Chaosforge Forum

  • April 16, 2024, 00:45
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DisaffectedBeta

Pages: [1] 2 3 ... 6
1
Bug Reports / Re: Sound crash (0.9.9)
« on: October 20, 2009, 15:53 »
It's crashed every time I've played, starting from the first level and never recovering.  The music still plays, though.  I just started from scratch, and didn't mess with any of the files.

2
Bug Reports / Re: Empty Inventory > Crash?
« on: May 11, 2008, 05:23 »
Yes, the exact same.  Was a bit disconcerting until I realized it was pretty easy to avoid.  Does it happen in all iterations or just Berserker?

3
Discussion / Colorblind Mode
« on: December 26, 2007, 05:56 »
I'd like to say I really appreciate you putting colorblind mode in there, Kornel.  It's especially useful during the pistol angel challenge, since I just focus on the 1's and let the rest rot.  The ammunition is still hard to discern from shotgun ammunition, but it's easier when I can at least guess what it is by what it's sitting next to, or compare its shade it to the nice, bold number colors instead of the skinny { symbols.


4
Bug Reports / Re: I shot the imp, and he 'sploded the internet
« on: December 26, 2007, 05:52 »
Seems to be the same sort of thing, thanks for pointing it out.  I don't see why reporting the bug isn't helping, though, unless attitudes have changed since last I attended the forums.

Should I give up on my saved game, that keeps dying every time I try to shoot, or would a patch fix things without my having to redo from scratch?

5
Bug Reports / I shot the imp, and he 'sploded the internet
« on: December 25, 2007, 07:33 »
Hey.  Play feels a lot smoother.  Yes, it's friendlier to newbies, as I don't die as often :)  When I do die it's often really my fault instead of just partially my fault :)  Good difficulty balance!  And the automodding of basic weapons makes it much more fun, as you don't have to wait for spawns anymore.

Got an error while being an unstoppable dual-wielding pistoleer in the pistol angel challenge level:

Tplayer__dofire 615 dfplayer.pas
tplayer__aicontrol 896 dfplayer.pas
tbeing__action 775 dfbeing.pas
tbeing__call 788 dfbeing.pas
tlevel_tick 744 dflevel.pas
tdoom__run 374 doombase.pas
main doomrl.pas(ced?)

6
Discussion / Re: Scariest Hellknight moment?
« on: October 04, 2007, 10:05 »
I had a Baron kill me with a BFG once.  Was embarassing.  I fired a rocket to open up the chamber a bit too early.  He grabbed it, and splat.

7
Requests For Features / Re: low health warning
« on: September 17, 2007, 00:51 »
I guess my argument stemmed from the fact that the action stops anyway, frequently, whenever the text buffer is too large.  At least if it stopped when there was something seriously life-threatening going on, you'd feel it was important enough.  When I miss an important text message, I just scroll back in the text field anyway, so I don't know why we need the [more] breakers unless it has to do with the audio reading stuff for sight-impaired players.

A red flash would be a good warning too, and wouldn't interrupt.  You'd be able to tell the difference between a level up flash and a warning flash because you wouldn't get level up text, and maybe you could combine it with a pain sound from the player.  I was just thinking of a good way that would prevent a player missing it.  The name changing color is good, more changes are better...  but it's not terribly important, I guess.  I know every introduction of a feature means bugs to worry about.

8
Requests For Features / Re: My wishlist stuff
« on: September 17, 2007, 00:43 »
Is the revvie a problem if you want the guided missiles?  Since it did have two types of missiles (really!) I can see it being stuck in as a placeholder in case you find a good guided missile method.  It's OK either way, of course.  Good to hear you haven't completely given up on the spectre, but don't, you know, go nuts trying to change everything.  I remember you going through a lot to try to implement POV, and in the end it wasn't worth it.

9
I guess my standpoint has been something like...  reproducing the old items and monsters even if their implimentation wouldn't match what was in Doom.  You could just have all the old items, even if they didn't do quite the right thing anymore.  You seem to be taking the harder route, but it'll give a more authentic doomish experience when you're done, which is admirable.  Just don't burn yourself out!!

10
Going to resurrect an old beast for a moment so I can stop thinking about it.  I get the feeling that Kornel is nearing some sort of new release, so this is more a philosophical debate than anything.  The light amplification visor: maybe it could extend sight range for a limited period, or maybe show monster blips for a split second?

There, I feel better.

11
Requests For Features / re: potman's wishlist stuff
« on: September 16, 2007, 01:55 »
I guess the problems with Spectres is their implementation.  The dodge chance is one way to do it.  I don't think invisibility was said to be practical, but maybe we could balance that with defense instead...  armor or dodge maybe.  A harder version of the demon would fill a gap between the low levels and the hell knights, in my opinion.

The Revenant, actually, has two types of missiles, a homing missile (with the smoke trail) and a regular missile.  You could have it fire multiple imp fireballs at the same target, emulating the non-homing missles, with a resultant tunneling effect that current monsters don't have unless you're slow.  The revenant missiles weren't like full-on missile launcher missiles, so this might fit, maybe as a step between demon and cacodemon.  Speedy, maybe, but relatively weak, with an item drop of a pair of rockets, if you're so inclined, or a death which results in their exploding...  :)

The pantheon of beasties is quite full right now, although a little top heavy when things begin to escalate.  I don't remember fearing Hell Knights in the original doom anywhere near as much as in RL :)

12
Grenades could fill a niche, if they were more oriented to Imp fireball level of power.  Relatively weak, but good for precision clearing out of walls and disposing of cornered enemies.  I'd almost prefer they be like minor demolition devices.  They'd be timed, so they wouldn't be that useful unless you knew something was coming after you.  3x3 would allow for some control over it, but of course there could be different schools of thought on the types of grenades.

For sticklers, Doom3 has grenades, so personal phase devices and [those devices that look like oddly-colored corpses] can't be bad company.

I'm not for a launcher, but throwing and timing are OK, if easily codable of course.

13
Requests For Features / Re: Dual weild
« on: September 16, 2007, 01:08 »
So you took out the insta-swap, then?  Or is there any way to get that?  I liked it, especially with a double shotgun, chaingun combo.  It did stretch DOOM credibility, though...

14
Requests For Features / Re: low health warning
« on: September 15, 2007, 14:44 »
I understand what you mean, tisiphone, but when I think about the original Doom, I always knew when I'd taken a big hit, because the red-screen lasted longer than normal.  I could glance down at the fat, red numbers that told me my health and get a good idea.  The numbers are small, and in a corner.  This is unavoidable given the nature of roguelikes. 

The text pauses halt the action anyway (maybe if the text messages themselves were abbreviated a bit as an option those pauses wouldn't be as often).

Thanks Kornel, maybe a color change will be enough.

15
Awesome.  Both my cones and rods thank you :)

Pages: [1] 2 3 ... 6