Chaosforge Forum

DoomRL => Discussion => Topic started by: Malek Deneith on September 27, 2006, 09:18

Title: Wiki: Reactivation
Post by: Malek Deneith on September 27, 2006, 09:18
Code: [Select]
[code]It seems that Kornel has been sliping a few things behind our backs... we shouldn't update wiki just yet but I feel that posting your finds here won't hurt... oh, and I'm planning to give Weapons/Items/Monsters/Levels sections a bit of overhaul when I'll find time to test how exactly to make templates.

As for my share of stuff/listings of what to find out/listing of what willl have to be added:

Cowar & Aggressive damage mod. formulas "stolen" from Kornel himself (not sure if they are melee only or not):

[code]Coward = Damage/2 rounded down (0 if 1 damage initialy)
aggresive = Damage * 1.4 rounded down

 
 New level type - "The complex" - properties need more testing

New special level - unholy cathedral - more info on exact number of lost souls and demons needed

changed special level - hell's arena - need to check new messages, enemies (+checking how they change on diffrent difficulty levels) and rewards

changed special level - chained court - meh, just have to write down what ammo is in those 2 secret rooms, and put a note about picking up the chainsaw a first time

New enemy - Pain elemental - info needed

New enemy - angel of death - info needed

new weapon - spear of longinus - 8d8 melee weapon, need info on supposed armor increase

advanced trait - dualgunner - 3 levels, allows dual wield of pistols but 140% of fireing time on level one... normal f. time on lvl 3, need son of a gun 2

advanced trait - berserker - 2-3 levels (?), chance to go berserk upon melee attack (unknown %), need brute 2

advanced trait - cats eye - unchanged (?), need eagle eye 2

New level message - "You smell dry blood" - the exact message may vary - didn't write it up fast enough, effects unknown (died on the level I got)
New level message - "You shiver from cold" - not exactly new but untested

New (?) Berserk Pack effect - more or less triples the damage

"You feel the breeze of morbid air..." - I'm 99% sure this denotes lost souls on the level (the enty in the wiki lists that as a possibility but says 'more testing needed")

Ranks:

1.Skill:
Code: [Select]
Corporal (reach level 10) {unlocks angel od berserk, angel o
f marksmanship and angel of darkness challenges}
Sergeant(reach level 15, reach l5 in angel of berserk challenge, reach l10 in
 angel of marksmanship challenge) {unlocks angel of impatience and ultra voil
ence}
Lieutenant(win the game, reach l10 in angel of impatience challenge, reach l15 in
angel of marksmanship challenge){???}

 

2.Experience:
Code: [Select]
Former Human (kill a total of 50 former humans)
Imp (kill a total of 100 imps, kill a total of 30 enemies in melee)



Things to find out: use the visible melee damage system to test out melee damage of monsters and their hp, new XP values (the experience is supposedly reworked as of beta 4 - need more confirmation on this)

Now get there and find me mor info - Give'em hell marine! ;)[/code][/code]
Title: Wiki: Reactivation
Post by: Anticheese on September 29, 2006, 10:21
To achieve Demon rank:

Kill a total of 200 demons
Kill 100 enemies in melee
Kill a total of 20 demons in melee (!)

When you advance to imp rank it says something like "Well done, thanks to your great ferocity for are now at Imp rank"
Title: Wiki: Reactivation
Post by: Thomas on September 29, 2006, 12:45
Quoting: Anticheese
Kill a total of 20 demons in melee (!)


Pffft. I've killed about 50 of them in melee.

Quoting: Anticheese
When you advance to imp rank it says something like "Well done, thanks to your great ferocity for are now at Imp rank"


Actually, more like "Well done, thanks to your ferocious determination you are now at the Imp rank." although I may have messed up the last part.

To achieve Cacodemon rank:

Kill 300 cacodemons
Kill 400 enemies using a pistol (!)
Kill 40 cacodemons in melee (I was surpised I hadn't done this when I got a demon rank, then I slowly performed a reality check.)
Title: Wiki: Reactivation
Post by: Malek Deneith on September 29, 2006, 12:49
Quoting: Thomas
Pffft. I've killed about 50 of them in melee.

But you play melee games more than anyone else here, Turgor :P BTW, could you drop some info on Armor Bonus of Spear of Longinus?
Title: Wiki: Reactivation
Post by: Thomas on September 29, 2006, 13:24
Quoting: Malek

But you play melee games more than anyone else here, Turgor :P BTW, could you drop some info on Armor Bonus of Spear of Longinus?


I think it's +6. And you feel a breeze of morbid air means there's red stairs in the level.
Title: Wiki: Reactivation
Post by: Malek Deneith on September 29, 2006, 16:55
Red stairs are when you get "You sense a passageway to beyond." As for "morbid breeze" I'm 99% sure it's lost souls room - got them every time I got the message, as far as I can remember... Oh, and If you manage to get Spear of Longinus again, please save the game and copy the save - for purposes of extensive testings of that armor bonus

And a couple of more things I tested out:

Code: [Select]
Lieutenant unlocks:
 - Angel of Light Travel
 - Nightmare (not yet implemented)

HP Tests:
Former Human/Former Sergeant - 10 HP (certain)
Demon - 20 HP (certain)
Imp ~ 12 HP (needs a bit more testing)
Lost Soul ~ 14 HP (needs a bit more testing)
Cacodemon ~~ 45 HP (needs a LOT more testing)

Correct version of the blood message:
"Ther's the smell of blood in thy air!"


<b>[EDIT]</b>Okay, nevermind with the file - Kornel just confirmed that it's 6 points :)
Title: Wiki: Reactivation
Post by: Turgor on September 29, 2006, 21:26
Kornel might nerf the armor bonus on the LS though, it is a bit too big really.

I haven't done any experience testing yet, i'll get on it later today.
Title: Wiki: Reactivation
Post by: Thomas on September 30, 2006, 07:10
Quoting: Malek
Demon - 20 HP (certain)


It's above 21, I just hit one in berserk a few times: 8, 11, 8, dead.

EDIT: Wait a minute... what's 11 + 8 again? Nevermind.
Title: Wiki: Reactivation
Post by: Thomas on October 01, 2006, 10:17
Double post, FOR THE GREATER GOOD!
That, and I can't edit my old one for some reason.

Preresquites for the Captain rank:

Win as an angel of light travel.
Win as an angel of impatience.
Get to level 15 as an angel of berserk.
Title: Wiki: Reactivation
Post by: jake250 on October 02, 2006, 17:20
Needed for "Major" Rank :
-- win the game on at least Hurt Me Plenty
-- complete the Angel of Markmanship  challenge
-- complete the Angel of Purity  challenge

Getting the Captain Rank unlocks Angel of Haste and Angel of Purity.
Title: Wiki: Reactivation
Post by: Malek Deneith on October 02, 2006, 17:28
More info, sw33t... on a bit off-topic note, what are the rules of angel of haste/purity?
Title: Wiki: Reactivation
Post by: jake250 on October 02, 2006, 17:34
Quoting: Malek
More info, sw33t... on a bit off-topic note, what are the rules of angel of haste/purity?

Angel of Haste : DoomRl is too long, you want to fight your way through, as fast as possible. Each down stairs takes you 2 levels down.

Angel of Purity : Who needs those powerups anyway? Try to finish DoomRL without them. But remember that health globes are also a powerup!

Both ratings is HARD. No, I don't want to try them :P On the Angel of Haste, you also start on Level 2, so no easy-level with medpacks and an easy shotgun!
Title: Wiki: Reactivation
Post by: Malek Deneith on October 16, 2006, 13:11
Now do you remember my babling about reformatting wiki? Here is a trial what I was thinking about - a brand new page just about Shotgun

Generally i'm thinking of moving info on each weapon/monster/special level into such table - each with own subpage, while leaving main pages with only general info (perhaps the comment shall stay on amin page, and only technical data will remain in table? undecided yet). Also i'm planning on broadening data - adding full ASCII maps to special level pages (yep, i'm that crazy) and gathering hp/damage data about monsters...

So tell me what do you think should be changed in the table (colors... yeah, I know colors could be better)
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on November 22, 2006, 05:13
Oooookaaaay... a few things

First - people who want to submit material to wiki now need to re-register and it is mandatory to give a valid e-mail adres for the confirmation e-mail

Sacond - some data I managed to squeeze out of Kornel some time ago:

1. Walls of BFG room at Halls of Carnage are indestrictible (this is for those afraid to use rockets there like me ^^)
2. A list of what monster has what armor:
Code: [Select]
All humans except former commando - 0 (unless they wear one)
former commando - 2
"pinky" and caco demon - 1
hell knight - 1
baron of hell - 2
pain elemental - 1
arachnotron - 2
Cyberdemon - 4
AoD - 10 (sic!)
JC - 5
3. pinky demon has 22 hp (with that and armor data I think we can owrk out other monsters HP - just remember to safekeep beta 4 as beta 5 no longer diplays damage on melee hit. Also note that damage displayed was before armor reduction)
4. I asked do any weapons have any "to hit" mods (I think everyone wonders if chainguns are really inaccuarate. Kornel didn't knew himself because of messy weapon code but he gave some weapon data for us - perhaps someone can work it out
Code: [Select]
createitem(12, "chaingun" ,"chaingun" ,"m", RED ,5 ,60, 1,50,50,1,6,0,5,0,5,0,25,10,9)
createitem(13, "plasma rifle" ,"plasma" ,"m", CYAN ,12,90, 4,40,40,1,8,0,6,0,8,0,20,10,10)
createitem(8 , "double shotgun" ,"dshotgun" ,"m", WHITE ,4 ,80, 2,2,2,6,3,0,3,0,1,0,20,10,7)15:23:41
createitem(4 , "pistol" ,"pistol" ,"m", LIGHTGRAY ,1 ,50, 1,6,6,2,4,0,1,0,0,0,12,10,5)
6. Confirmations on some special level messages:
Excited = vault on level
You feel a breeze of morbid air.../You sense a passage to a place beyond.../You shiver from cold... = all those seem to indicate passages to special levels (randomized which one is displayed
7. Formula for berserk trait (it has also been confirmed that berserk sppeds up all actions by ~40%)
Code: [Select]
if Traits[TraitBerserker] > 0 then
if Damage > 8 then
if Random(100) < (Damage div 5)+Traits[TraitBerserker]*4 then
begin
DoomSound(SOUND_POWERUP);
VBlink(Red,30);
Affect.Add(affBerserk,20);
Msg.Add('You''re going berserk!');
Tactic := TacticAgressive;
end;

Damage = Damage dealt by player
8. knockback formula
Code: [Select]
if (dmg >= KnockBackValue) then Knockback(ax,ay,CreateRoundDir(ecx,ecy,ax,ay),dmg div KnockBackValue);

KnockBackValue = 7 or 8, Kornel didn't remember
9. Nightmare mode is now unlocked a rank AFTER lieutenant (that means lieutenant unlocks only angel of light travel)
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on November 23, 2006, 10:43
Okay, just one thing for you, figure it out for yourself:
Quote
Kornel Kisielewicz 18:19:43
[censored]....
No, I don't know anything more...
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on November 28, 2006, 14:21
All right people it's time to start moving. New version is out, time to gather new data. Turgor - I wan't you to check all special levels on all difficulties, and gather all available data (main interests: mortuary and nightmare difficulty) - you are the only man hardcore enough to do it. Apart from that I need voulunteers to gather monster HP/Damage data (you will get supplied with directives and tools for the job), and to get ASCII maps of special levels (including pre-set items if there are any)...

. . .

What are you all waiting for? Move it, move it, move it!!!
Title: Re: Wiki: Reactivation
Post by: Neth on December 02, 2006, 00:41
Quote
1. Walls of BFG room at Halls of Carnage are indestrictible (this is for those afraid to use rockets there like me ^^)
Find a way to blow only a door=) so BFG is not destroyed


Quote
Apart from that I need voulunteers to gather monster HP/Damage data (you will get supplied with directives and tools for the job), and to get ASCII maps of special levels (including pre-set items if there are any)...
I've already have some powrfll things to scan up data=) so I want to help you in this... but directives need to be given :P
Title: Re: Wiki: Reactivation
Post by: Dalantia on December 02, 2006, 01:23
For some vague reason, I have no idea how to activate Dualgunner once you get it.

There's a new equipment slot, "Prepared".  After some fiddling, it appears that your offhand pistol goes into that slot.  You have to manually go into your equipment and equip the pistol in the Prepared slot.

In order to reload your Prepared slot, you need to do the capital R reload with your primary pistol out.

The CHained Court now has secret rooms in the corners without doors that include a Large Health Globe on one side, and a Supercharge on the other.  The rooms north and south of the entry room contain ammunition, but are guarded by Cacodemons.
Title: Re: Wiki: Reactivation
Post by: Dalantia on December 02, 2006, 01:42
Also: Is it just me, or are Former Human Grunts learning to dual wield after about level 5ish?

And I never noticed the Armor/Meditech Depot lever result before.  New in this one?
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on December 02, 2006, 02:22
Also: Is it just me, or are Former Human Grunts learning to dual wield after about level 5ish?
Don't think so - they probably got "lucky" and had two rounds in a row (DoomRL uses some sort of speed system IIRC)

And I never noticed the Armor/Meditech Depot lever result before.  New in this one?
Yup, they are new effects
Title: Re: Wiki: Reactivation
Post by: Dalantia on December 02, 2006, 15:13
Quote
Don't think so - they probably got "lucky" and had two rounds in a row (DoomRL uses some sort of speed system IIRC)

Eh.  I don't quite think that's possible - I was Dualgunner level 2 at the time, was doing my second try on pistols-only.  He dropped two pistols that weren't full, so I suspected..
Title: Re: Wiki: Reactivation
Post by: RickVoid on December 05, 2006, 14:25
Well, we do know that monsters can gain levels. I suppose it's possible that they also have access to traits, perhaps the traits they get go along with their monster type. Ex: A Demon is likely to take the Brute trait path, and a Former Human Sergeant is more likely to take the reloader to shottyman path.

Hell, if I got bored enough I could probably figure it out for all of them.
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on December 05, 2006, 15:07
Really don't think that's the cease. Kornel? Perhaps you could give us some insight in this?
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on December 05, 2006, 15:10
Monsters only gain HP they don't gain traits :). That would be useless ... anyway...
Title: Re: Wiki: Reactivation
Post by: DaEezT on December 06, 2006, 08:02

<DaEezT> so, soag(2) = 6 turns per shot and dualgunner(1) = two weapons at 140% -> two shots at 10*0.6*1.4 = 8.4

<DaEezT> well, if it works the simple way the best you could end up is firing both guns every 2 turns with soag(3), finess(2) and dualgunner(3) :p

<Fingerzam> Andrew|Berserk: How much faster is a rapid pistol than a normal one?
<Andrew|Berserk> WE_Rapid    : Args[12] := Round(Args[12] * 0.8);
<DaEezT> so my soag/dualgunner approach seems to be correct :D
<Fingerzam> It would seem so. Does 8.4 round to 8?
<Andrew|Berserk> Yup
<Andrew|Berserk> But remember that this affects base firing "cost"
<Andrew|Berserk> Then we have reduction for normal traits:
<Andrew|Berserk>   FCost := Eq.Slots[efWeapon].Args[12]*10*(10-Traits[TraitFinesse]);
<Andrew|Berserk>   if Eq.Slots[efWeapon].Args[7] = WeaponPistol then FCost := FCost - 200*Traits[TraitGun];
<Andrew|Berserk> And then if applicable, DualGunner:
<Andrew|Berserk>  FCost := Round(FCost*(1.6 - 0.2*Traits[TraitDualgunner]));
<Andrew|Berserk> So rapid + soag 3 + dual 3 would be... 800-600*1 = 200 energy for both shots :|
<Andrew|Berserk> where a move is 1000 energy...
Title: Re: Wiki: Reactivation
Post by: DaEezT on December 07, 2006, 06:07
I just rememberd something Kornel said yesterday.
Only the main weapon is used for calculating attack speed with dualgunner. So both weapons always work at the main weapon's speed, even if the one in the prepared slot is faster.
This of course means that a rapid pistol is currently useless in AoM.
Title: Re: Wiki: Reactivation
Post by: DaEezT on December 10, 2006, 14:56
And more from Kornel (applies to 0.9.8.5-beta2)

<Fingerzam> Will the speed be 0?
<Kornel> No, there's a minimal cost (50 energy)
<Fingerzam> Ok.
<Fingerzam> Anyways, what is the reloading bonus?
<Kornel>     PackModRel  : if item.Args[3] < 3 // small magazine - bazooka and shotguns
<Kornel>                      then item.Args[11] := Round(item.Args[11] * 0.8)
<Kornel>                      else item.Args[11] := Round(item.Args[11] * 0.6);
<Fingerzam> The bonus is smaller for shotty and RL?
<Kornel> Yes. Because in the case of shotty and RL the reloading time is basicaly a big part of the shooting time.
<Fingerzam> And if I have multiple reloaders, will it be 0.6^n?
<Fingerzam> Well, true.
<Kornel> Not exactly because of the Rounding.
<Kornel> But almost.
Title: Re: Wiki: Reactivation
Post by: Igor Savin on December 12, 2006, 10:20
I suggest the following additions to the Wiki:

"Recommended traits" for each of the Challenge Modes.

"Recommended combinations" section for Traits, in which Trait sequences are suggested, along with appropriate weapon and strategy.


If these ones are welcome additions, I can do them myself, using info from the boards...
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on December 13, 2006, 10:11
I suggest the following additions to the Wiki:

"Recommended traits" for each of the Challenge Modes.

"Recommended combinations" section for Traits, in which Trait sequences are suggested, along with appropriate weapon and strategy.


If these ones are welcome additions, I can do them myself, using info from the boards...
Both those sections should go to "Strategies" section - and you are welcome to do them.

Oh and for all beta-testers - gather me info on
Spoiler (click to show/hide)
but send that info on Private messages so our "not testing" brethren don't get spoiled too much.
Title: Re: Wiki: Reactivation
Post by: Brewtal Legend on December 13, 2006, 11:54
 The wiki dosn't seem to cover the special abilities of weapons. It states what each weapon might have as a special ability, but not what it mean. Like extended or fastload. I can't find where it says what they mean. I think it should be added to the wiki.
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on December 13, 2006, 15:24
Look for 0.9.8 weapons page - the data is there, it just wasn't yet moved.
Title: Re: Wiki: Reactivation
Post by: TFoN on December 28, 2006, 08:00
I'm in :)

Actually, I started adding to the Wiki before I registered here.
I cleaned up the Challenge Mode page, and created a new page based on it under "Tips and Tricks", with the more spoily details.

Anyway, I'm happy to assist! Just let me know what's of higher priority and the such.
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on December 28, 2006, 08:07
Generally the one thing that you shouldn't do for now is Items & Levels sections - I yet have to find time do Templates for those. Of course if you feel that you can replicate and adapt already existing templates for those feel free to do this, but give notice me before using them so I can take a look do they have everything needed.

Aside from that generally anything can be done as long as it doesn't spoil beta info :)
Title: Re: Wiki: Reactivation
Post by: TFoN on December 28, 2006, 08:17
Aside from that generally anything can be done as long as it doesn't spoil beta info :)

I... Don't have beta info...

 * cries silently

Other than that, gotcha' :P
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on December 28, 2006, 09:20
I... Don't have beta info...
 * cries silently
Other than that, gotcha' :P
Y'know, there's a simple fix for that :P.
Title: Re: Wiki: Reactivation
Post by: TFoN on December 28, 2006, 14:50
Err to become a beta-tester...? :)
Seeing as many who I'd assume would be on the list don't seem to be, and your writing that the Doom Angel list is closed, I didn't even consider asking - but it'd be great to take part in that, if I may ^^
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on December 29, 2006, 05:26
Spoiler (click to show/hide)
Title: Re: Wiki: Reactivation
Post by: TFoN on December 29, 2006, 12:35
Ahh, well... T'was worth a try :)

I honestly would, but I avoid passing money through the internet.
I'm not assuming anyone will take my word on that one, however :P
Title: Re: Wiki: Reactivation
Post by: BDR on January 20, 2007, 16:57
I assume the info for 0.9.8 on the wiki about enemies is also good for 0.9.8.5?  If so, that will make my noting of data easier and better focused... I think I'll work on those imps first.

EDIT: In other words, I'd like to help with the Wiki too...

EDITx2: By the by, I just found something interesting.  As I recall, earlier in the topic the formula for knockback was mentioned and it appeared that in order for knockback to occur the damage had to be greater than a certain value.  If the value can only either be 7 or 8, then it must be 7 because the pistol's unmodified top damage value is 8 and I can confirm that it does knock back enemies.

Whoops, looked again and it's greater than or equal to the knockback value.. hmph.

EDITx3: Now that I think about it, though, couldn't it be figured out (with enough testing) by seeing how far away you need to be to get knocked backwards by a sergeant and taking notes on the amount of HP you lose?  I think I might do that...

Last edit, I swear: I think another thing that would be easy enough to add/figure out are the HP ranges for the different health descriptions (almost unhurt, scratched, lightly wounded, wounded, heavily wounded, mortally wounded and almost dead I believe; boosted and unhurt are obvious).  This could also help with figuring out monster health.

And here they are (this is the final edit for sure now; finding acid and bathing in it for a while was easy):

almost unhurt = 49-46 HP (98%-92%)
scratched = 45-41 HP (90%-82%)
lightly wounded = 40-36 HP (80%-72%)
wounded = 35-26 HP (70%-52%)
heavily wounded = 25-16 HP (50%-36%)
severely wounded = 17-11 HP (34%-22%)
mortally wounded = 10-6 HP (20%-12%)
almost dead = 5-1 HP (10%-2%)
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on January 21, 2007, 03:48
I assume the info for 0.9.8 on the wiki about enemies is also good for 0.9.8.5?  If so, that will make my noting of data easier and better focused... I think I'll work on those imps first.
Erm... monster page was updated for 0.9.8.5... and yes, finding health would be nice
Title: Re: Wiki: Reactivation
Post by: TFoN on January 21, 2007, 13:20
Ah, the innate genius of simplicity - nicely done, BDR :)
Title: Re: Wiki: Reactivation
Post by: TFoN on January 21, 2007, 18:35
I just added a "trait strategies" page, and cleared the "Traits" page from spoilish information.

The "trait strategies" page, like the "challenge strategies" page before it, have alot of room for additions from the community, so I urge you all to go over and pitch in.
If comments get too unorganised, then I or someone else'll fix it up, but please, let there be details worth editing :)
Title: Re: Wiki: Reactivation
Post by: Fingerzam on February 05, 2007, 14:38
Seeing that Dualgunner still gets taken before SoaG(3), I believe my post about pistols and speed (http://forum.chaosforge.org/index.php?topic=402.msg4360#msg4360) would make a worthy addition to the wiki.

Title: Re: Wiki: Reactivation
Post by: TFoN on February 05, 2007, 15:08
Will do sometime.

Will also add DaEezT's takes on special level's into a [then new] special level strategies page :)
Title: Re: Wiki: Reactivation
Post by: BDR on February 22, 2007, 16:04
I know this is bringing up an old subject, but Delantia was never quite responded to well (Kornel's response aside, as it didn't explain how Delantia's situation could arise..)  Here's what I think actually happened:

First, Delantia killed a former human.  Another former human picked up the half-empty pistol dropped.  Delantia comes back and runs into the other former human, then does something that takes just long enough and is timed properly for the former human to get two shots instead of one (probably reloading).  Delantia kills the former human, and it drops both the pistol it was using and the one it picked up earlier (which was half-empty from the earlier battle).

It's sort of pointless because Delantia doesn't seem to come here anymore, but I thought it would be a good idea to clear that up some.  There is of course another point to this: I have come up with a different topic of investigation regarding pistols (which I haven't seen yet).  We know a rapid pistol is only good if it's in the weapon slot; what about the fastload pistol?  Will it still be useful if it's in the prepared slot?
Title: Re: Wiki: Reactivation
Post by: Supernaut on March 05, 2007, 10:18
A small mistake - in Wiki double shotgun has 5 round clip.

By the way I thought about writing an article in Wiki/Strategy Guides  about usefulness of Hellrunner + Shottyman path, though I'm not sure if I should, with my little experience to DoomRl.
Title: Re: Wiki: Reactivation
Post by: BDR on March 07, 2007, 21:21
Well, you can always just post it here, and if it looks good enough someone might ask you for permission to post it. :) It happened to me, and I only just recently beat DoomRL on Easy!
Title: Re: Wiki: Reactivation
Post by: Rook on May 04, 2007, 23:44
I wouldn't mind helping gather data for some of the newest content, if you're still looking for volunteers.
Title: Re: Wiki: Reactivation
Post by: DaEezT on May 05, 2007, 03:25
Since we usually post inside info, that Kornel leaked, in here, I'll just quote myself to keep everything together.
I'll let you guys in on a secret about the RL and the BFG: The damage listed is just the impact, the blast also does damage.
Title: Re: Wiki: Reactivation
Post by: TFoN on May 05, 2007, 09:56
That's certainly something to post there. Should it be stated as effectively double damage for the main target? Or does the blast have damage other than 4d4 and 8d8 respectively?
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on January 14, 2008, 15:58
Call to arms! The wiki is again beeing updated, and while i'll work on it only during weekends (no time other days) I have made template for special levels - I urge you to to re-fill the levels data, but make sure you have it 100% correct or else... also don't add monster-dropped items to rewards ;)

Monsters and weapons have been updated BTW
Title: Re: Wiki: Reactivation
Post by: Horyon on April 25, 2008, 06:12
I've started updating items with the new ingame description, but one template is protected : the one for weapons !

Is it possible to unprotect it or just to add a field for ingame description of weapons ?
Title: Re: Wiki: Reactivation
Post by: Blade on April 25, 2008, 11:36
Horyon, big thanks for good work!) "Ingame description" field for "Weapons" template added.
Title: Re: Wiki: Reactivation
Post by: Horyon on April 27, 2008, 04:41
I think there is still a small error, ingame description field is named "weapon_looks" IO "weapon_description". I've just entered description of rocket launcher.
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on April 28, 2008, 04:33
Fix'd
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 03:36
Bump.

I'm doing over the whole wiki for 0.9.9, and have need to make more tags/descriptions for weapons (Modability, with what, ect.) I'm new to wikifying, so is there anyway I can do this? Easily?
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on September 26, 2009, 03:49
The wiki pages you need to edit are:
http://doom.chaosforge.org/wiki/index.php?title=Template:MWeapons
http://doom.chaosforge.org/wiki/index.php?title=Template:Weapons
http://doom.chaosforge.org/wiki/index.php?title=Template:Items

Do note of the syntax, it goes as follows (comments bolded, and after //):

{| style="border: 2px solid darkred; border-spacing: 0; float: left; font-size: 90%; margin: 0.25em 0.5em; width: 70%"
//Introductionary stuff, don't touch
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''{{{weapon_name}}}'''
|-
//Table name i.e. weapon name in this cease - again leave it as it is.
|style="text-align: right; width: 12em; vertical-align:top"|'''Damage:'''
|style="padding-left: 1ex"|{{{weapon_dmg}}}
|- style="background: #333;"
//Do note the style=background thing, this is important - rows to alternate between dark grey and light grey you need this appear every other line - essentially the three lines above are one row in the table - copy-paste those and remember to fix style=background stuff afterwards.
|style="text-align: right; width: 12em; vertical-align:top"|'''Average Damage:'''
|style="padding-left: 1ex"|{{{weapon_avgdmg}}}
|-
//And the second row, no style=background here. Another note - the place where you have '''Average Damage:''' is where you put the row's description, and {{{weapon_avgdmg}}} is the ID that will be used to fill in the table
(...)
|-{{#if:{{{weapon_source|}}}|
{{!}}style="text-align: right; width: 12em; vertical-align:top"{{!}}'''Source:'''
{{!}}style="padding-left: 1ex"{{!}}{{{weapon_source}}}
{{!}}-}}
|}
//And the above consists of end of the table and hack that Kornel made to make Source field appear only when used. Best left untouched.

Hope that helps.

PS. Oh, and please do backup the code of the tables before changing anything in cease anything goes wrong :P
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 03:54
Ah, thank you Malek.

I always back everything up, Preview it and Sandbox it before releasing into the wiki. Except for additions/minor changes, but...
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 04:24
The Weapons template is locked. I thought I better bring that up, even though any official changes won't be made until we pick a 9.9 RC.
Title: Re: Wiki: Reactivation
Post by: Malek Deneith on September 26, 2009, 04:26
Ah, forgot about that it's locked and it's locked for a reason... *groan* *moan* What new fields do you need?
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 04:29
I was hoping to add new fields as I needed them.

The most bothersome thing at the moment would be a field about Moddability. Which uniques can be modded, with what mods, mod slots, ect.

I'll do the Melee weapons. Don't worry about them.
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on September 26, 2009, 12:55
Aki has been promoted to SysOp on the wiki.
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 16:16
Thanks, Kornel.

I'll do over some of the 9.8.10 pages, just to familiarize myself with the format. I'll then start on 9.9 pages and save them in txt files.

On that note, do you want to keep the older pages, really? Even for the 9.8.10?
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on September 26, 2009, 18:39
Nah, once 0.9.9 is out they should be reformated into the new ones.
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 18:51
Will do.
Title: Re: Wiki: Reactivation
Post by: Aki on September 26, 2009, 21:52
Update: Added Mod slots, Altfire, Damagetype to Weapons. Mod slots, Altfire, Accuracy to MWeapons.

It's a sloooow process, but at least it's getting done...
Title: Re: Wiki: Reactivation
Post by: Aki on September 27, 2009, 21:23
Kornel, a list of what I'll need for the 9.9 release:

That can't be achieved through playtesting easily:
-Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)
-Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)

That would be nice to have, but achievable through Playtesting
-Mod Slots for all Weapons/Armor
-Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor Decay

Stuff I have no Clue on how easy playtesting would be:
-Special Level Spawn chance and effecting that chance
-Level type Spawn Chance and effecting that chance
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).


Title: Re: Wiki: Reactivation [SPOILERS!]
Post by: Kornel Kisielewicz on September 30, 2009, 08:30
-Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)
This is hard to pinpoint, for the minimum level is a number, but then is modified by many things (Difficulty, vaults, special places, etc...)

-Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)
Hmm, should I? ;)

-Mod Slots for all Weapons/Armor
Those are widely known?

If is non-modable unique then no mod.
If is modable unique then only a single mod (Minigun is not treated as unique in this regard).

The rest:
Normally one mod is possible. Each level of WhizKid adds +1. Now this amount is multiplied by 4 if weapon is possible. Max level for a single mod is 3 for weapons and 1 for armors.

Single-modable uniques : Blaster, Jackhammer, Assault Shotgun, Plasma Shotgun, Missile Launcher, Nuclear Plasma Rifle, Nuclear BFG 9000, BFG 10K, Railgun.
Multi-modable uniques : Minigun

-Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor Decay
These I don't know myself :D

-Special Level Spawn chance and effecting that chance
This is handled wierdly. Only Spiders, Skull and Armory have a spawn chance (40%), but additionaly some overwrite other. Each level has an assigned spawn range (or single level), the levels are loaded in the following order:
intro.lua (1)
boss.lua (25 and 26)
arena.lua (2-3)
fortress.lua (16)
lev13.lua // Chained (4-6), Carnage (11-14), Armory (9-10)
lev57.lua // Spiders (18-19), Skull (15), Wall (7-13)
vaults.lua (18-21)
mortuary.lua (22)
lavapits.lua (23)

So, the levels that can NOT appear on a given game are:

Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)

The rest of the levels are guaranteed.

You can probably calcualte the exact values based on the fact that the distribution is linear.

-Level type Spawn Chance and effecting that chance
O.o -- the formula is very compilated...

-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
I don't get that one.
Title: Re: Wiki: Reactivation [SPOILERS!]
Post by: Thomas on September 30, 2009, 08:56
So, the levels that can NOT appear on a given game are:

Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)

The rest of the levels are guaranteed.

You can probably calcualte the exact values based on the fact that the distribution is linear.

Halls of Carnage cannot be overwritten. If The Wall and the Halls of Carnage share a level, the wall will be the one that doesn't appear.

Quote
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
I don't get that one.

He means the level range of enemies.
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on September 30, 2009, 13:12
He means the level range of enemies.
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
min   max   name
0   12   former human
2   15   former sergeant
0   17   imp
4   20   demon
5   15   former captain
6   16   lost soul
9   15   hell knight
10   -   cacodemon
12   17   former commando
12   -   baron of hell
12   20   pain elemental
13   -   arachnotron
13   -   revenant
15   -   mancubus
16   -   arch-vile

These are the nominal values, they are modified by difficulty level, and by special circumstances (e.g. vault, or level type)
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on September 30, 2009, 13:14
And yes, the reason while monsters appear OOD after their maxlev is reached is monster packs.
Title: Re: Wiki: Reactivation
Post by: Aki on October 02, 2009, 23:33
Kornel, having Monster Information would be *really* nice about now, seeing as that's the next thing on the hitlist ;)

That and some of the unique properties (AFJ does Fire damage when it connects, or just in the blast radius?)
Title: Re: Wiki: Reactivation
Post by: Aki on October 03, 2009, 00:48
Hm, well, me and Thomas got a heap of shit done today.

Go have a look, guys! You'll be surprised what you could find *coughmastertraitscough*
Title: Re: Wiki: Reactivation
Post by: Journey on October 03, 2009, 04:35
I don't think the plasma rifle shoots 40 shots when overcharged - it doesn't even in .9.8.10.
It shoots perhaps 14 shots?

Not really worth overcharging, since you shoot 14 shots in 1 second and need 1 second to equip a new weapon.
Title: Re: Wiki: Reactivation
Post by: Aki on October 03, 2009, 04:38
Check the shot/boom sounds in the log - Press P.
Title: Re: Wiki: Reactivation
Post by: Journey on October 03, 2009, 05:29
I don't have access to the beta - but there's an example of an overcharged plasma rifle message log in this mortem with the latest public version, .9.8.10:
http://forum.chaosforge.org/index.php?topic=1786.0

The message log only has messages for hits, but there it shows 11 hits.  Unless somehow accuracy had a huge penalty for overcharged plasma rifles (29 misses along with the 11 hits), it definitely isn't 40 shots.
Title: Re: Wiki: Reactivation
Post by: Dervis on October 05, 2009, 12:42
I don't have access to the beta - but there's an example of an overcharged plasma rifle message log in this mortem with the latest public version, .9.8.10:
http://forum.chaosforge.org/index.php?topic=1786.0

The message log only has messages for hits, but there it shows 11 hits.  Unless somehow accuracy had a huge penalty for overcharged plasma rifles (29 misses along with the 11 hits), it definitely isn't 40 shots.

It only doubles shots fired and adds +1 damage i think.

On another subject, the new Plasma Rifle has +2 accuracy (says +1 in the wiki).
Title: Re: Wiki: Reactivation
Post by: Journey on October 07, 2009, 21:11
If that's the case unless you somehow beforehand that you need a semi-strong single attack, then simply firing the plasma rifle twice (taking 2 seconds without finesse), rather than overcharge-fire once, and using another second to switch to a new weapon, is better.
Title: Re: Wiki: Reactivation
Post by: Thomas on October 07, 2009, 23:49
If that's the case unless you somehow beforehand that you need a semi-strong single attack, then simply firing the plasma rifle twice (taking 2 seconds without finesse), rather than overcharge-fire once, and using another second to switch to a new weapon, is better.

You're right, it's rarely used in actual play. Although if you hear a revenant, usually you can trade a plasma rifle for a revenant corpse, which is a good deal if you don't lose HP.
Title: Re: Wiki: Reactivation
Post by: Aki on October 08, 2009, 01:31
Depends on whether there's a V next to him or not :3
Title: Re: Wiki: Reactivation
Post by: Journey on October 13, 2009, 10:00
Under badges, what do "as explorer" or "as conquerer" mean?

And aren't the Nuclear Plasma Rifle and Minigun kind of useless now that Ammochain exists?
Title: Re: Wiki: Reactivation
Post by: Madtrixr on October 13, 2009, 10:55
And aren't the Nuclear Plasma Rifle and Minigun kind of useless now that Ammochain exists?

Not really.
Title: Re: Wiki: Reactivation
Post by: Aki on October 13, 2009, 15:29
You still have to pick Ammochain, it's not a default trait. ;)
Title: Re: Wiki: Reactivation
Post by: UnderAPaleGreySky on October 14, 2009, 04:20
Under badges, what do "as explorer" or "as conquerer" mean?
I'm assuming 'explorer' means seeing the whole map, and 'conquerer' is killing everything.
Title: Re: Wiki: Reactivation
Post by: Aki on October 14, 2009, 05:01
Explorer is visit every special level, and conquerer means clear every special level.
Title: Re: Wiki: Reactivation
Post by: UnderAPaleGreySky on October 14, 2009, 05:55
Ah. Well, I was close with 'conquerer'.
Title: Re: Wiki: Reactivation
Post by: Aki on October 14, 2009, 06:20
Not close enough :P

Medals are different to Badges, just for the record...
Title: Re: Wiki: Reactivation
Post by: Passionario on October 14, 2009, 06:23
Aki, would you mind merging the Firespray/Explosive Pack articles into Firestorm?

(I'd do it myself, but my wiki editing skills are even worse than my singing)
Title: Re: Wiki: Reactivation
Post by: Aki on October 14, 2009, 06:26
Nyaah, may as well do that before I go to bed.
Title: Re: Wiki: Reactivation
Post by: Aki on October 14, 2009, 06:31
Uniques was Protected, anyway :P
Title: Re: Wiki: Reactivation
Post by: Dervis on October 16, 2009, 09:09
I came across an extremely outdated page, when following a link to berserk effects.

http://doom.chaosforge.org/wiki/index.php?title=Minor#Berserk (http://doom.chaosforge.org/wiki/index.php?title=Minor#Berserk)
Title: Re: Wiki: Reactivation
Post by: UnderAPaleGreySky on October 16, 2009, 09:20
o_O
..wow, that IS outdated..
Title: Re: Wiki: Reactivation
Post by: Aki on October 16, 2009, 12:56
Erm...

I'll fix that up later.
Title: Re: Wiki: Reactivation
Post by: Aki on October 21, 2009, 00:17
Just a quick note: The wiki is community based.

Unless a page is locked, don't come onto IRC doing this: (Names blurred for legal reasons)

Aki: Yeah, N! AoB is so easy :D

*Random faggot has joined #Chaosforge

RF: hey gaiz theres a problm on the wiki

Aki: What?

Totally NOT Thomas: Hurr Durr i'm stoopid

RF: well like powr mods r brokn it addz 2 protectn now not 1 plz fix

Aki: ...

Aki: That's like, editing 1 character. Why don't you go fix it yourself?

RF: cause i lik dk how wiki works

Aki: You go edit and change that 1 to a 2.

RF: ...

RF: too hard lol

RF: anywai if not fixd i tell every1 that doomrl sucks lol

RF: bai

*Random Faggot has left #Chaosforge

Please, guys, if you spot a MINOR mistake on the wiki, just sign in with your CF user and pass and fix it up. If it's more then one sentence, THEN consider joining IRC to pester me to do it.
Title: Re: Wiki: Reactivation
Post by: UnderAPaleGreySky on October 21, 2009, 00:23
Totally NOT Thomas: Hurr Durr i'm stoopid
/me lols
:P
Title: Re: Wiki: Reactivation
Post by: Aki on October 21, 2009, 00:39
That's a true story, almost word for word.
Title: Re: Wiki: Reactivation
Post by: Madtrixr on October 21, 2009, 05:18
With signature Aki bias against Thomas thrown in, at least, I think so...

/me looks at Thomas.
Title: Re: Wiki: Reactivation
Post by: Aki on October 21, 2009, 05:37
No, that's basically what happened.
Title: Re: Wiki: Reactivation
Post by: UnderAPaleGreySky on October 21, 2009, 05:49
Just a note: I fixed what RF was bitching about :P
How hard is it to change a 1 to a 2 anyway?









Answer: Impossible for idiots who talk all fucked up like on IRC :P
Title: Re: Wiki: Reactivation
Post by: Vestin on October 21, 2009, 09:22
How hard is it to change a 1 to a 2 anyway?
If it was THAT easy, there wouldn't be any lonely people in the world xP.
Title: Re: Wiki: Reactivation
Post by: UnderAPaleGreySky on November 11, 2009, 05:04
If it was THAT easy, there wouldn't be any lonely people in the world xP.
I SEE WHAT YOU DID THERE..
Title: Re: Wiki: Reactivation
Post by: tehtmi on January 30, 2010, 01:07
Collapsible tables aren't working any more.  I was using them for maps, but I guess its not that big of a deal.  Presumably this has to do with someone upgrading the MediaWiki version from 1.6.8 to 1.15.1.  (Glad that finally got done btw.)

I don't know that much about the js/css that was used to implement the tables, I just copied it from some other wiki.  If someone is really upset, I might could spare the time to figure out what is wrong, but mainly I'm just bringing this to the attention of anyone who cares.

Edit:

Additionally, redirects to sections/anchors are not working.  We never had many redirects, so I'm not sure if this used to work or not, but apparently, the standard implementation relies on a js hack (see http://en.wikipedia.org/wiki/Help:Section#Section_linking_and_redirects (http://en.wikipedia.org/wiki/Help:Section#Section_linking_and_redirects)).

So it seems both issues are related to javascript.  Perhaps javascript is disabled or something?
Title: Re: Wiki: Reactivation
Post by: Game Hunter on February 10, 2011, 20:03
Looks like somebody took the time to start creating navigation menus for items and enemies. 'Course, the the exotics and uniques are all colored the same, it's not a very navigable menu, so I wanted to try editing them to include names and stuff. Problem is, I can't figure out where on the Wiki these menus are: anyone here know?
Title: Re: Wiki: Reactivation
Post by: yaflhdztioxo on February 10, 2011, 20:37
...Course, the the exotics and uniques are all colored the same, it's not a very navigable menu...

That's the joke.
Title: Re: Wiki: Reactivation
Post by: thelaptop on February 10, 2011, 22:31
Think on the bright side -- hovering over the erm similar coloured stuff does show which item it is referring to.
Title: Re: Wiki: Reactivation
Post by: Deathwind on February 15, 2011, 00:32
currently that menu is the only way to get to some of the new content.
Title: Re: Wiki: Reactivation
Post by: yaflhdztioxo on February 15, 2011, 05:27
It shouldn't be.  What pages can only be accessed through the nav bar?

(We're waiting on a wiki extension before we play too much with those by the way)
Title: Re: Wiki: Reactivation
Post by: Game Hunter on February 15, 2011, 11:50
Only one I can think of off the top of my head is the artifact staff: I haven't looked at the Artifact page in a while (since it's hard to find anyway). As it stands there are two artifacts in the new version, although the other one I guess isn't nearly as easy to discover.
Title: Re: Wiki: Reactivation
Post by: Deathwind on February 15, 2011, 15:18
the shockwave and hellwave packs are only found in that menu.
Title: Re: Wiki: Reactivation
Post by: Game Hunter on February 15, 2011, 18:35
the shockwave and hellwave packs are only found in that menu.
Well I KNOW for a fact that Shockwave Pack's been there since I added some new stuff. Arena Master's Staff and Hellwave Pack have been added (also put a link to artifacts in the uniques section.)

More notably, however, we should make the additions and rewrites to CC, Armory, and Vaults, for their various changes.
Title: Re: Wiki: Reactivation
Post by: tehtmi on March 19, 2011, 08:58
Problem is, I can't figure out where on the Wiki these menus are: anyone here know?

Nobody answered your question. These are templates (http://en.wikipedia.org/wiki/Help:Template).  If you look at the page source of a page with a navbox you will see e.g. {{ItemNav}}. To edit the contents of this template, go to the page Template:ItemNav (http://doom.chaosforge.org/wiki/index.php?title=Template:ItemNav).
Title: Re: Wiki: Reactivation
Post by: Game Hunter on July 28, 2011, 19:36
I just want to bring attention to new wiki that has been installed to the current link (http://wiki.chaosforge.net/wiki/DoomRL_Wiki if you're having trouble). It uses much of the previous wiki's data but has been reorganized from scratch, hopefully improving on its capability to be navigated. There's still some work to be done, but it was finished enough that we thought it should replace the old wiki as the default.

Please note that any discussion regarding weapons, items, enemies, challenges, etc, should NOT be added to the pages in the Game Information section. If you want to write strategy, tips, or anything that isn't related to the objective data, create (or edit if there already exists) a page called 'Strategy:[name]' where [name] is the topic in question. We'll soon be adding some links to make switching between the information and strategy pages simple, and I'm hoping it turns out to be a good way to organize everything together.
Title: Re: Wiki: Reactivation
Post by: tehtmi on July 29, 2011, 01:26
It looks like the new wiki has been moved to the old wiki's address. You should be able to log in using your forum information.

Big thanks to Rimmon and Game Hunter for spearheading the efforts on the new wiki.
Title: Re: Wiki: Reactivation
Post by: Kornel Kisielewicz on July 29, 2011, 14:05
Good job ppl :)
Title: Re: Wiki: Reactivation
Post by: Motorheadbanger on September 07, 2011, 11:01
Stumbled upon two new level... Erm... Conditions, maybe? Right now I am a bit lazy to retype everything here, so here it goes:
"I have found out that there is no info on the wikik about some new level events. One is 'Yes... The hell just froze over' when all the walls are extremely fragile on the level, and the second... Something about the strange alarm. I didn't want to die so I did not check what was that. Could maybe someone make it clear and/or update the wiki?"
Title: Re: Wiki: Reactivation
Post by: Arrkhal on September 23, 2011, 18:32
Had an account on the old wiki system, but no forum one.  Now I made a forum account, and the wiki keeps saying my password's wrong, even after changing it on here a couple times.  Did I miss something?
Title: Re: Wiki: Reactivation
Post by: Game Hunter on September 23, 2011, 18:39
Had an account on the old wiki system, but no forum one.  Now I made a forum account, and the wiki keeps saying my password's wrong, even after changing it on here a couple times.  Did I miss something?
You need enough forum posts it order to start editing things on the wiki: it's an anti-spam measure that allows the moderators to deal with problems on here before they happen over there. Since the vandalism was a lot more rampant on the wiki than on the forums, this is the best solution right now.

If there's something you want added but can't do so yet, feel free to post it here and we'll try to take care of it. (If it's for use in the strategy namespace, I apologize for the inconvenience.)
Title: Re: Wiki: Reactivation
Post by: Arrkhal on September 24, 2011, 18:03
Wasn't anything major, I mainly wanted to fix some spelling/grammatical errors.  Like the one that led to me noticing the account system getting all changed around:

http://doom.chaosforge.org/wiki/Character_Development
"Classes determine the general role of the character you play. These can be selected only at the start of the game and have an affect not only on particular attributes of the character, but the kind of traits you can ultimately choose for said character."

There were a couple more that I forget now.  I'll just have to see if I can manage to think of enough stuff to say on the forums.
Title: Re: Wiki: Reactivation
Post by: Virgil on September 30, 2011, 11:16
I just got a level feeling that doesn't seem to be in the wiki:

You hear crackling flames!

I think it indicates an arch-vile level.
Title: Re: Wiki: Reactivation
Post by: Game Hunter on September 30, 2011, 12:35
The feelings for single monster level type can be found here (http://doom.chaosforge.org/wiki/Level_type#Single_Monster). However, it should probably be included on the Level feeling page as well, so I will get right on that.
Title: Re: Wiki: Reactivation
Post by: Bloax on October 23, 2011, 02:14
Well, I couldn't find a more relevant topic about wiki corrections.

Anyway, Ballistic *armor (http://doom.chaosforge.org/wiki/Ballistic_armor)'s move speed is -20%, and not original.
As a "Ballistic red armor" has -20% speed, just as the normal red armor. But a ballistic green armor, which has -5%, gets bumped down to -20% too.

Edit: Oh, and Fireproof armor is Original-10%, not -10%. :x
Title: Re: Wiki: Reactivation
Post by: Game Hunter on October 25, 2011, 07:31
@Bloax: You should be able to edit the Wiki yourself at this point. If your forum posts exceed 20 or you are a supporter, then you're allowed to log on to the Wiki. So long as what you're editing in the "Game Information" section is a more accurate account of the information already provided, I have no problems with people working in that area. (If you wanted to talk about why one would wear these armors in the first place, for instance, you should use the corresponding Strategy: page that is linked to it.)
Title: Re: Wiki: Reactivation
Post by: Bloax on October 25, 2011, 07:51
Ah, yes. It's kinda hard to spot that "Login" button at the very top-right corner.
Title: Re: Wiki: Reactivation
Post by: Zalminen on October 25, 2011, 11:05
I probably don't have enough posts yet to fix these myself:

In the badges page the Arachno Bronze Badge is listed under Silver badges and Arena Silver Badge is listed under Gold badges. The actual requirements look correct so it's just a name error.
Title: Re: Wiki: Reactivation
Post by: AlterAsc on November 03, 2011, 09:48
Hyperblaster has accuracy +4, not +8.
Also C is immune to knockback only on his arena, when generated in Ao100 he takes it normally.
Title: Re: Wiki: Reactivation
Post by: AlterAsc on December 06, 2011, 08:46
Accidently found out that having GCB in prepared slot counts for Grammaton Cleric Cross.Not sure if i should edit info on wiki, so wrote here.
Title: Re: Wiki: Reactivation
Post by: Game Hunter on January 13, 2012, 08:13
There are a few places that could use some help on the Wiki. These are the pages (and, for some, their linked pages) that require the most work:
Explanations regarding the overall necessary changes are at the top of each page. If you have the ability and in-game knowledge to update these pages, it'll be very appreciated.

Also note that the modding docs (and, subsequently, the tutorial series) have yet to be updated for 0.9.9.5. This will be done ASAP by me and whomever else on the dev team has time to help out.
Title: Re: Wiki: Reactivation
Post by: ZicherCZ on January 16, 2012, 09:44
I added a new special level generation table to the Levels (http://doom.chaosforge.org/wiki/Levels) page, including the depths in which they spawn.
The information there is based purely on my observation and the ranges (especially of the later special levels) may be incorrect sometimes - I wrote it down to the best of knowledge. Feel free to correct any errors I may have made.

EDIT: I guess I have too much time on my hands, as I rewrote the Badges (http://doom.chaosforge.org/wiki/Badges) as well. This time, I took the requirements straight from the game, so the badges should be as accurate as possible. But still, please proof-read and correct any errors I made, or any badges I happened to miss.
Title: Re: Wiki: Reactivation
Post by: tinyrodent on January 16, 2012, 11:11
I added a new special level generation table to the Levels (http://doom.chaosforge.org/wiki/Levels) page, including the depths in which they spawn.
The information there is based purely on my observation and the ranges (especially of the later special levels) may be incorrect sometimes - I wrote it down to the best of knowledge. Feel free to correct any errors I may have made.

I made a few corrections based on dumping the levels table in lua code. Is there any point in keeping the pre-9.9.5 information?
Title: Re: Wiki: Reactivation
Post by: ZicherCZ on January 16, 2012, 11:18
I made a few corrections based on dumping the levels table in lua code.
Thanks for the corrections. So many mistakes I made ... :)
Title: Re: Wiki: Reactivation
Post by: tinyrodent on January 16, 2012, 15:05
I'm willing to make a contribution to the Assemblies section, but is it necessary to retain pre-9.9.5 info? (I hope not :) )
Title: Re: Wiki: Reactivation
Post by: Game Hunter on January 16, 2012, 15:08
I'm willing to make a contribution to the Assemblies section, but is it necessary to retain pre-9.9.5 info? (I hope not :) )
Retaining previous info is what the Wiki history was made for. Although there used to be a small habit (back in the days of the previous Wiki) of tagging and storing older versions on separate pages, I really don't see the need to do so. Edit all you want!
Title: Re: Wiki: Reactivation
Post by: tinyrodent on January 17, 2012, 10:01
I've updated the Assemblies (http://doom.chaosforge.org/wiki/Assemblies) summary page and several of the individual assemblies. Not quite finished yet. But I've found what is probably a bug; unlike most other assemblies, the Nano-shrapnel (http://doom.chaosforge.org/wiki/Nano-shrapnel) (any shotgun + PPN) does in fact depend on the order of assembly. A plain shotgun may assemble as an 8d3 nano shotgun; or up to a 10d4 nano shotgun.

Also the reload dynamic of combat shotgun with nano pack doesn't seem logical. It has a magazine of 5+ which is always full after a nano mod is applied. However it can't be fired on consecutive turns; it requires player movement to pump a shell into the chamber. That might be ok but it does not allow manual pumping into the chamber, even though the magazine is full.
Title: Re: Wiki: Reactivation
Post by: Game Hunter on January 17, 2012, 11:45
But I've found what is probably a bug; unlike most other assemblies, the Nano-shrapnel (http://doom.chaosforge.org/wiki/Nano-shrapnel) (any shotgun + PPN) does in fact depend on the order of assembly. A plain shotgun may assemble as an 8d3 nano shotgun; or up to a 10d4 nano shotgun.
Dang, I was hoping I hadn't missed any. I'll do another runthrough of the assemblies to make sure we catch all of the mod-ordering cases. (Here, it looks like I used the wrong damage value.) On the other hand, a lot of assemblies will be outright different, so there's that.

Also the reload dynamic of combat shotgun with nano pack doesn't seem logical. It has a magazine of 5+ which is always full after a nano mod is applied. However it can't be fired on consecutive turns; it requires player movement to pump a shell into the chamber. That might be ok but it does not allow manual pumping into the chamber, even though the magazine is full.
This is a weirdness resulting from the combat shotgun: I think a quick fix would be to remove its pumping mechanism altogether. This would have to affect any instance in which a pumping weapon is suddenly granted regeneration, however, so I'll look for a more robust solution.
Title: Re: Wiki: Reactivation
Post by: tinyrodent on January 17, 2012, 15:32
Some other weird assemblies

nanomachic pistol (2d4) [13/12] (pistol + BBBN)

Depending on the order assembled it might have less bullets initially. Bullets do not regenerate at one per turn as described in the wiki. But reload works?! The wiki blabs about clip size but it's irrelevant since the gun no longer consumes ammo at all. nanomachic chaingun is similar. Seems like it would make more sense to fill the clip when the assembly is completed and not allow reload.

I cannot tell if the master BFG (http://doom.chaosforge.org/wiki/Biggest_fucking_gun) has 100% accuracy or not. Same for energy pistol (http://doom.chaosforge.org/wiki/Energy_pistol). Sniper mod alone or in these assemblies doesn't give any clues in the character info or weapon info that the accuracy has changed.
Title: Re: Wiki: Reactivation
Post by: tehtmi on January 17, 2012, 20:55
Guns with more than maximum ammo can be reloaded, but it is a bug that a gun can get more than max ammo at all.  Whenever max ammo gets decrease, current ammo should be ceiling'd.  I think nanomachic might have used to recharge if it was made with less than full ammo (unless nano was lost), but I assume all the weirdness was cleared up when Game Hunter made it so mod order doesn't matter.
Title: Re: Wiki: Reactivation
Post by: Rabinowitz on March 28, 2012, 11:31
nanomachic pistol (2d4) [13/12] (pistol + BBBN)

Depending on the order assembled it might have less bullets initially. Bullets do not regenerate at one per turn as described in the wiki. But reload works?!

btw there were some glitch related with nanomachic rapid fire weapon - if you would apply B-mod one by one and reload after every application then after assembly was made you might receive something like nanomachic plasma rifle [88/80]. Reloading right after this resulted to [343/80] (255+88/80). After nanomachis was changed in 0996, the same glitch remains over storm bolter pistol.