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1
Bug Reports / Some music doesn't play on Linux (fix)
« on: March 28, 2021, 15:34 »
This bug has already been mentioned here, years ago: https://forum.chaosforge.org/index.php/topic,7188.0.html
I had this issue on Linux too. I fixed it by running the following script, which strips all the metadata and cover art from the mp3s:
Then configure the musichq.lua file to point to the newly created directory with the fixed mp3s:
I had this issue on Linux too. I fixed it by running the following script, which strips all the metadata and cover art from the mp3s:
Code: [Select]
#!/bin/bash
mkdir -p mp3_fixed
for f in mp3/*.mp3; do
ffmpeg -i $f -vn -codec:a copy -map_metadata -1 "mp3_fixed/$(basename $f)"
done
Then configure the musichq.lua file to point to the newly created directory with the fixed mp3s:
Code: [Select]
-- High quality remixes of the original Doom music are a courtesy of Sonic
-- Clang ( http://sonicclang.ringdev.com/ ) used with permission.
-- Doom the Roguelike theme, Unholy Cathedral, Final Showdown, Hells
-- Weapons, Something Wicked, Of Skull And Bone, The Brick Song, and
-- Too Hot Down Here tracks composed by Simon Volpert (thanks!)
Music = {
start = "mp3_fixed/doom_the_roguelike.mp3",
interlude = "mp3_fixed/d1inter.mp3",
bunny = "mp3_fixed/d1end.mp3",
intro = "mp3_fixed/cde1m1.mp3",
hellgate = "mp3_fixed/cde1m8.mp3",
level2 = "mp3_fixed/cde1m2.mp3",
level3 = "mp3_fixed/cde1m3.mp3",
level4 = "mp3_fixed/cde1m7.mp3",
level5 = "mp3_fixed/cde1m5.mp3",
level6 = "mp3_fixed/cde1m6.mp3",
level7 = "mp3_fixed/cde1m4.mp3",
level8 = "mp3_fixed/cde1m8.mp3",
level9 = "mp3_fixed/cde1m1.mp3",
level10 = "mp3_fixed/cde1m2.mp3",
level11 = "mp3_fixed/cde1m3.mp3",
level12 = "mp3_fixed/cde1m4.mp3",
level13 = "mp3_fixed/cde1m5.mp3",
level14 = "mp3_fixed/cde1m6.mp3",
level15 = "mp3_fixed/cde1m7.mp3",
level16 = "mp3_fixed/cde1m9.mp3",
level17 = "mp3_fixed/cde1m2.mp3",
level18 = "mp3_fixed/cde1m3.mp3",
level19 = "mp3_fixed/cde1m4.mp3",
level20 = "mp3_fixed/cde1m5.mp3",
level21 = "mp3_fixed/cde1m6.mp3",
level22 = "mp3_fixed/cde1m7.mp3",
level23 = "mp3_fixed/cde1m9.mp3",
level24 = "mp3_fixed/cde1m2.mp3",
level25 = "mp3_fixed/cde1m3.mp3",
hells_arena = "mp3_fixed/cde1m9.mp3",
the_chained_court = "mp3_fixed/rage.mp3",
military_base = "mp3_fixed/cde1m9.mp3",
halls_of_carnage = "mp3_fixed/cde1m9.mp3",
hells_armory = "mp3_fixed/hells_weapons.mp3",
spiders_lair = "mp3_fixed/cde1m3.mp3",
city_of_skulls = "mp3_fixed/of_skull_and_bone.mp3",
the_wall = "mp3_fixed/the_brick_song.mp3",
unholy_cathedral = "mp3_fixed/unholy_cathedral.mp3",
the_mortuary = "mp3_fixed/something_wicked.mp3",
the_vaults = "mp3_fixed/dark_secrets.mp3",
the_lava_pits = "mp3_fixed/too_hot_down_here.mp3",
phobos_lab = "mp3_fixed/cde1m5.mp3",
deimos_lab = "mp3_fixed/hells_weapons.mp3",
containment_area = "mp3_fixed/the_brick_song.mp3",
abyssal_plains = "mp3_fixed/of_skull_and_bone.mp3",
limbo = "mp3_fixed/something_wicked.mp3",
mt_erebus = "mp3_fixed/too_hot_down_here.mp3",
tower_of_babel = "mp3_fixed/cde1m8.mp3",
hell_fortress = "mp3_fixed/final_showdown.mp3",
dis = "mp3_fixed/cde1m8.mp3",
victory = "mp3_fixed/d1readme.mp3",
}
2
Discussion / DoomRL on Alacritty
« on: March 28, 2021, 14:48 »
The Linux version of DoomRL comes with launchers for 3 popular terminal emulators (xterm, gnome-terminal and konsole). However, I happen to like none of those, so I made my own for Alacritty, my terminal emulator of choice, which is hardware-accelerated and highly customizable. I made it so that it resembles DoomRL as I remember it (on Windows) as closely as possible. Perhaps this is interesting for others, so I wanted to share it...
Aside from Alacritty, you'll just need to have the Fixedsys Excelsior font installed. Then put the following files (the launcher and the according config file, respectively) in the DoomRL directory:
doomrl_alacritty
doomrl_alacritty.yml
I added some screenshots in the attachments.
Enjoy!
Aside from Alacritty, you'll just need to have the Fixedsys Excelsior font installed. Then put the following files (the launcher and the according config file, respectively) in the DoomRL directory:
doomrl_alacritty
Code: [Select]
#!/bin/sh
set -eu
/usr/bin/alacritty --config-file ./doomrl_alacritty.yml -e ./doomrl -console
doomrl_alacritty.yml
Code: [Select]
env:
TERM: xterm-256color
window:
dimensions:
columns: 80
lines: 25
title: DoomRL
dynamic_title: false
font:
normal:
family: Fixedsys Excelsior
style: Regular
bold:
family: Fixedsys Excelsior
style: Regular
italic:
family: Fixedsys Excelsior
style: Regular
bold_italic:
family: Fixedsys Excelsior
style: Regular
size: 24.0
colors:
normal:
black: '#000000'
red: '#ff0000'
green: '#00ff00'
yellow: '#ffff00'
blue: '#0000ff'
magenta: '#ff00ff'
cyan: '#00ffff'
white: '#ffffff'
cursor:
style: Underline
unfocused_hollow: false
thickness: 0.1
I added some screenshots in the attachments.
Enjoy!
3
Post Mortem / Re: [U|AoMc|YAAM] Why not try Ulta-Violence just after HNTR?
« on: March 28, 2021, 14:18 »
Nice! I'm currently trying to beat HMP... it's considerably harder than HNTR. :p
4
Post Mortem / Re: [M|AoMc|97%|YAVP]
« on: March 27, 2021, 15:43 »
Yes, you're way late to the party. So am I. Hey, why don't we start a brand new party while we're at it? :D
5
Post Mortem / [HNTR|97%|YAVP] First run in MANY years.
« on: March 27, 2021, 15:24 »
Went with HNTR, seemed fitting for a warmup run after many years; what a nostalgia trip! Last time I played it was something like 8 years ago, I believe. And yep, I'm still feelin' it!
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Total Biscuit,
level 11 Human Private Scout,
defeated the Mastermind at the City of Dis.
He survived 107349 turns and scored 100911 points.
He played for 2 hours, 29 minutes and 29 seconds.
He didn't like it too rough.
He killed 611 out of 629 hellspawn. (97%)
He held his right to remain violent.
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 7
Levels completed : 5
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Armorer Badge
Hell Champion Medal
Technician Bronze Badge
Gatekeeper Bronze Badge
UAC Bronze Badge
Skull Bronze Badge
Arena Bronze Badge
Arachno Bronze Badge
-- Graveyard -------------------------------------------------
###########################################################
####............................X...#####################>#
###...............####...............######################
##.......####.....####.....####.......#####################
#........####.....####.....####........####################
.........####.....####.....####.........###################
.........####..............###...........##################
................................%.........#################
..####.............................###....#################
.&####............................####....#################
..####............................####....#################
..####............................####....#################
..........................................#################
.........####..............#.............##################
.........####.....####.....##...........###################
#........####.....####.....####........####################
##.......####.....####.....####.......#####################
###...............####...............######################
####................................#####################>#
###########################################################
-- Statistics ------------------------------------------------
Health 81/50 Experience 51916/11
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 2)
Hellrunner (Level 2)
Reloader (Level 2)
Juggler (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
Rel->Rel->SM->HR->Fin->Jug->MSh->Fin->WK->HR->WK->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6/6] (192%) (ABP)
[b] [ Weapon ] missile launcher (6d6) [0/4] (A1T3)
[c] [ Boots ] plasteel boots [2/2] (91%) (A)
[d] [ Prepared ] double shotgun (10d3)x2 [2/2] (B2P1)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] red armor [6/6] (200%) (BPT)
[c] shotgun shell (x50)
[d] shotgun shell (x50)
[e] shotgun shell (x50)
[f] shotgun shell (x50)
[g] shotgun shell (x50)
[h] rocket
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] phase device
[n] phase device
[o] envirosuit pack
[p] thermonuclear bomb
[q] shell box (x99)
[r] rocket box (x17)
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 50%
Fire - internal 0% torso 25% feet 25%
-- Kills -----------------------------------------------------
122 former humans
57 former sergeants
17 former captains
65 imps
53 demons
200 lost souls
22 cacodemons
9 hell knights
11 barons of hell
15 arachnotrons
4 former commandos
14 pain elementals
7 revenants
5 mancubi
3 arch-viles
2 bruiser brothers
1 shambler
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
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 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 5 he assembled a fireproof armor!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he assembled a tactical shotgun!
On level 9 he entered Hell's Armory.
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
Not knowing what to do, he left.
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he assembled a nanofiber armor!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Fire -- Choose target...
You see : a Spider Mastermind (mortally wounded) | blood | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
Fire -- Choose target...
You see : a Spider Mastermind (mortally wounded) | floor | [ m ]ore
The missile hits the Spider Mastermind.
Boom! Boom! You dodge! Boom! Boom! Boom! You are hit!
Fire -- Choose target...
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
The missile hits the Spider Mastermind.
Boom! You dodge! Boom! You dodge! Boom! Boom! You dodge! Boom! Boom!
Fire -- Choose target...
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
He's the first brave soul to have ventured into Hell...
--------------------------------------------------------------
6
Discussion / Re: How Dead is this Game?
« on: March 26, 2021, 18:10 »
Hey, who remembers me? :D I've lost count of how many years it's been at this point...
I was thinking of revisiting DoomRL today, and I was wondering about exactly this question. The answer is pretty much in line with my expectations (unfortunately).
It's pretty clear that the game's development is officially 100% dead at this point, but I'd love to see this childhood game of mine come alive and kicking again in some form. I was thinking, maybe it would be really awesome if a couple of hardcore fans from the old days were to band together and work on a complete rewrite of the game, in a language that's a little less archaic, and with all the references to IP protected content carefully stripped out and replaced with "close enough" alternatives, while leaving the core gameplay mechanics entirely untouched. (one big advantage that DoomRL has is that even though it has a Doom-like paint job, it does very much have its own identity in the way of gameplay mechanics...)
I develop software for a living these days (albeit business software, not games). Maybe this could be a fun spare time thing to work on if there's any interest...
Addendum: is the chaosforge chat room still a thing?
I was thinking of revisiting DoomRL today, and I was wondering about exactly this question. The answer is pretty much in line with my expectations (unfortunately).
It's pretty clear that the game's development is officially 100% dead at this point, but I'd love to see this childhood game of mine come alive and kicking again in some form. I was thinking, maybe it would be really awesome if a couple of hardcore fans from the old days were to band together and work on a complete rewrite of the game, in a language that's a little less archaic, and with all the references to IP protected content carefully stripped out and replaced with "close enough" alternatives, while leaving the core gameplay mechanics entirely untouched. (one big advantage that DoomRL has is that even though it has a Doom-like paint job, it does very much have its own identity in the way of gameplay mechanics...)
I develop software for a living these days (albeit business software, not games). Maybe this could be a fun spare time thing to work on if there's any interest...
Addendum: is the chaosforge chat room still a thing?
7
General Discussion / Re: Damage calculation - complexity vs ease of understanding
« on: June 06, 2018, 12:21 »
I think in a game like this, complexity is probably not a big problem as long as it feels intuitive. The most important thing for a fast-paced game is that the player can rely on his common sense rather than his cognition.
If it's not 100% straightforward to grasp intuitively, it's important to simply give a clear sense of how much damage he's doing or is about to do. That will help develop and strengthen intuition through pattern recognition.
If the brainy player wants to do the arithmetic, let him be able to examine weapons and enemies to learn their particulars.
Or maybe you could even integrate that into the game in a fun and immersive way. I'm thinking something like the research system System Shock 2 (although less elaborate). That mechanic was basically a way to make players interested in learning the rules of the damage system under the hood ("Good job, you researched this organ, your findings are that this enemy gets double damage from AP ammo! Also, here's a damage boost for you!").
If it's not 100% straightforward to grasp intuitively, it's important to simply give a clear sense of how much damage he's doing or is about to do. That will help develop and strengthen intuition through pattern recognition.
If the brainy player wants to do the arithmetic, let him be able to examine weapons and enemies to learn their particulars.
Or maybe you could even integrate that into the game in a fun and immersive way. I'm thinking something like the research system System Shock 2 (although less elaborate). That mechanic was basically a way to make players interested in learning the rules of the damage system under the hood ("Good job, you researched this organ, your findings are that this enemy gets double damage from AP ammo! Also, here's a damage boost for you!").
8
Announcements / Re: Jupiter Hell Kickstarter - Year 1 update!
« on: December 21, 2017, 03:51 »Awesome. Any travel plans for when you're gonna be set free? ;)An epic tour of all the four (or how many were there? :P) moons! I'll meet you there!
9
Announcements / Re: Jupiter Hell Kickstarter - Year 1 update!
« on: December 21, 2017, 03:08 »Hey, you live! You've been silent for an awfully long time... :*(I know, right! :D
I became a bit of a lurker, but I'm still here... I'm a ghost that will always haunt the dungeons of the 'forge... (whose soul is stuck in limbo until jupiter hell is released :P)
10
Announcements / Re: Jupiter Hell Kickstarter - Year 1 update!
« on: December 21, 2017, 03:01 »
Great, awesome!
11
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 12, 2016, 13:54 »
Achievement unlocked!!
Congrats to all you guys, I'm looking forward to Jupiter Hell!
Congrats to all you guys, I'm looking forward to Jupiter Hell!
13
Bug Reports / Re: Display issue
« on: January 20, 2015, 09:47 »
Are your video card drivers updated?
14
Discussion / Re: Doom RL Let's Play
« on: November 19, 2014, 12:11 »I haven't finished watching yet, but cool video so far. I like the the idea of having the overlay of your face in the corner. What software do you use for that? Maybe I can implement it in my videos? :)in b4 "H-H-How's it going bros? My name is TOOOOORMUUUUUSE!"
15
Discussion / Re: libfmod? (linux version)
« on: October 09, 2014, 15:27 »I think they dropped support for the old FMOD libraries. At some point in the (near?) future, I'll do an update, which will both ditch SDL 1.2 in favor for the new SDL 2.0 (which will bring much good to the table), and at the same time ditch the old FMOD in favor of the currently supported one.Alright.
In the meantime, if anyone happens to have the file, a pm with a dropbox link or something would be appreciated!