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 1 
 on: Yesterday at 08:04 
Started by ih8regin - Last post by ih8regin
Situation: You corner-shoot with a shotgun, having target cross at a place with no enemies. You can do that repeatedly until harm sounds cease, both in here and in 0997. The shooting mechanics isn't affected, but the sounds are; if you slam F-F-R-F-F-R-... fast enough (2 shots/second or faster) the shot, harm and reload sounds go off at least for one shot. This makes me lose information as a competent corner shooter. Repeatable, but the effect is most pronounced and most detectable when there is someone who's got hurt by the shot.

 2 
 on: March 25, 2024, 08:16 
Started by ih8regin - Last post by ih8regin
Got another screw-up in real life to stop bothering about them for a while, and rummaged through my hard drive discovering an almost-forgotten install of DoomRL. After some easier wins (including HMP AoMr which I had to abandon YAAM when hitting an arach cave staring down 4 barrels of plasma, but with 2 steps to stairs) I have decided to tackle a Conqueror run, initially declaring it would be one should I manage to clear that Unholy Cathedral. I failed to escape the trap in the Anomaly, so had to blast off several cacos in the entry room, then determined to at least try doing damageless Hell's Armory (good thing it rolled instead of Deimos Lab), receiving a rare reward of N+O packs. The run ended up with a literal shower of stuff! Just look at this:


---------------------------------- Inventory -----------------------------------
                                                     |                         
> [a] tactical rocket launcher (6d7) [5/5] (P1)      | The rocket launcher is   
 
[b] plasma shotgun (7d3) [21/30]                   | the most standard way of
 
[c] missile launcher (6d6) [3/4]                   | blowing things up.       
 
[d] nuclear plasma rifle (1d7)x6 [24/24]           |                         
 
[e] nuclear BFG 9000 (8d6) [40/40]                 |                         
 
[f] BFG 9000 (10d6) [130/130] (B1)                 |                         
 
[g] Angelic Armor [7/7] (100%)                     |                         
 
[h] Butcher's Cleaver (5d6)                        | Fire time   : 1,0s       
 
[i] Longinus Spear (8d8)                           | Reload time : 0,8s       
 
[j] shotgun shell (x23)                            | Accuracy    : +4         
 
[k] rocket (x7)                                    | Expl.radius : 2         
 
[l] power cell (x22)                               | Alt. fire   : rocketjump
 
[m] power cell (x70)                               |                         
 
[n] power cell (x70)                               |                         
 
[o] phase device                                   |--------------------------
 
[p] envirosuit pack                                | Press Escape to exit, to
 
[q] agility mod pack                               | wear/wield or use an     
 
[r] fire skull                                     | item press the item     
 
[s] shell box (x100)                               | letter or use Up/Down to
 
[t] shell box (x100)                               | browse and Enter to     
                                                     
| choose, or Backspace to 
                                                     
| drop.                   
--------------------------------------------------------------------------------


Nuke plasma was a very happy find in Armory, or just a tad onward (the run took a lot of interruptions, so my recallings are messy), plasma shotgun dropped right before the Mortuary so I went to take it with me to clear the floor, BFGs were pre-determined find, but also there was a phaseshift in Hell-2, a ballistic vest in Hell-4, an Acid Spitter in Vaults, and that stupid Lava Elemental in the Pits was a SERIOUS PITA, he left me with 18%HP and zero medpaks (IIRC I kept one on hand), and then a very funny blasting cave of mancubi followed suit, lowering me at one time to 2% (1 HP), but an extremely timely large medpack saved my sorry butt. So Spidey went BOOM, JC went up close and personal, for him I've just decided to equip melee and charge to the face. And that 1 missed kill was likely a forgotten lost soul in Hell-1, after I swayed a bit and didn't verify I've cleared the level... Pity.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Material Defender,
 level 16 Arch-Vile Br. General Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 118967 turns and scored 406450 points.
 He played for 5 hours, 22 minutes and 1 second.
 He was a man of Ultra-Violence!

 He killed 1308 out of 1309 hellspawn. (99%)
 A natural born killer!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 11

-- Awards ----------------------------------------------------

  UAC Star (gold cluster)
  Aurora Medallion
  Conqueror Badge
  Grim Reaper's Badge
  Shambler's Head
  Hell Champion Medal
  Elite Platinum Badge

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

  ###########################################################
  ......................................................|||.#
  ......................................................|}||#
  ......................................................||X.#
  ......................................................|.|.#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

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

  Health 45/50   Experience 122946/16
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +2  ToDmg Melee +2

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)

  Int->Int->HR->HR->Fin->Jug->Fin->WK->WK->DM->EE->Fin->EE->SoB->HR->SoB->

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

    [a] [ Armor      ]   Angelic Armor [11/11] (87%)
    [b] [ Weapon     ]   Longinus Spear (8d8)
    [c] [ Boots      ]   antigrav steel boots [1/1] (100%) (A)
    [d] [ Prepared   ]   Butcher's Cleaver (5d6)

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

    [a] tactical shotgun (8d3) [3/5]
    [b] tactical rocket launcher (6d7) [5/5] (P1)
    [c] hyperblaster (2d4)x3 [40/40]
    [d] plasma shotgun (7d3) [21/30]
    [e] missile launcher (6d6) [3/4]
    [f] nuclear plasma rifle (1d8)x6 [24/24] (P1)
    [g] BFG 9000 (10d6) [130/130] (B1)
    [h] red armor [6] (AOP)
    [i] shotgun shell (x50)
    [j] rocket (x14)
    [k] power cell (x70)
    [l] small med-pack
    [m] large med-pack
    [n] phase device
    [o] homing phase device
    [p] agility mod pack
    [q] Nyarlaptotep's Boots [6/6] (100%)
    [r] shell box (x80)
    [s] shell box (x100)

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 50%   feet 0%   
    Melee      - internal 0%    torso 50%   feet 0%   
    Shrapnel   - internal 0%    torso 50%   feet 0%   

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

    100 former humans
    96 former sergeants
    38 former captains
    200 imps
    87 demons
    344 lost souls
    56 cacodemons
    55 hell knights
    74 barons of hell
    48 arachnotrons
    23 former commandos
    28 pain elementals
    38 revenants
    40 mancubi
    35 arch-viles
    8 nightmare imps
    10 nightmare cacodemons
    18 nightmare demons
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 6 he assembled a tactical shotgun!
  Entering level 7 he was almost dead...
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he assembled a tactical armor!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a hyperblaster!
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a antigrav boots!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  Level 15 was a hard nut to crack!
  On level 16 he found the Tower of Babel!
  On level 17, hell froze over!
  On level 17 he invaded the Unholy Cathedral!
  He nuked level 17!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  Level 19 was a hard nut to crack!
  On level 19 he entered the Vaults.
  On level 19 he found the Acid Spitter!
  He cracked the Vaults and cleared them out!
  On level 20 he found the Butcher's Cleaver!
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he assembled a tactical rocket launcher!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Nyarlaptotep's Boots!
  He managed to clear the Lava Pits completely!
  On level 23 he stumbled into a complex full of mancubi!
  On level 23, hell froze over!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You start running!
 You hit John Carmack.
 You hit John Carmack.
 You hit John Carmack. John Carmack reloads his rocket launcher.
 You hit John Carmack.
 You hit John Carmack.
 You hit John Carmack. You are hit!
 You hit John Carmack.
 You miss John Carmack.
 John Carmack reloads his rocket launcher.
 You hit John Carmack.
 You hit John Carmack.
 You hit John Carmack. Carmack raises his hands and summons hellspawn!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now.

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

 406 brave souls have ventured into Phobos:
 347 of those were killed.
 1 of those was killed by something unknown.
 3 didn't read the thermonuclear bomb manual.
 And 21 couldn't handle the stress and committed a stupid suicide.

 34 souls destroyed the Mastermind...
 3 sacrificed itself for the good of mankind.
 26 killed the bitch and survived.
 5 showed that it can outsmart Hell itself.

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

Yep, I've got about 10 total A-mods, but no serious boots, so I had to made antigrav out of steel boots. What a disgrace.

 3 
 on: March 10, 2024, 21:16 
Started by macia10 - Last post by Tormuse
Okay, so we have a DiabloRL beta tester advertising dating sites, a clear sign that someone's account has been hacked.  The weird part is that their first post from 14 years ago was also advertising dating sites.  Looks like someone needs to be more careful about what links they click on.  :)  EDIT:  Oh, wait, I see.  Whoever hacked the account is editing old posts.

 4 
 on: March 09, 2024, 21:05 
Started by macia10 - Last post by macia10
Connect casually with like-minded individuals on the ultimate dating platform.
Verified Maidens  Superlative Сasual Dating
Unsurpassed Сasual Dating

 5 
 on: February 17, 2024, 14:33 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
If you're talking on the difference between 0.9.9.7, and 0.9.9.8 then, well, everything changed - SDL 1.2 -> SDL 2.28, OpenGL 1.2 -> OpenGL 3.3 and the fixed pipeline rendering into shader based rendering. Audio SDL_mixer -> SDL2_mixer.

 6 
 on: February 16, 2024, 18:27 
Started by Kornel Kisielewicz - Last post by Sambojin
Just a quick bit of feedback: it doesn't work under Winlator on Android, while 0.9.9.7 does. It's probably just a low-quality version thing, or me having to mess with my container settings a bit. Incredibly low priority, but it's good to know (it could just be a newer version of the SDL .dlls as well, that happens sometimes). Are there any major graphics or sound implementation changes between the releases? Could be the new timing hooks perhaps, not sure. I'll have a fiddle and see if I can get it going, and report back if I do.

The easier controls will be a godsend for setting up touchscreen interfaces for phones (due to limited screen space).

 7 
 on: February 04, 2024, 02:15 
Started by Sambojin - Last post by Sambojin
I'll spoiler the post I did on Bay12 (Dwarf Fortress).

------
Spoiler (click to show/hide)
------

So, yeah, works fine. And since Winlator is kinda open-source, all it would need is its RTS keyboard overlay to be changed to a DRL specific one. Essentially a touchscreen overlay at the sides, for the buttons you'll actually use in DRL. Not that hard, I'll make up a decent overlay in the next few days (I did it for the Dos version through Magic dosbox, and this one will probably be easier than that).

We could use it as a Wine-wrapper to deploy one of the best roguelikes ever on Android, in a way. There might be a bit of clicking before playing, but meh. Still worth it. DoomRL in your pocket can only be a good thing.


 8 
 on: February 02, 2024, 07:59 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Beta 3 is up!

Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA

1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.

2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.

Feedback on the changes, both forementioned and the ones below needed!

Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!

DoomRL 0.9.9.8 BETA 3 Windows LQ

If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!

Code: [Select]
0.9.9.8 BETA 3
[new] -- BETA  : WARNING - speed system rewrites!
[new] -- GH#080: keybindings updates - SPACE is action key (open, close, descend, pull)
[new] -- GH#080: keybindings updates - SHIFT-G is use/wear/wield/pull from ground
[new] -- GH#074: UnlockAll option in config.lua to unlock Challenges and Difficulties
[new] -- GH#063: WK3 available for techs at clev 12+ and allows 1 more assembly mod!
[mod] -- GH#078: increased amount of enemies on Deimos and Hell
[mod] -- GH#075: overcharging a BFG doubles dice count instead of +2 dice
[mod] -- GH#075: assembly buffs - micro launcher, tower shield, ballistic armor, env boots
[mod] -- GH#075: assembly buffs - speedloader pistol, assault rifle, mother in law
[mod] -- GH#075: buffed Gothic Arms set, slightly nerfed Inquisitor Set pieces
[mod] -- GH#075: buffed Necroarmor and translocator, changed Cybernetic Armor resistances
[mod] -- GH#063: you can still mod an assembly if you take WK2 after assembling
[mod] -- GH#070: nightmare enemies are resistant to floor effects
[mod] -- GH#078: nightmare arch-vile deals 20 plasma damage (was 25 fire)
[mod] -- GH#078: nightmare imps are 20% faster and more accurate
[mod] -- GH#059: Techs get starting mod on challenges that allow them
[mod] -- GH#053: you can now properly firestorm-mod a tristar blaster
[mod] -- GH#078: buffed danger/XP and weight for elite for/ser/cap and nightmare demons
[mod] -- GH#078: former commandos and pain elemental spawn level range increased
[mod] -- GH#078: lava elemental buffed, Erebus/Lava pits have diff dependent envirosuits
[mod] -- GH#077: swapped positions of Vaults and Cathedral, Vaults enemies buffed
[fix] -- GH#050: Containment Area conquered status only achieved by full clear
[fix] -- GH#049: Deimos Lab conquered status only achieved by killing the Shamblers
[fix] -- GH#040: fixed loud/silent sound for wall-destroying levers
[fix] -  GH#052: fixed error message when attacking crates with a melee weapon on AoPc
[fix] -- BETA  : fixed on-kill effects (crash with DS/BA and Beretta wins and Megabuster)
[fix] -- BETA  : fixed Backpack/Schematics bug
[fix] -- BETA  : fixed Ironman + Berserk granting resistance above 95%
[fix] -- BETA  : Vampyre blocks Ironman 

 9 
 on: January 13, 2024, 13:20 
Started by Kornel Kisielewicz - Last post by Icy
Bug #10: Another not-exactly-a-bug, but I noticed my message about the Lava Elemental appearing was slightly cut off here. It could mean other messages in the game may also get cut off, so I think it should be checked.

Spoiler (click to show/hide)

 10 
 on: January 13, 2024, 13:11 
Started by Icy - Last post by Icy
I wanted to test out Army of the Dead this time now that Finesse is no longer blocked, as well as Reloader getting significantly buffed. I'd say that these changes have made the master trait much more balanced and very usable!

Reloader helps a lot with the start of the game, along with the Marine's new resistance buffs. With Whizkid down the road, you can create powerful weapons like you could with any other build, but now actually exceed their power since the piercing effect or Army of the Dead isn't compromised by being limited in weapons or being entirely outclassed by Nano-Shrapnel.

Coincidentally, I found a Nano Pack which would normally be used for Nano-Shrapnel, but I decided to make a Focused Double Shotgun (N) to make more use of Army of the Dead. It was excellent on anything it could kill in one shot, which was a lot, and I had other weapons while it recharged. Finesse allowing access to Juggler also supported this.

I was also very lucky to find Jackhammer in Deimos Lab, which is extremely powerful with Army of the Dead, and its ammo-hungry nature was complemented by my semi-infinite Focused Double Shotgun. I mostly used a Tactical Shotgun until finding Assault Shotgun in The Vaults, and was able to make a strong non-assembly out of it too.

I went for a full win with 100% kills, although I skipped Unholy Cathedral since I didn't have any reliable way to deal with Angel of Death.

Overall, Army of the Dead is very playable now!

Here is a video of me clearing The Mortuary using only Jackhammer.

Spoiler (click to show/hide)

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