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Messages - yaflhdztioxo

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61
Releases / Release Forum Guidelines
« on: April 16, 2013, 17:47 »
To keep things clean and easier to find please place your RELEASED mods here and keep the first post updated with the latest version of your mod.  A topic of "Name (version)" is suggested but not enforced.  If you have a thread in the general forum that you'd like moved over here either PM me or message me on IRC.

Discussion of released mods is encouraged.

62
Modding / MOVED: MOCKRL: CYBERMDEON MADDNES!1!!!11
« on: April 16, 2013, 17:41 »
This topic has been moved to [Releases].

http://forum.chaosforge.org/index.php/topic,6263.0.html

63
Modding / MOVED: Skulltag Arena
« on: April 16, 2013, 17:41 »
This topic has been moved to [Releases].

http://forum.chaosforge.org/index.php/topic,3097.0.html

64
Modding / MOVED: The Inferno Module
« on: April 16, 2013, 17:40 »
This topic has been moved to [Releases].

http://forum.chaosforge.org/index.php/topic,5602.0.html

65
Modding / MOVED: Jailbreak
« on: April 16, 2013, 17:40 »
This topic has been moved to [Releases].

http://forum.chaosforge.org/index.php/topic,6309.0.html

67
Modding / MOVED: The Elevator of Dimensions (0.9.0)
« on: April 16, 2013, 17:39 »
This topic has been moved to [Releases].

http://forum.chaosforge.org/index.php/topic,6354.0.html

68
Releases / The Elevator of Dimensions (0.9.2)
« on: April 14, 2013, 22:30 »
...is too big for the forums so I put it on filebin for now.  It is a CONSOLE ONLY mod, it is long so take breaks between levels, and if you get overwhelmed it stops being fun.  MAd is the easiest build in my experience.  Lastly, assemblies and rewards are largely indestructible so craft away.

http://filebin.ca/ekqAn8zlbS9/elevator.module0.9.2.zip

Quote
The Elevator of Dimensions will take you on a journey through space and time.  It is an invasion style map that uses SkulltagRL as a base.  That means most things are scripted--levels aren't generated randomly, nor are most items and enemies.

Levels:
* RAID the Pharaoh's tomb!
* TORCH the baron enclave!
* RANSACK the German castle!
* ZAP the computer corridor!
* SHOWER the outer limits!

Difficulty levels:
Since monsters and items aren't spawned randomly XP is given a flat modifier based on difficulty.  Higher difficulty slows level gain and ups enemy accuracy (that last part is as it normally is).  Ideally the difficulty curve should follow this spread:
* ITYTD: A player familiar with the waves can get through without casualty and without relying on overpowered builds or cheap tactics.  Ammo shortages will be the bigger threat.
* HNTR:  A player can expect to suffer in the tricky spots or they can corner shoot everywhere.  A good player with a good build and careful tactics might still clear this without casualties.
* HMP:   Player casualties will start to mount up but a good build will prevent getting stuck in a loop of carnage and death.
* UV:    Even using every dirty trick in the book player casualties will be all too common.  One shot kills will be a reality and cycles of death and rebirth distressingly common as you try to get a handle on the demon hordes.
* N:     You're dead, you just don't know it yet.

Monsters:
* In addition to enemies found and derived from Doom you can expect to see enemies from Blood, Duke 3D, and a host of other odd games I don't recognize.

Issues:
* The player name is treated as part of the HUD now with an enemy count as well as an active powerup/rune display.  In previous revisions the level name served thie purpose; 0996 invalidates that.  Consequently looking at yourself displays the adapted HUD text instead and the powerup color coding is gone.  Lesser of three evils...
* Color flashes don't work quite right.  This has been mitigated for now but once they are fixed they'll need to be returned to their proper state of being.
* Better rips of the music would be nice as to get them to loop correctly I had to re-encode them and they were already lossily compressed.
* No doubt there are some balancing tweaks that could be implemented.  I was very careful with the first level and moderately careful with the second.  After that it is difficult to get a good measure since builds can diverge very heavily.
* You know how the mastermind's shots, when being spread across an area, all come at once?  I would really like a hack to circumvent that.

Future:
* Add being ascii art
* When possible, add sprites
* When possible, add the other HUD stuff that's kludged in
* Fix other issues and balancing concerns

Credits:
* GH for AI
* Other guys on IRC who probably helped in some way
* The testers, mostly
* The guys who originally make the EoD for Skulltag for the obvious inspiration, and by proxy, everyone they stole content from

Dedications:
* For all coffee makers
* For all disco lovers
* For all the paranoids
* For all the psychopaths

Changelog:

v0.9.2
------
Scaled experience gains down.  Seems there's no way to make a boss scary to a sufficiently prepared doomguy.  So now you can't be that prepared.
Since there are no spawn rate differences UV and N! difficulties now give enemies damage bonuses while ITYTD and HNTR give damage penalties.
Badge requirements have changed to be harder since it took all of three runs for TWO people to get angelic.
Prosperity nerfed, is no longer as good as MEDPLUS
Level 3 should be faster paced and less dull now.
Fixed boss level river
AI and HP tweaks to keep the boss alive long enough to do cool things before Tormuse kills it.

v0.9.1
------
Sound binding fixes, also monster that should drop rockets was not dropping rockets
Beefed up clones to make them more of a threat and make them appear more often

v0.9.0
------
First public release for DoomRL 097.  1.0 will be whatever version makes it to the mod server; KK has stated that won't happen without G support.

69
Modding / Re: Changing the ammo system?
« on: April 13, 2013, 07:54 »
It sounds like you're talking about prototype properties vs published object properties.  They sometimes line up but they are not always shared.

Name for instance.  You can specify a name when declaring an item prototype and you can change an individual object's name by modifying the object's published 'name' property.  There's a 'name' property in both sets.  Color (ascii color) can also be edited this way.

sprite, psprite, glow, and coscolor are prototype-only properties.  You CANNOT modify these on a single object.  This is because sprites are not generated on the fly--they are assembled based on your prototypes.  There is a published 'picture' property which I assume refers to the actual sprite being used but I have never tampered with it so I cannot offer any advice.

70
Heh, well it was bound to happen eventually, and I suspect this mod is a GREAT resource for other modders who want to learn now to work with the engine.

I wonder if we should put this on the portal?

71
Modding / Re: Changing the ammo system?
« on: April 11, 2013, 16:39 »
If I inadvertently end up providing info that's both useful and not on the wiki please put it up.  I would myself but the time... it is not there.

72
Discussion / Re: Corner shooting oddities
« on: April 09, 2013, 20:40 »
Quote
- fix enemies attacking you from squares you don't see
Not counting AIs that will blindfire you like cybie, I only know of this happening in some uncommon but not unheard of scenarios involving multiple doors and shotguns.  We tried to fix it once :/

Quote
- show enemies LOS (something telling you, at least, if a particular monster can see you would be a great improvement)
There's a debug mode for that actually :).  But no, you must learn the safe spots for yourself.

Quote
- fix shotgun spread, or show affected tiles when aiming, possibly with degrading colors to illustrate damage dropoff -> big improvement in accessibility, and more ergonomic.
Again you gotta learn that for yourself.  Damage dropoff is easy enough to get a feel for.

Quote
- Oh, and fix this one, btw http://forum.chaosforge.org/index.php/topic,6287.0.html
...okay, I got nothing on that.

73
Modding / Re: Changing the ammo system?
« on: April 08, 2013, 17:43 »
The player is defined before you (the modder) ever get near the engine.  Because of this you must manually modify or extend the player's being hooks.  This is easy to do, and there is a genericized example or two in the Skulltag Arena in the runes and powerups section (okay, granted, it's not easy to find)
Code: [Select]
beings["soldier"].HookYouWantToChange = function

As a practical example, let's day I want to change the OnPickupItem hook AND I want the current hook to still trigger.  I can chain an inline function as follows:
Code: [Select]
    beings["soldier"].OnPickupItem = core.create_seq_function(beings["soldier"].OnPickupItem,
    function(self,i)
      do_stuff
    end)

There are six being hooks.  They're probably documented on the wiki, but just in case they aren't:
Code: [Select]
OnCreate(self)
OnAction(self)
OnAttacked(self)
OnDie(self, overkill)
OnDieCheck(self, overkill)
OnPickupItem(self,i)

Lastly, remember that this logic can be applied to pretty much ANY being, not just the player.  That said, there are very few scenarios where this is useful.  For levels and challenges it is almost always better to use the corresponding (chained) level or challenge hooks.  The only times I have ever needed to use these tricks are when I was making drastic changes to the engine--such as with runes and powerups, both of which in SkulltagRL pretty much required I make my OWN damn affects engine and hook into everything else as a result.

74
Discussion / Re: Corner shooting oddities
« on: April 07, 2013, 08:34 »
Cornershooting was a bug.  It's no longer considered that since so much of DoomRL's gameplay is based on it.

That said, there ARE oddities with the LOS algorithm.  Attempts to fix them have been made but not always successfully.

75
Releases / Re: Jailbreak
« on: April 06, 2013, 19:11 »
Did a quick dev run through.  This mod plays like a regular game of DoomRL with a more rigid structure, higher dlevels, and two different specials.
The first special is akin to barrels of fun and a shooting gallery.  It's not going to win any balance awards but it is guaranteed to paint the screen red.  The rewards are some modified base items which are roughly on par with some low level assemblies.
The second level is far more interesting, if annoying as hell.  You know how in pretty much every shooter ever these days somewhere around the halfway mark you'll be walking along with enough gear to start a small revolution and suddenly find yourself stripped of all of it while you are forced to helplessly watch?  Yeah, same deal.  It would be nice if my super awesome equipment were maybe dropped in an armory nearby.  The plasma sentries are a very nice touch.

On a side note, I'm curious about the libraries and their purposes.

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