Chaosforge Forum

  • March 28, 2024, 14:08
  • 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.

Topics - Malek Deneith

Pages: 1 2 [3] 4
31
Bug Reports / "Kill creatures" lever unworking? [NO BUG]
« on: January 26, 2008, 14:53 »
Anyone tried "kill creatures" levers recently? I found a few during my recent games in which I had Intuition(3) and neither of them worked despite there were monsters on level. Last time I stumbled on one of those it was maaany versions a go (I rarely pull levers) and they worked on whole level and through bleeding. So my conclusions is that Kornel either reduced the range on those, or he forgot to make them deal damage other way when he removed bleeding - anyone got info on that?

[EDIT] Hmm, stumbled upon one that worked. Either they have shorter range now or they need LOS. Closing.

32
Discussion / You feel something really valuable here...
« on: January 14, 2008, 15:49 »
Okay boys and girls let's play a game... I'm gonna add uniques info to the wiki, but not to spoil it too soon we're gonna play a game. Each week I will post poll, with list of "nicknames" hiding uniques I have found and have stats for (I'm not taking submissions for two reasons - I want to finde them out myself for one thing, and I want to make sure I get every ounce of data about them ;P), and you have choose them "blind". Each poll will run for a week, and after that unique with most votes will be revealed in wiki. Afterwards new poll will be made, possibly having more options as I'll probably find more and more uniques. After all other uniques will be unveiled only then two out of three super-uniques will be shown (this is at Kornel's request, the third super-unique was deemed low level enough to spoil). Hope you'll have fun.

EDIT Slight modification to the rules - "Something heavy" and "Kornel's pistol" got removed at KK's request - they will be revealed when someone finds them AND figures them out. The two super uniques will be posted on wiki when someone finds them. Rest remains unchanged.

33
Fate is a fickle bitch, as Croaker of Black Company used to say. I didn't expect to get to Phobos Arena third time this day, or anyway soon. And even if I would I promised myself that I wouldn't post third mortem in a day. And yet, here I am posting one... But then, what else can I do - RNG decided to prove me wrong so much that not only did I got my Captain rank, but I got with so much style bonus it's not even healthy :D

The idea was simple - I wanted to take a break from pistol using characters so I decided to take TaN/IM combo and use "anything I can lay my hands on" approach on weapons (which should kill me quick in AoLT, I thought). It all went surprisingly smoothly until Hell 6...
The dreaded arachnotron caves...
I survived but I was left with no armor, no meds, and almost no ammo...
So I go down to Hell 7... meet surprisingly no one fast, find invu globe, and an exit right after that.
Hell 8 - another arach caves, but the exit was 4 to 5 paces away... I sprinted
Hell 9 - I start exactly TWO steps from exit... I go down, plant a nuke and wait holding my breath - and lo and behold, it went off while I was still invulnerable... invulnerability went down few steps after that but it didn't really mattered by that point. My Marine took the exit down, planted second nuke I've been carrying for some reason (honestly don't remember when or why I picked it up - I think I might have found it after those arach caves), lighted one last cigarette and waited for the explosion with a wicked grin on his face. And thus JC met his end.

On a side note absolutly no uniques were generated on this run.

--------------------------------------------------------------
 DoomRL (v.0.9.8.8 BETA 4) roguelike post-mortem character dump
--------------------------------------------------------------

 Malek, level 7 Cacodemon Lieutenant, nuked the Cyberdemon.
 on level 26 of the Phobos base.
 He survived 76973 turns and scored 70720 points.
 He didn't like it too rough.

 He killed 337 out of 401 hellspawn. (84%)
 He was an Angel of Light Travel!

 He found the Phobos Arena.
 He killed the Cyberdemon, just to find a greater evil...
 He discovered true Hell!
 He defeated the FINAL EVIL!
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #.X........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health -117/80   Experience 19978/7
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Tough as nails (Level 3)
    Reloader       (Level 1)

  TaN->Iro->TaN->Iro->TaN->Iro->Rel->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   advanced chaingun (1d6)x5 [65/65] (M1)
    [c] [ Boots      ]   protective boots [4/4] (99%)
    [d] [ Prepared   ]   modified plasma rifle (1d8)x8 [24/40] (A1)

-- Inventory -------------------------------------------------

    [a] advanced double shotgun (6d3)x3 [2/2]
    [b] 10mm ammo (x33)
    [c] shotgun shell (x26)
    [d] large med-pack
    [e] phase device

-- Kills -----------------------------------------------------

    65 former humans
    52 former sergeants
    12 former captains
    16 imps
    53 demons
    33 lost souls
    26 cacodemons
    4 hell knights
    6 arachnotrons
    4 former commandos
    2 pain elementals
    2 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  Then at last he found Phobos Arena!
  He nuked level 25!
  He defeated the Cyberdemon and found the TRUE EVIL!
  He nuked level 26!
  Then finally in hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 Are you sure you want activate the thermonuclear bomb? (Y/n) You use a
 thermonuclear bomb. Warning! Explosion in 10 seconds! Warning!
 Explosion in 9 seconds!
 Warning! Explosion in 8 seconds!
 Warning! Explosion in 7 seconds!
 Warning! Explosion in 6 seconds!
 Warning! Explosion in 5 seconds!
 Warning! Explosion in 4 seconds!
 Warning! Explosion in 3 seconds!
 Warning! Explosion in 2 seconds!
 Warning! Explosion in 1 seconds!
 You hear an explosion! You hear an explosion! You hear an explosion! You
 hear an explosion! You hear an explosion! You hear an explosion! You
 hear an explosion! You hear an explosion! You hear an explosion!
 Congratulations! You defeated JC! Press <Enter>

-- General ---------------------------------------------------

 Before him 234 brave souls have ventured into Phobos:
 223 of those were killed.
 2 of those were killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

--------------------------------------------------------------

34
Pre-0.9.9 / [M|AoLT|99%|15|YASD] No... not without incident!
« on: January 05, 2008, 13:08 »
Posted on Kornel's request. I was keeping the topic for a win, but meh...

--------------------------------------------------------------
 DoomRL (v.0.9.8.8 BETA 4) roguelike post-mortem character dump
--------------------------------------------------------------

 John Preston, level 9 Cacodemon Lieutenant, killed by a Cyberdemon
 on level 25 of the Phobos base.
 He survived 92074 turns and scored 62963 points.
 He didn't like it too rough.

 He killed 389 out of 390 hellspawn. (100%)
 He was a real killing machine...
 He did not go without incident!
 He was an Angel of Light Travel!

 He found the Phobos Arena.
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................###.............
  #..........................X...............#>#.............
  #......###.................................###.............
  #......###....................C....###.....................
  #......###......................#..###..............###....
  #...............................#..###..............###....
  #.............................###...................###....
  #.......................###................................
  #..............###......###................................
  #..............###......###................###.............
  #..............###.........................###.............
  #..........................................###....###......
  #........###......................................###......
  #........###......................................###......
  #........###...............................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health -2/50   Experience 35272/9
  ToHit +3  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Finesse        (Level 2)
    Son of a gun   (Level 3)
    Eagle Eye      (Level 1)
    Dualgunner     (Level 2)
    Whizkid        (Level 1)

  SoG->SoG->DG->DG->SoG->EE->Fin->Fin->WK->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Necroarmor [6/6] (81%)
    [b] [ Weapon     ]   modified pistol (2d4) [1/8] (M1)
    [c] [ Boots      ]   Gothic Boots [20/20] (183%)
    [d] [ Prepared   ]   modified pistol (2d4) [1/8] (M1)

-- Inventory -------------------------------------------------

    [a] modified red armor [4/4] (200%) (D)
    [b] 10mm ammo (x68)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x100)
    [e] large med-pack
    [f] large med-pack
    [g] thermonuclear bomb

-- Kills -----------------------------------------------------

    99 former humans
    44 former sergeants
    21 former captains
    29 imps
    39 demons
    35 lost souls
    11 cacodemons
    14 barons of hell
    18 hell knights
    10 arachnotrons
    7 former commandos
    3 pain elementals
    5 arch-viles
    9 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 10 he found the Necroarmor!
  On level 22 he found the Gothic Boots!
  Then at last he found Phobos Arena!
  On level 25 he finally was killed by a Cyberdemon.

-- Messages --------------------------------------------------

 Cyberdemon loses blood. The Cyberdemon reloads his rocket launcher. The
 Cyberdemon loses blood.
 Fire -- Choose target... Boom! Boom!
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The Cyberdemon loses blood.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The Cyberdemon fires! You are hit! You die!...

-- General ---------------------------------------------------

 Before him 230 brave souls have ventured into Phobos:
 219 of those were killed.
 2 of those were killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

--------------------------------------------------------------

35
Pre-0.9.9 / [H|AoLT|99%|15|YAFD] He was one unlucky chump...
« on: January 05, 2008, 11:18 »
LOL. This certainly has to be my most unlucky character ever, and ironicly most persistent bastard when it came to survival. I havn't saw a single double shotgun despite gowing down to 15th level, I never found any weapon mods except for reloads, which were useless, and after 5th or 6th level all my armors were at least half-destroyed with no replacement in sight (or should I say - any replacements got half-destroyed before I ended the level I found them on). About the only thing that kept me going was the fact that RNG generated large meds like crazy - until the last cave level I had constantly four of them in backpack and even left 2-3 behind me. All in all a good, funny character.

--------------------------------------------------------------
 DoomRL (v.0.9.8.8 BETA 4) roguelike post-mortem character dump
--------------------------------------------------------------

 Shottyman, level 6 Cacodemon Lieutenant, killed by a cacodemon
 on level 15 of the Phobos base.
 He survived 48765 turns and scored 29413 points.
 He didn't like it too rough.

 He killed 268 out of 269 hellspawn. (100%)
 He was a real killing machine...
 He never caught a glimpse of a double shotgun...
 He wore rags for armor...
 And yet he went on...
 He was an Angel of Light Travel!

-- Graveyard -------------------------------------------------

  ###########################################################
  ########..............#.#########........########.#.###....
  ########..#............#..###.##...........#######....#....
  #######...................#....#...........#####..#.......#
  ######.#.#.......#.........#>.............####..#..#...####
  ##.#.................#....#.......;..........#......#######
  ##...........................%......................#######
  ##..#.#.........|..............^....##=..............######
  #..#.#.............^.....O..........#====###...........####
  ###.#.####..#.^......................=======......#.^..####
  ##########.............}.............======...........#####
  ###########...........................#=..=#........==.####
  #########............#.......%.......^==....#.....#====.==#
  ########............#.....%....#....===......#...##=====#==
  #######..........###.#....#...%.%%.=====...####...##=======
  ##.###...........##.#......#..X...=.========.##..####======
  ..#..#..........#..###..#...#%%....========.|.#...#.#======
  .##.....#.......#..##................=====...##........=##=
  #^.#....#........#####...............====#...#######.==..==
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/50   Experience 12858/6
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Hellrunner     (Level 3)
    Reloader       (Level 2)
    Shottyman      (Level 1)

  Rel->Rel->SM->HR->HR->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   combat shotgun (6d3) [4/5]
    [c] [ Boots      ]   plasteel boots [8/8] (79%)
    [d] [ Prepared   ]   nothing

-- Inventory -------------------------------------------------

    [a] shotgun shell (x39)
    [b] shotgun shell (x50)
    [c] shotgun shell (x50)

-- Kills -----------------------------------------------------

    68 former humans
    36 former sergeants
    15 former captains
    26 imps
    46 demons
    25 lost souls
    11 cacodemons
    1 baron of hell
    1 former commando
    2 pain elementals

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 15 he finally was killed by a cacodemon.

-- Messages --------------------------------------------------

 You pump a shell into the shotgun chamber. The cacodemon fires! Boom!
 Fire -- Choose target... The cacodemon dies.
 You pump a shell into the shotgun chamber.
 Fire -- Choose target...
 You pump a shell into the shotgun chamber.
 Fire -- Choose target...
 You pump a shell into the shotgun chamber.
 Fire -- Choose target...
 You pump a shell into the shotgun chamber.
 Fire -- Choose target... Find a more constructive way to commit suicide.
 Fire -- Choose target... The cacodemon dies.
 You pump a shell into the shotgun chamber.
 Fire -- Choose target...
 You pump a shell into the shotgun chamber.
 Fire -- Choose target... The cacodemon fires! You are hit! You die!...

-- General ---------------------------------------------------

 Before him 229 brave souls have ventured into Phobos:
 218 of those were killed.
 2 of those were killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

--------------------------------------------------------------

36
Finally:

--------------------------------------------------------------
 DoomRL (v 0.9.8.8 BETA 3) roguelike post-mortem character dump
--------------------------------------------------------------

 Malek, level 8 Cacodemon Lieutenant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 86987 turns and scored 69887 points.
 He didn't like it too rough.

 He killed 362 out of 414 hellspawn. (87%)
 He was an Angel of Impatience! *

 He found the Phobos Arena.
 He ventured into the Halls of Carnage.
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #....................................##....................
  #....................................##...###..............
  #....................................##...###..............
  #.........................................###......###.....
  #..................................................###.....
  #....................................##............###.....
  #....................................##....................
  #....................................##....................
  #.................X........................................
  #..........................................................
  #..........#.............................###...............
  #..........#.............................###......###......
  #..........#........................###..###......#>#..###.
  #...................................###...........###..###.
  #.................#.................###................###.
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 39/80   Experience 27350/8
  ToHit +0  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Tough as nails (Level 3)
    Son of a bitch (Level 2)

  TaN->Iro->TaN->Iro->TaN->Iro->SoB->SoB->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [4/4] (59%)
    [b] [ Weapon     ]   BFG 9000 (10d8) [20/100]
    [c] [ Boots      ]   modified plasteel boots [8/8] (54%) (M)
    [d] [ Prepared   ]   rocket launcher (6d6) [0/1]

-- Inventory -------------------------------------------------

    [a] advanced chaingun (1d6)x5 [50/50] (S2) **
    [b] plasma rifle (1d8)x8 [0/40]
    [c] blue armor [2/2] (96%)
    [d] blue armor [2/2] (100%)
    [e] modified blue armor [2/2] (151%) (D) ***
    [f] Butcher's Cleaver (5d6) ****
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x100)
    [l] 10mm ammo (x100)
    [m] rocket (x6)
    [n] rocket (x10)
    [o] rocket (x10)
    [p] power cell (x30)

-- Kills -----------------------------------------------------

    86 former humans
    67 former sergeants
    23 former captains
    21 imps
    49 demons
    19 lost souls
    19 cacodemons
    9 barons of hell
    1 Cyberdemon *****
    8 hell knights
    3 arachnotrons
    9 former commandos
    1 pain elemental
    2 arch-viles
    6 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 12 he ventured into the Halls of Carnage.
  Entering level 12 he was almost dead...
  On level 23 he found the Butcher's Cleaver! ******
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You swap your weapon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon.
 You reload the BFG 9000 with power cell. The Cyberdemon fires! You are hit!
 The Cyberdemon reloads his rocket launcher.
 Boom!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon.
 You reload the BFG 9000 with power cell. The Cyberdemon fires! You are hit!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 dies. Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 199 brave souls have ventured into Phobos:
 190 of those were killed.
 2 of those were killed by something unknown.
 And 6 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.

--------------------------------------------------------------

* I'm really glad to have that one after me. Bring on AoLT! :D
** One of two advanced weapons I saw this game - the second one was Adv Rocket Launcher that got promptly melted by BoH
*** Durability mod is teh win
**** Handy, though not exactly in this game... to add insult to injury I found it AFTER clearing the level in a place very close to where I started
***** Righteousness - and superior firepower - has triumphed! The filthy beast is no more!
****** Suggestion - how about adding messages to the log for not picking up/destroying the unique? My suggestions are: "On level XX he foolishly left something that could save his life!" for not picking up and "On level XX he destroyed an ancient relic!" for destroying.

37
--------------------------------------------------------------
 DoomRL (v.0.9.8.8 RC 3) roguelike post-mortem character dump
--------------------------------------------------------------

 Malek, level 7 Demon Lieutenant, sacrificed himself to kill the Cyberdemon
 on level 25 of the Phobos base. *
 He survived 70839 turns and scored 44125 points.
 He didn't like it too rough. **

 He killed 309 out of 388 hellspawn. (80%) ***
 He was an Angel of Impatience!

 He found the Phobos Arena.
 He stormed the Chained Court. ****
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #...............0..........................................
  #......................C...................................
  #...........................................>..............
  #..........................................................
  #..........................................................
  #...............X..........................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health -203/70   Experience 20309/7
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman        (Level 2) ^
    Tough as nails (Level 2)
    Badass         (Level 3) ^*

  TaN->TaN->Bad->Bad->Bad->Iro->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [1/2] (26%)
    [b] [ Weapon     ]   modified plasma rifle (1d8)x8 [28/52] (M1) ^**
    [c] [ Boots      ]   protective boots [2/4] (49%)
    [d] [ Prepared   ]   rocket launcher (6d6) [1/1]

-- Inventory -------------------------------------------------

    [a] modified double shotgun (6d3)x3 [2/2] (R1)
    [b] modified chaingun (1d6)x5 [65/65] (M1)
    [c] blue armor [1/2] (48%)
    [d] blue armor [2/2] (100%)
    [e] red armor [4/4] (59%)
    [f] red armor [2/4] (33%)
    [g] 10mm ammo (x15)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] shotgun shell (x46)
    [l] shotgun shell (x50)
    [m] rocket (x9)
    [n] power cell (x48)
    [o] power cell (x50)
    [p] power cell (x50)

-- Kills -----------------------------------------------------

    88 former humans
    45 former sergeants
    16 former captains
    21 imps
    44 demons
    14 lost souls
    13 cacodemons
    3 barons of hell
    4 hell knights
    14 arachnotrons ^***
    2 former commandos
    1 pain elemental

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  Then at last he found Phobos Arena!
  He nuked level 25!
  On level 25 he finally sacrificed himself to kill the Cyberdemon.

-- Messages --------------------------------------------------

 Warning! Explosion in 6 seconds!
 Warning! Explosion in 5 seconds!
 Warning! Explosion in 4 seconds!
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon fires! You are
 hit! Your blue armor is damaged! The Cyberdemon reloads his rocket
 launcher. Warning! Explosion in 3 seconds!
 Fire -- Choose target... The missile hits the Cyberdemon. Warning!
 Explosion in 2 seconds!
 Unknown command. Press "?" for help.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit! You die!... You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion!

-- General ---------------------------------------------------

 Before him 131 brave souls have ventured into Phobos:
 124 of those were killed.
 2 of those were killed by something unknown.
 And 5 couldn't handle the stress and committed a stupid suicide.

--------------------------------------------------------------

* My third win in career, second since player.dat logging (I must have lost scores.dat somewhere inbetween as I have at least 200 mortems in folder), and it didn't get recorded... I just hope I manage to do it a second time in AoI and this time it'll get recorded in players.dat properly

** There is no way in Nine Hells that I'm trying AoI on anything harder

*** My general tactics after maxing Badass was run like hell  - trying to do 100% would just cost me my life early in this challenge game

**** Stormed for getting those last 2 caco kills for next rank and for cells... I deemed other special levels too risky without methods of healing. On afterthought maby I shuld try my luck with Halls of Carnage next time.

^ As much as I prefer TaN, I took Ironman to maximize benefits of Badass

^* This was a real lifesaver - if it wasn't for maxing this I don't know if I'd survive the whole trip down

^** A faithfull companion if there ever wase one. This baby helped me out in some dire situations

^*** Met a total of THREE arach caves down in hell - managed to escape the last one but had to clear out the first two. If it wasn't for that maby I'd be in better shape when facing cybie.

38
Requests For Features / Revenant and Doom 3 monsters.
« on: December 16, 2007, 12:44 »
There are two reasons for this topic:

1)First one is the Revenant - the only original monster (sans Spider Mastermind, which is a boss-type monster and thus in completly diffrent league) that still havn't made it to the game. Of course the reason for this are his trademark homing rockets, which are hard to port without giving them the dreaded auto-hit. So I propose we start brainstorming - maby we can think out somethign interesting (one thing I suggested was making Rev's rockets sort of semi-creatures that stay "alive" for limited time and try to catch you, but even I myslef see problems with that idea)

2)Second reason are Doom 3 monsters - I'd like to discuss whether some monsters from Doom 3 could make it to DoomRL (the sounds would be a bit of an issue, but then again we can substitute other monsters sounds). My opinions on those would be as follows:

Zombie citizen - eh, both cannon fodder and weak melee unit roles are already taken - maby an special level filled with those for a laugh, but otherwise skip it.

Chainsaw zombie - this one could be interesting, but crash a bit with chained court - maby a late game, rare spawn as a secondary source of chainsaw?

Maggot - not too interesting, sadly - skip it.

Wraith - now that's something interesting - they could could take over imp's melee role (give them lunge attack, as one that Berserk! bulldemons have and either phase at will or controled teleport), and regular imps could get an AI-shift into "more shooty, melee secondary" type.

Trite - can't see a way to make them interesting.

Tick - suicide bomber anyone? :D

Cherub - another one I can't think of use for.

Hmmm, 3 I found possible use for, 4 that I did not see use for... but then again maby someone else has ideas on those monsters - discuss.

39
Below I present collection of info about shotguns, that I collected by mix of in-game research and squeezing Kornel like a lemon. It's not much but should shed some light into shotguns spread/damage workings. (Note that this info is true only for newest beta and above - in previous versions CShotgun and DShotgun will differ)

The guide will be now updated to incorporate info on all weapons, not just shotguns. As before the info is correct for newest betas only.

Attack speed
Since all weapons share the same base fireing speed of 1 second I decided to put it all in one table at beggining, rather than repeating it every weapon. Unless some weapons prove to react diffrently to speed mods or rapid enchancment it'll stay here. Also note that Berserk does affect you attack speed and move speed even though it isn't displayed in the data - Kornel confirmed this.

Code: [Select]
             n/a  S1   S2   S3  Rapid
Normal      1.00 0.90 0.81 0.72 0.80
Finesse(1)  0.90 0.81 0.72 0.65 0.72
Finesse(2)  0.80 0.72 0.64 0.58 0.64

With Son of a Gun(1)

             n/a  S1   S2   S3  Rapid
Normal      0.80 0.72 0.64 0.58 0.64
Finesse(1)  0.72 0.64 0.58 0.52 0.57
Finesse(2)  0.64 0.57 0.51 0.46 0.51

With Son of a Gun(2)

             n/a  S1   S2   S3  Rapid
Normal      0.60 0.54 0.48 0.43 0.48
Finesse(1)  0.54 0.48 0.43 0.39 0.43
Finesse(2)  0.48 0.43 0.38 0.34 0.38

With Son of a Gun(3)

             n/a  S1   S2   S3  Rapid
Normal      0.40 0.36 0.32 0.29 0.32
Finesse(1)  0.36 0.32 0.29 0.26 0.28
Finesse(2)  0.32 0.28 0.25 0.23 0.25

Accuracy
Accuracy mods seem to always add 1 point to accuracy, Eagle Eye adds 2 points per level. For every 3 spaces of distance accuracy drops by 1. The (known) chances for hitting enemy are:
Code: [Select]
Mod Chance
=>+6 98%
  +5 95%
  +4 91%
  +3 84%
  +2 74%
  +1 62%
   0 50%
  -1 38%
  -2 26%
  -3 16%
  -4 9%
  -5 5%
  -6 2%
=<-7 1%

Damage mods
They always add to the bigger number of weapons damage die.

Weapons

Fists

Damage: 1-3 (2 average)

Accuracy: +0? (melee weapons don't have accuracy listed, and Kornel said that the character info doesn't list melee accuracy)

Weapon analysis: Fists are "teh suck". No seriously, they might get you out of first level, but if you play melee, and don't find a knife soon afterwards you're screwed. Moving right along...



Knife

Damage: 2-10 (6 average)

Accuracy: +0? (melee weapons don't have accuracy listed, and Kornel said that the character info doesn't list melee accuracy)

Weapon analysis: Now that's better. Knife was pretty weak in the past, but with new improved damage it might be good for a while. Use it till chained courts, than dispose of it, unless you are in for a challenge...



Pistol

Damage: 2-8 (5 average)

Accuracy: +4

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      1.20 0.72 0.43 0.25 0.60
Reloader(1) 0.96 0.57 0.34 0.20 0.46
Reloader(2) 0.72 0.43 0.25 0.15 0.36
Reloader(3) 0.48 0.28 0.17 0.10 0.24

Special reload: Dualgunner only. Reloads both guns at once, time is equal to the sum of reload times of the pistols you have in hands.

Magazine:
Code: [Select]
n/a M1 M2 M3 Extended
 6   8 10 13 9

Weapon analysis: By itself pistol is a weak weapon - it can help you first few levels, but will become less helpfull when stronger enemies start appearing. But if you invest in Son of a Gun and Dualgunner you will start wrecking nice mayhem. Just remember to take Whizkid after those - you'll need those magazine mods AND damage mods (Cyberdemon has heavy armor and tons of HP, so you'll need to deal damage fast and have as large clip as you can).



Shotgun

Spread: Not as wide as Double Shotgun, but still covers quite an area.
Code: [Select]
          ******
      **********
  **************
@***************
  **************
      **********
          ******

Listed damage: 6 -18 (12 average)

Actual point-blank damage: 6-17 (11.5 average)

Actual damage at end of the cone: 0 (sic!)

Accuracy: +0 (shotguns don't benefit or suffer from accuracy so this is redundant)

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      1.40 1.12 0.89 0.71 0.98
Reloader(1) 1.12 0.89 0.71 0.57 0.78
Reloader(2) 0.84 0.67 0.53 0.43 0.58
Reloader(3) 0.56 0.44 0.35 0.28 0.39

Magazine: 1 (always, no mods apply)

Weapon analysis: Normal Shotgun isn't bad at start, but it gets ugly pretty fast. In fact while it has listed damage of 15 spaces, it does no damage beyond 13th space - even with 3 damage mods and 3 levels of SoaB it won't deal damage on 15th space, thoguh it is possible to extend actual range to 14 spaces by using 2 damage mods and 2 levels of SoaB or just 3 damage mods (though it will be pathetic 0-1 damage). It reloads a bit slower than pistol, but not as slow as it might seem - the problem is that you have reload each shot...



Combat Shotgun

Spread: Very thin spread cone for a shotgun - in fact it takes 4 spaces before it actually spreads!
Code: [Select]
          ******
    ************
@***************
    ************
          ******

Listed damage: 6 -18 (12 average)

Actual point-blank damage: 6-17 (11.5 average)

Actual damage at end of the cone: 2-5 (3.5 average)

Accuracy: +0 (shotguns don't benefit or suffer from accuracy so this is redundant)

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      0.70 0.56 0.44 0.35 0.49
Reloader(1) 0.56 0.44 0.35 0.28 0.39
Reloader(2) 0.42 0.33 0.26 0.21 0.29
Reloader(3) 0.28 0.20 0.17 0.14 0.19


Special reload: Loads all missing shells to magazine. It takes exactly same amount time as it does doing it manually, so unless you already cleared the level don't be lazy and do it manually - it might save you a bullet in the head.

Magazine:
Code: [Select]
n/a M1 M2 M3 Extended
 5   6  8 10 8

Weapon analysis: While initial damage is the same as for normal Shotgun, the detoriation is much lesser - CShotgun still keeps about half of his power at range of 10-11 spaces. Coupled with thinner spread this weapon becomes "shotgun of choice" when it comes to sniping enemies on close to mid range. Interesting thing about CShotgun is the fact that it has fastest raload speed of all weapons (at least base reload speed - if we facture in reload mod and reloader Pistol will win by a margin). In fact, Shottyman and combat-pump will probably slow it down even if coupled with Hellrunner - even more so due to "armor weights" that got implemented sadly. Still the redeeming benefit of move increasing your dodge chance so move-reloading still is probably more usefull. Just remember that if you get stuck in "no dodge" situation that it might be better to stand still and unleash volley of death.



Double Shotgun

Spread: Short cone which gains width quickly.
Code: [Select]
     ****
   ******
 ********
@********
 ********
   ******
     ****

Listed damage: 18 -54 (36 average)

Actual point-blank damage: 15-48 (31.5 average)

Actual damage at end of the cone: 6-15 (10.5 average)

Accuracy: +0 (shotguns don't benefit or suffer from accuracy so this is redundant)

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      2.00 1.60 1.28 1.02 1.40
Reloader(1) 1.60 1.28 1.02 0.81 1.12
Reloader(2) 1.20 0.96 0.76 0.61 0.84
Reloader(3) 0.80 0.64 0.51 0.40 0.56

Special reload: Loads one shell at a time. No info on time taken. If fired with only one shell the double shotgun will deal only 6d3 damage.

Magazine: 2 (always, no mods apply)

Weapon analysis: Beast. That's right DShotgun is a real Beast when it comes to raw firepower. At point blank it outdamages Rocket Launcher even after taking the double damaging effect that Kornle mentioned today, and almost matches BFG's average listed damage. Of course the damage detoriates VERY quickly, but it still can kick quite hard when it comes to unarmored targets even at maximum distance (Why am I talking about unarmored targets? Read further). One thing that I suppose most people don't catch is the fact that the (6d3)x3 damage listed doesn't mean you get the damage tripled - it means that DShotgun actually fires THREE SEPARATE TIMES. This has it's ups and downs - the good thing is that such type of damage dealing tend's up to bias towards average results, and the fact that we get TRIPPLE the benefit of SoaB - with maxed SoaB and three damage mods DShotgun deals 33-81 damage at point blank, averaging 57 damage - only four points short of BFG's damage under same circumstances. The flip side of this is that we also get armor applied three times - but hey with full powered DShotgun even Cyberdemon won't stand more than 4-5 close-up shots, so who cares :) The bad side is that it reloads slowly - it is tied for slowest reload time with BFG and Plasma Rifle. So do yourself a favor and either go shottyman, or stuff it with reload mods.



Chaingun

Damage: 1-6 per bullet, 5 bullets shot (3.5 average per bullet)

Accuracy: +2

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      2.50 1.50 0.90 0.54 1.25
Reloader(1) 2.00 1.20 0.72 0.43 0.75
Reloader(2) 1.50 0.90 0.54 0.32 0.45
Reloader(3) 1.00 0.60 0.36 0.21 0.27

Magazine:
Code: [Select]
n/a M1 M2  M3 Extended
 50 65 84 109 75

Weapon analysis: Ahh, chaingun, the weapon of chice of many people. Surprisingly enough it doesn't deal that much damage per hit - perhaps it waas due to SoaB+TH combo that it got so deadly. Well TH got downgraded and chaingun got an accuracy hit, so it should work out better now. Still a chaingun is a good weapon that can help you throught most of the game - just remember to bring lots and lots of ammo with you, as it eats it as child eats candy. Oh, and remember - chaingun is THE slowest reloading weapon in game (at least base speed - since shotguns benefit less from mods, it quickly outdoes DShotgun if modded), slower even than DShotgun. I'd seriously consider applying an reload mode to it - it seems to work better than magazine mod.



Rocket Launcher

Explosion: ??

Listed damage: 6 -36 (21 average)

Actual damage at place of explosion: ??

Actual damage at end of the explosion: ??

Accuracy: +4 (Needs confrimation)

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      1.50 0.90 0.54 0.32 0.75
Reloader(1) 1.20 0.72 0.43 0.25 0.60
Reloader(2) 0.90 0.54 0.32 0.19 0.45
Reloader(3) 0.60 0.36 0.21 0.12 0.30

Magazine: 1 (always, no mods apply)

Weapon analysis: A double-edged sword, this weapon has considerable damage, good accuracy and quite fast reload speed; but also threatens the user with it's large blast that can destroy needed equipment or hurt the user if used carelessly. So unles you are one of those people who would burn the hell down to a last rock without blinking an eye if given enought rockets, use it carefully - it will be a great help in many places, but there are situations wher it is better left lying on the bottom of your pack.



Plasma Rifle

Damage: 1-8 per blast, 8 blasts shot (4.5 average per blast)

Accuracy: +1

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      2.00 1.20 0.72 0.43 1.00
Reloader(1) 1.60 0.96 0.57 0.34 0.80
Reloader(2) 1.20 0.72 0.43 0.25 0.60
Reloader(3) 0.80 0.48 0.26 0.17 0.40

Special reload - Overcharges the weapon, making it fire all 40 shots in one go, but destroying it in the process. The usability of this mode is questionable because of the weapons accuracy - anyone cares to discuss this? Also info needed on what happens when fireing overcharged PR that was modded with magazine mods.

Magazine:
Code: [Select]
n/a M1 M2 M3 Extended
 40 52 67 87 60

Weapon analysis: The souped-up chaingun that works on rare ammo. The gun that could miss a broad side of a barn from 5 feet distance. And probably one of better weapons to have with you when fighting Barons of Hell and Arachnotrons in one-on-one situations or "whole bunch but no way to rocket them at once" situations. Just do yourself a favor and stick some accuracy mods on it. Usability against cybie himself is questionable - better get yourself SoaB(3) and some damage mods before trying that.



BFG 9000

Explosion: ??

Listed damage: 10 -80 (45 average)

Actual damage at place of explosion: ??

Actual damage at end of the explosion: ??

Accuracy: ??

Reload speed:
Code: [Select]
             n/a  R1   R2   R3  Fastload
Normal      2.00 1.20 0.72 0.43 1.00
Reloader(1) 1.60 0.96 0.57 0.34 0.80
Reloader(2) 1.20 0.72 0.43 0.25 0.60
Reloader(3) 0.80 0.48 0.26 0.17 0.40

Special reload: Overcharges making the blast much larger (somewhere around 1/3 of the map), but melts the gun in the process. CURRENTLY THERE IS NO EFFECT OTHER THAN THAT!! !! !! So don't use it, as it is a waste of BFG, untill Kornel fixes that - the planned fix is to increase damage on overcherge.

Magazine:
Code: [Select]
n/a  M1  M2  M3 Extended
100 130 169 219 150

Weapon analysis: The Big Gun... Big FUCKING Gun to be precise. When situation looks grim pull this baby out and watch the odds change in your favor. Just remember to have a good supply of cells with you. The interesting facts are that the user seems to be immune to blasts he himself fires, and that BFG blasts seem to do little to damage to items on ground and walls. The bad side is that it reloads slowly, and it has pretty unituitive magazine size of 100, while it uses 40 cells to fire. The "explosions" of enemies caught in the blast seem to be a purely visual effect.



Warning! Don't read stuff below if you don't want to spoil some secret stuff!

Spoiler (click to show/hide)

In attachment I put an excel sheet for calculating damage over range for shotguns - have fun (I added compability to include enemy armor in calculations, though I'm not sure did I apply it right - I assumed it's applied after distance reduction, which is worse for shotguns).

40
Discussion / Doomprayer
« on: December 13, 2007, 18:15 »
So me and my friend (EDIT much, much later - said friend was Xander Morhaime, at that time not a member of this forums), whom I got addicted to DoomRL lately, were talking about how he should run through required AoB levels for the sergeant rank. At one moment he said "And lets pray that RNG will be mercifull" and than followed with "Give us today our daily double shotgun.". In a flash of insight I replied with "And deliver us from Arch-Viles.".

And thus those two lines started an idea to make whole Doom prayer. For your amusment I present the results below (both in original polish version for those few that can understand it and in english version for those that don't).

Quote
Polski
RNG nasz, któryś jest w kodzie,
święć się seedy twoje,
Przyjdź RandomMap twoje,
Bądź generacjo twoja,
Jako w ADOMie, tak i w DoomRL.
Shotguna naszego, dwulufowego, daj nam dzisiaj.
I daruj nam nasze save'y,
jako i my darujemy nasze YASD.
I nie wódź nas do Mortuary,
Ale nas zbaw od Arch-Vile'i.
Bo twoje są Rougelike'i,
I DoomGuy, i Demony na wieki.
Amen.

English
Our RNG in code,
Hallowed be your seed.
Your RandomMap come,
Your generation be done,
On DoomRL, as it is in ADOM.
Give us this day our daily double shotgun,
And forgive us our saves,
As we forgive those who YASD.
Lead us not into the Mortuary,
But deliver us from Arch-Viles.
For thine is the Rougelike,
The DoomGuy, and the Demons forever.
Amen.

If you have any suggestions for improvment feel free to tell them ;P

[EDIT] Added RickVoid's suggestions. The polish line about YASD has a little bit diffrent meaning now, but it was impossible to adjust it without making it sound wierd.

41
Requests For Features / Challenge modes ideas - old and new.
« on: December 08, 2007, 12:21 »
New topic for challenge modes.

Old challenge modes

Angel of Carnage
You start with a chaingun, and cant't unwield it. (easy challenge)

Angel of Fire
More lava is generated in the level, at many places. However, this alone make it easy (they will all kill themself) so all monsters should be immune from lava damage (or at least they should dodge it)

Angel of Massacre
All monsters generated are former humans, there is 2*more of them. (easy challenge)

Angel of Explosions 
All explosions are double (or 1.5 if double's too much) sized. Both enemy fire and your weapons, and barrels too. You could use this to your advantage with larger barrel explosions and rocket blasts, and the BFG taking out most of a level in a single shot, but even imp fireballs would now have sizeable explosions.

Angel of Realism
1. You start with green armour on.
2. Many humans drop armour (I mean, what are they doing without it?)
3. Enemies do INCREDIBLE damage if you have no armour on.
4. Enemies do normal damage if you do have armour on.
5. More armour is found randomly.(optional)

Angel of Balanced Traits
Cannot get a lvl-2-trait while having... let's say half of the lvl-1-traits ^^

Idea: Most players will have one "cool" trait like Cateye or Tough as nails on vl 3 before getting anything else. In this chalenge you would have to get first more than one on lvl 1, before you are allowed to get one on lvl 2.

Angel of Bad Experience
With every lvl-up you have to chose a trait, right? So... negate the bonuses! Instead of 10 more hit points lose 5 of the maximum, instead of sight radius plus one, lose one, instead of reload 20% faster, do it 20% slower, and so on.

Idea: Why are the traits only positiv? Traits could be negative, too - and as every role player should know: negative traits will add some fun to any game ;)

Angel of Fire Raiser
Every explosion (barrels, weapons, monsters, bla - you know, what creates explosions *g*) will set a field with a 50%-chance into lava.

Angel Of Ambush
All enemies are invisible untill they attack in any way. also, your sight radius is modified by -2 (meaning max level cateye will restore your sight radius to normal)

Angel of Angst
Every monster you kill requires you to sit through a randomly-generated bad poem.

Angel of Disease
You're dying of cancer -- as long as you're dying, why not take a few demons with you?  Your max HP goes down by 1 for every 1000 moves, to a minimum of 1 plus whatever you get from ironman.

Angel of Escape
You're fighting up to the surface.  You start with red armor and the BFG fighting the cyberdemon, and have to make it to the surface with ever-weaker weapons and limited supplies of ammo for your best weapons, while more and more former humans come against you...

Angel of Hallucinations
The game randomly assigns a new 'psychadellic' monkier (and new color/symbol) to every monster, weapon, special level, etc., at the beginning of the game.  You have no way of knowing what a 'monkey launcher' is until you fire it (is it the BFG or an advanced pistol?), and the 'menacing clown' (represented by a bright yellow c) might be the Cyberdemon, a Baron of Hell, or a former human.

Angel of Senility
You're pretty much the army's LAST hope.  You lose 1 XP per turn, unless you'd drop a level.

Angel of Sniping
Your sight range is increased by 5.  If enemies are close, your to-hit roll takes a (6-distance) penalty.  (Aaah!  Demons and lost souls!  Geddem off me!)

Angel of Ass-kicking
Your game MUST end with a 100% kill count

Angel of Energy
Plasma cells can be used as:
Health globes (2 per 1 HP)
Teleporters (20 per teleport)
Damage modifiers (5 per +dam per weapon per turn)
XP (1 per 8 XP points)

But, you find less health, less phase devices, less yellow {'s, get less XP and more plasma cells.

Angel of Skill
XP rate -50% (i.e things worth 20 xp become 10 xp)
All traits +50% (i.e ironman increases 15 health and cateye increases sight by 3 at level 2.)

Angel of Bones
Every death in this mode has a chance to produce so called bones-level (i.e save of the level - the name was taken from dungeoncrawl ^^'). Every time you play inj this mode again there is an chance that when you enter the same level that you died on that instead of random level an bones level will be used - containig ghost of you (hostile) carrying the same equipment as you at time of death, and having the same traits.

Angel of Radiance
You are bathed in a radiance that shines like a beacon to all the nasties bellow, Basically they have the equivilent to cats eye III and can shoot you from that distance (allthough in I'm too young to die it would be reduced to I cats eye, Hey not too rough - II, Ultra violence - IV and in Nightmare an impressive 5 extra spaces for monster sight!)

Angel of Cowardice
- you always are in coward mode
- you have an extra bonus in dodge and run
- you don't get xp for killing monsters
- at leave a level, you get xp for monsters you left alive

Angel of Pain
- you only get xp for every hurt you get
- when you get big hurts, there is a % that you get berserk

Angel of Apprentice
- you need more xp for advance an xp level

Angel of Exploration
- if you don't explore completily a level, you loose xp

Angel of Madness
- every time you advance one level, another ``angel of ...'' challenge is selected

Angel of Conflict
- Always in Aggressive mode(could be cautious. Or maybe even without restriction)
- Enemies sometimes attack each other when the player's around(could be, or not)
- Lot more enemies are generated
- Lot more weapons, armor, ammo, meds, and powerups are generated

Angel of Vengeance
- All damage gains a +1 bonus
- Additional +1 bonus on each level up
- All enemies killed will respawn to the next level

Angel of Love
- Always a level up when descending to next level
- Enemies can't be killed or harmed, with the exception of CD and JC

Angel of Poison
-Your life decays as if it were above 100%. (Badass trait still can slow it down, but can't nullify it)
-You gain a little of life every time you kill an enemy.
-Supercharges are disabled.
-More enemies spawned at every level.

Angel of Death
Basic concept: Enemies respawn like in N! but only a certain number of times depending on the level of difficulty.  However, you must have a 100% kill count on all ordinary levels or else you will not be able to go down the stairs ("You feel the presence of life drawing you up and away from the stairwell..").  Special levels will need to be handled differently; I'm thinking that a good policy might be that if you kill one enemy in an area like the UC or the Wall then you must go on to kill them all, or you can avoid them entirely by simply going to the stairs ("You quickly descend to the next level before the stench of life overwhelms you..").  Of course, for a perfect game you'll avoid them altogether, but some may want to visit different areas anyway.  It could also be that you have to choose between killing everything or avoiding everything on all the levels, but that doesn't seem to have quite the same bite as needing a 100% kill count even with only limited respawning to proceed. :P

Angel of Vampirism
Healing items don't work, but you gain a few hp whenever you kill an enemy.

Angel of Stupidity
Start with no traits, don't gain new traits as you level up.

Angel of Shotgun
Starts with standard Shotgun
Can only equip Shotguns/Combats/Double Shotguns
More shells are spawned in lower levels
Perhaps a guaranteed Advanced Combat Shotgun and Double Shotgun at certain level landmarks

42
AliensRL / Predator?
« on: December 07, 2007, 05:20 »
I decided to throw this idea to forums first, as I'm not sure does it fit AleinsRL.

Namely how about having a slight random chance that during the game there will be an predator running rampant somewhere. This could bring some twist into the game. For some players only indication could be that there is something else running around would be lesser amounts of aliens in some areas (and corpses lying around). Others, that get less lucky, and become preds hunting target (chance of becoming a target increased if they get stronger in skills - i.e. more "worthy"?).

43
Discussion / Bugtracker?
« on: December 03, 2007, 18:19 »
As we know there were ton's of idead/bugs posted since the forums were created, and so it is natural that some of them get missplaced. To help to organize those I suggested to Kornel that he'd create bug/rfe tracker, like one here, but he's reclucant to do so, as he belives that he'll end up the only one using it. He might be convinced to make an bugtracker IF people will be willing to use it OR someone will volunteer to be responsible for moving bugs/rfe's from the forums to the tracker.

Since I belive such a thing could greatly help in Kornel's work I decided to bring this idea to your attention and check will the general populace be willing to use the tracker if created, or if someone will be willing to help in maintaining it.

44
Discussion / Doom 3 sound bindings
« on: December 02, 2007, 14:18 »
Just for kicks I decided to try to bind sound from Doom 3 to DoomRL and see hear what happens. Since the results seem to work out quite nice (as far as I managed to check) and bring some varaiety to old doom sounds (which, while nice sound all to simmilar sometimes) I decided to share the binds.

Instructions
-Get Doom 3 with Expansion. Yeah, that's right - call me paranoid but I'm not going to post those - they're easy enough to extract anyway. Alternatively you can find a friend with D3 + Exp ;P
-Get yourself some sound editor - there is one instance where you'll have to merge two files, and TONS of files that need to be converted from .ogg to .wav
-Install them, and check pakXXX.pk4 files (those are simple zips) for sounds folders - remember to check both base and d3exp folders, as some sounds come from expansion.
-Remove all original wavs except dshoof.wav (I have no idea what this sound is so I left it alone - anyone got ideas?)
-Download AliensRL and move ogg.dll, vorbis.dll and vorbisfile.dll from it to doomrl folder
-Replace original bindings with those presented below and use the comments to find the right files to put in wav folder

Code: [Select]
SOUND_PISTOL    = "wav/pistol_shot_02a.wav"; //from /weapons/pistol/ folder
SOUND_SHOTGUN   = "wav/sgfire_01.wav"; //from /weapons/shotgun/ folder
SOUND_DSHOTGUN  = "wav/fire_04.wav"; //from /weapons/ssg/ folder
SOUND_ASHOTGUN  = "wav/wetfire.wav"; //from /weapons/shotgun/ folder
SOUND_PLASMA    = "wav/2plasma_fire1.wav"; //from /ed/plasma/ folder
SOUND_ROCKET    = "wav/rocket_launcher_blast_1.ogg"; //from /dane/rocket_launcher/ folder
SOUND_BARREL    = "wav/explo1.ogg"; //from /ed/recycling1/ folder
SOUND_RELOAD    = "wav/insert_01.wav"; //from /weapons/ssg/ folder
SOUND_DOOROPEN  = "wav/open3.ogg"; //from /ed/doors/_door_blue_singlepaned/ folder
SOUND_DOORCLOSE = "wav/close4.ogg"; //from /ed/doors/_door_blue_singlepaned/ folder
SOUND_ITEM      = "wav/item_pickup.ogg"; //from /ed/sfx/multiplayer/ folder
SOUND_AMMO      = "wav/clip_pickup_small.ogg"; //from /items/ folder needs
SOUND_BFG       = "wav/bfg.wav"; //this one is merge of bfg_firebegin.wav and bfg_fire.wav (both from /ed/bfg/ folder)
SOUND_PUNCH     = "wav/impact_02.wav"; //from /weapons/fists/ folder
SOUND_CLAW      = "wav/attack_03_swish.ogg"; //from /monsters/maggot/ folder
SOUND_FBALLFIRE = "wav/fireball_throw_01.ogg"; //from /monsters/imp/ folder
SOUND_FBALLHIT  = "wav/impexp_06.wav"; //from /weapons/explosions/ folder
SOUND_BRLMOVE   = "wav/barrel1.ogg"; //from /ed/sfx/ folder
SOUND_POWERUP   = "wav/megasphere_pickup.ogg"; //from /items/ folder
SOUND_PUSHFAIL  = "wav/player_land3.ogg"; //from /ed/player/ folder
SOUND_PLDEATH   = "wav/death_03.ogg"; //from /player/death/ folder
SOUND_SKULL     = "wav/attack_02.ogg"; //from /monsters/lost_soul/ folder
SOUND_ROCKETEXP = "wav/explode_06.wav"; //from /weapons/explosions/ folder
SOUND_TELEPORT  = "wav/teleport_in.ogg"; //from /ed/sfx/multiplayer/ folder
SOUND_DIEIMP    = "wav/imp_death_01.ogg"; //from /monsters/imp/ folder
SOUND_DIESER    = "wav/death1.ogg"; //from /ed/zombie_commando/ folder
SOUND_DIEFORMER = "wav/die1.ogg"; //from /ed/zombie_pistol/ folder
SOUND_DIEDEMON  = "wav/death_test3.ogg"; //from /ed/pinky3/ folder
SOUND_DIECACO   = "wav/caco_death2.ogg"; //from /ed/caco/ folder
SOUND_DIESKULL  = "wav/death_04.ogg"; //from /monsters/lost_soul/ folder
SOUND_DIEBARON  = "wav/die1.wav"; //from /ed/hellknight/ folder
SOUND_DIECYBER  = "wav/pain1.wav"; //from /ed/cyberdemon/ folder
SOUND_DIEARACH  = "wav/death.ogg"; //from /monsters/vagary/ folder
SOUND_ACTIMP    = "wav/sight2_03.wav"; //from /monsters/imp/ folder
SOUND_ACTFORMER = "wav/idle1.ogg"; //from /ed/zombie_pistol/ folder
SOUND_ACTSER    = "wav/idle_breath4.ogg"; //from /ed/zombie_commando/ folder
SOUND_ACTDEMON  = "wav/idle_test1.ogg"; //from /ed/pinky3/ folder
SOUND_ACTCACO   = "wav/caco_chatter2.ogg"; //from /monsters/cacodemon/ folder
SOUND_ACTSKULL  = "wav/idle_02.ogg"; //from /monsters/lost_soul/ folder
SOUND_ACTBARON  = "wav/ncc_03.ogg"; //from /ed/hellknight/ folder
SOUND_ACTCYBER  = "wav/chatter4.ogg"; //from /ed/cyberdemon/ folder
SOUND_ACTARACH  = "wav/chatter_combat3.ogg"; //from /monsters/vagary/ folder
SOUND_HITIMP    = "wav/pain_test5.ogg"; //from /ed/imp/ folder
SOUND_HITSER    = "wav/pain4.ogg"; //from /ed/zombie_commando/ folder
SOUND_HITFORMER = "wav/pain6.ogg"; //from /ed/zombie_pistol/ folder
SOUND_HITDEMON  = "wav/pain_test7.ogg"; //from /ed/pinky/ folder
SOUND_HITCACO   = "wav/caco_pain2.ogg"; //from /ed/caco/ folder
SOUND_HITSKULL  = "wav/pain_01.ogg"; //from /monsters/lost_soul/ folder
SOUND_HITBARON  = "wav/hk_pain_02.ogg"; //from /ed/hellknight/ folder
SOUND_HITCYBER  = "wav/pain4-CYB.wav"; //from /ed/cyberdemon/ folder renamed from pain4.wav
SOUND_HITARACH  = "wav/pain.ogg"; //from /monsters/vagary/ folder
SOUND_PAIN      = "wav/medpain_03.wav"; //from /player/pain/ folder
SOUND_LEVER     = "wav/throw_switch_01.ogg"; //from /xian/actions/ folder
SOUND_CHAIN1    = "wav/attack.ogg"; //from /ed/chainsaw/ folder
SOUND_CHAIN2    = "wav/idle.ogg"; //from /ed/chainsaw/ folder
SOUND_HOOF      = "wav/step1.wav"; //from /ed/cyberdemon/ folder
SOUND_DIEPAIN   = "wav/death_02.ogg"; //from /monsters/wraith/ folder
SOUND_ACTPAIN   = "wav/sight.wav"; //from /monsters/wraith/ folder
SOUND_HITPAIN   = "wav/pain-PE.ogg"; //from /monsters/wraith/ folder renamed from pain.wav

SOUND_ACTVILE   = "wav/breath2.ogg"; //from /ed/archvile/ folder
SOUND_HITVILE   = "wav/pain2.ogg"; //from /ed/archvile/ folder
SOUND_DIEVILE   = "wav/die3.ogg"; //from /ed/archvile/ folder
SOUND_ATKVILE   = "wav/fire_01.wav"; //from /monsters/archvile/ folder

SOUND_DIEMAN    = "wav/die2.ogg"; //from /ed/mancubus/ folder needs
SOUND_ACTMAN    = "wav/chatter_combat4.ogg"; //from /ed/mancubus/ folder
SOUND_HITMAN    = "wav/pain6-MC.ogg"; //from /ed/mancubus/ folder renamed from pain6.wav

There. Feel free to comment and suggest improvemets - this was rather quick work, so I might have missed some better sound choices, and on some occasions I had to improvise (i.e. Arachnotrons and Paindemons do not exist in Doom 3 so I used vagary and wraith sounds as replacements). Hope you'll like it :)

45
Requests For Features / RFE's for the next version
« on: May 07, 2007, 09:10 »
Couple of ideas for the next version:
- Green Armor on Phobos level on UV and N! (could rise the survival rate early on a bit)
- Saves everywhere, saves everywhere, saves everywhere... Yes it is un-trivial but I'm going to bug you about until you do it or go insane, whichever comes first
- Enchaced sound options - seaparate fire, reload and pickup sound for weapons (+ "pumping" for CS... double shotty would need either a proper "base" sound or making it default to doubling normaln shotgun sound if not unique sound is set) + one sound for armor pickup + one for powerups + one for ammo pickup should do it... all ini-settable as music
- Some special level ideas - will be sent shortly on PM (edit: sent)

Pages: 1 2 [3] 4