21
I just tried this as well and it doesn't work...
All I seem to have left is trying to change my weapons into ranged weapons and trick them to work like melee weapons... But that's really dodgy and I am not even sure I'll be able to bind these melee sounds to the missiles.

22
The problem with that is that I don't use custom sounds, as you can see.

23
I can't get the weapons sounds working.

I copied straight from elevator into my main.lua :
Code: [Select]
core.declare("FixAllSounds")
FixAllSounds = function() end

function mymod.OnEnter()
FixAllSounds() end

and then into my items.lua
Code: [Select]
local FixSounds = function()
items["meleeweapon"].sound_attack = core.resolve_sound_id("lostsoul.melee")
end
FixAllSounds = core.create_seq_function(FixSounds, FixAllSounds)
Aaaaand... it's not working.

Am I missing something there?
I also tried a very similar method from metal gear rl and no chance either. I just don't get it.

24
Modding / Re: A couple questions
« on: May 07, 2013, 13:27 »
I was also wondering if you can re-name klasses. Thank you in advance.
A bit late to the party regarding that, but I just found that you could rename klasses using :

klasses[player.klass].name = "name" -- where player.klass is currently used klass
or replace [player.klass] by ["marine"] ["scout"] ["technician"] respectively.
Doesn't apply until the mod is loaded obviously.

25
I was afraid I would have to use OnTick.
Well, I guess a proper way to implement timed functions is a fine request for the modding wishlist

26
Oh, I hadn't noticed that monsters also had 1d3 as a base and were just applied the todam. Well, thanks, that's certainly unlocks me for one big part.

27
Releases / Re: Evolustuff (1.0.1)
« on: May 05, 2013, 12:41 »
I think this is intended, but just for the record:
The game yells at me if I kill something without anything equipped (armor and boots empty, not just weapons slot)

Okay, fixed it.
I changed the resistances message syntax to add commas too.
I noticed a few more things that needed change, I'm doing this and then I'll upload the next version.

EDIT :
uploaded, here are the changes :

-made the mod recognize equipement-less kills
-added commas and "and" to the armor/boots resistances ui message
-the chances to get a dice sides boost over a dice roll are now applied properly (I had inadvertedly inverted the chances, resulting in weapons gathering additional dice rolls too fast)

28
items.fists doesn't exist and when I look into the log of beings I don't see anything that points to a weapon for melee, I believe it's coded into the AI or something.
Anyway, here's the question :
-How do I change default melee damage (the one used by melee_ranged/former_ai monsters and the player when he has a ranged weapon equipped)
Also, how do I change its sound?

Now about timers. How do I make them?
For example, I want to make a weapon that will drop bombs on the ground that will not instantly explode, letting the player and enemies play other turns for a bit before that happens.

29
Releases / Re: Evolustuff [1.0.0]
« on: May 04, 2013, 02:02 »
Okay here's a new version.

-only enemies granting XP should make the items evolve now
-removed accuracy bonus for shotguns
-prepared weapon will also evolve now, as a direct result/consequence, your equipped weapon will upgrade less often
-fixed some very small typos
-made the armor resistances ui text prompts require less input to pass


Archive is attached to the OP.

30
Releases / Re: Evolustuff [1.0.0]
« on: May 03, 2013, 16:36 »
only on xp-giving kills, not from N! respawns or spawned lost souls - otherwise it's too tempting to farm them.
It's already supposed to upgrade on XP giving kills. I'll try changing the code around.
Quote
Despite insane weapon stats (15d15 pistol), somewhere around Hell level 3-4, the enemies stopped dying from a single shot, even lost souls. Is this intended?
Monsters are given a health boost depending on your maximum achieved weapon power. That was a way to balance it a bit.
The problem with this mod is that I kept nerfing and nerfing things around for 3 days straight. I am afraid that pushing the caps lower may make it lose its purpose.

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