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Topics - TFoN

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16
Requests For Features / The Matter of Splatter
« on: March 07, 2007, 05:24 »
Topic name courtesy of Exhumed.


"The foo dies" and "you hear the screem of a freed soul" seems to me insufficient for a gore/horror game! There's blood on the walls and floors, blood tracks and corpses, but for a death there's hardly a "thump".
Now, with dying screems this is admittedly less of a problem, but since we are discussing implementing aids for the deaf, I think it is certainly in order to add .ini toggled descriptive death messages. I don't think it would be going too far to give a different resulting message for each weapon crossed with each monster/type. In the event that this idea is accepted and that help will be needed, I will immediately begin thinking up descriptions.

17
Requests For Features / Trait suggestion: Zen Slayer
« on: February 06, 2007, 09:00 »
Zen teachings say there's something to learn with every seemingly simple, trivial action. The action stressed here's waiting and well-timed reactions - this trait'll cut a wait action's duration in half. That means better control over enemy movement while waiting, especially with very fast moving targets.
Now, of course, I seriously doubt Zen followers have *this* volatile rampage in mind, but hey, I'm sure there's something to learn here, too ;)

It's a one-ranker, either a basic trait, or if it should prove more useful than I expect, an advanced trait unlocked by either EE(1-2) ("More chi, gwasshappa!") or Hellrunner(2).

18
Problem is that I haven't found a comfortable link on the Crawl! page, neither to a forum nor to an e-mail address. I'm also suggesting this while not knowing quite how it already works, nor if Crawl [Stone Soup] works in a way similar enough to DoomRL et al.

By using the RNG's state and the player's keyings, the game should effectively be played twice and the same way in both (EDIT(clarity): once on the server and once on the player's) - while using hardly any bandwidth.
Watching a game in progress will work mostly the same way - the viewer will recieve copies of the game's save files at first (likely only the current level's state will be needed, until the player travels somewhere else), together with the RNG's state. After that, barring travel, only the player's keyings will be sent over.

Of course, unless someone can assure this will work, it should be an experimental, non-default mode, possibly only usable by viewers at first, as to not screw-up someone's game.

Also, if this works here, it will pave way for a roguelike MMORPG of huge scope and magnitude!


EDIT: note that this is an official request for help getting this through to someone inside the Crawl! team. If someone could drop a link to here somewhere, or tell me where to drop one, that'd be very welcome.

19
Berserk! / Colors and atmosphere in Berserk!
« on: January 24, 2007, 04:55 »
With the addition of the yellow Foresters and the light-green Treants, I have a feeling some of the horror-gore, and indeed the futile feel of the game has been lost.
Still, I don't believe this started with them, as the Wraiths have a very light color as well, which is only strengthened by the typically present white Skeletons.
On the other hand, I haven't felt this way at all about Defilers and their light-green Spores.

Here's what I figure's the case and why:
As a rule, monster colors, and possibly game colors, if they were dark, warm colors, draining the environment of light, would also psychologicaly drain the player of a sense of tranquility and ease.
On the other hand, if once this effect has settled the game progresses  into more psychodelic color mixings (enter Defilers and Spores), it could really start playing with the mind of the player. The most extreme changes would have to happen whenever the game is considered "new territory" for most players, at advanced levels of play. If my guess's correct, that would give a sense of being lost, effectively in a sea of colors.
Now, why bright Spores but not bright Wraiths? The way I see it, the undead, for the most part, are classic dark beings, shrouded with emptiness. Demons and their ilk, on the other hand, have much more room for being mind-numbingly alive, in ways a natural mind would never want to precieve, let alone be.

I'm really interested in your opinions, so please, shoot. Consider that there're the ideas and opinions on one hand, and whether they should be used in the game or not on the other.

20
Berserk! / Typos
« on: January 14, 2007, 18:07 »
Format is [current|correction].

Sweep Attack skill description -
    ...The attack is less [efective|effective] [then|than] a normal one though. ...

Whirlwind Attack skill description -
    ...The attack is less effective [then|than] a normal one though. ...

(In both of the above cases I also suggest adding a comma before the 'though')

Impale Attack skill description -
    This skill makes you dash one step in a given direction [immidately|immediately] with [a|] greater [strenght|strength].
    It works only if [theres|there's/there is] exactly one free space between you and the enemy. ...

And dexterity currently affects accurancy :)


That should be everything, but it's late (early...) and I'm tired, so meh.

EDIT: affective>effective, thank you Malek

21
Requests For Features / Odd new level: Hell's Museum
« on: January 12, 2007, 06:12 »
I'm not sure I support this one myself, considering how undoomish it is, but I had it in mind for a while:

A short hallway started at the center of the left wall, leading into a wide, screen-high room to the right, full of SS-nazis [this part's inspired by a suggestion on the wiki] - these are effectively captains with damage and to-hit bonuses which make them an actual threat.
Them dealt with, there's another hallway to the right of the level, leading to an item - Dopefish Steak, a consumable Inv. Glode, considering the Dopefish was itself invulnerable ("swim, swim, hungry" :) ). To prevent it from making full wins too common, trying to activate a nuke under the influence notes that you're too dopey to work it.
It's there regardless of kills, and if you feel like running through under fire, taking it, and running back under fire, you theoretically can. That means cowardly hellrunners with good armor on a kill-less game can use this level well, or if you're playing on N!.

I wouldn't have posted this if not for LS and the AoD, and the fact that this is Hell's Museum with appropriate relics of the past and other worlds.
This room, if placed far enough into the game, will also help deal with some of the 10mm ammo issues.

22
FPC Valkyrie / Where's the vision code?
« on: January 11, 2007, 10:19 »
Assuming it's part of the engine, of course.
Couldn't seem to find it.

23
Requests For Features / Trait suggestion: Massacre Man
« on: January 11, 2007, 10:09 »
I'm basing this on a trait suggested elsewhere on the forum - someone thought it would be a good idea to make it possible to dual-wield a shotgun and a chainsaw, but once I got to thinking about it, it'd be really nice to be able to dual-wield *anything* and a chainsaw, and it wouldn't be unbalanced at all.
This will only enable for a powerful melee attack without having to waste time on weapon exchange. That would give the chainsaw a spot on almost any strategy.

24
Discussion / Fallout: Mods, 3, RL
« on: January 05, 2007, 14:09 »
Anyone who has anything to add, please do.

My personal questions are:
Fallout3 - I wasn't aware that it had changed ownership AND was an active project.
So WTF, mate?

Fallout Mods - is anyone aware of one which is *playable*, or might be in the near future? FMF is on life support, last I've heard.


Fallout RL - I haven't tried Alphaman 'cause I heard it was really bad. Other than that, I've heard of many post-nuclear projects (or indeed Fallout RLs and modules) which were only very theoretical.
Why?! This is one game with massive potential left completely untapped! I assume all Fallout Tactics objectors agree this is due to a lack of dialogue and depth, so we know what's *not* there, why doesn't someone, with the tools to create it, do something about it?? Certainly, I'll be glad to help in any way possible - map, quest and character desgins, whatever, and I'm sure there are others here who'll act the same - please speak up. With enough serious people on the project, it won't take up your lives unless you'll want it to.

So, is anyone up for the job?

25
Requests For Features / Assault Shotguns and Solid Slugs
« on: January 02, 2007, 12:20 »
I've recently played Doom for the first time in years, and noticed shotguns are anyway quite effective sniping weapons, which they aren't DoomRL.
This and wanting to put shells to better use on single powerful enemies without massive damage and without keeping large reserves of 10mm around (wasting lots of shell space) or facing the many disadvantages a RL has, gave me an idea:
Re-implement Assault Shotguns as weapons which work in most ways as Combat Shotguns, but "convert" shells to slugs, simply by using them as pistols would. They'll still be slow to reload, and will have the miss factor of other weapons, but will cause high damage to single targets - maybe even the shotgun's 6d3.

26
Discussion / What's your crawling playlist?
« on: December 29, 2006, 14:32 »
Valkeera's thread reminded me of an idea of my own-

What's your music playlist while dungeon-crawling, with DoomRL or any other RL?


Basically, this is mine:

Exhumed - The Matter of Splatter (read the lyrics, and keep a dictionary nearby!)
Exhumed - A Song for the Dead
Exhumed - (a few others; whatever I have)
Cannibal Corpse - (anything fits :) )
Dying Fetus - One Shot, One Kill (there are more, but that one fits perfectly :P )
Slayer - Point
Slayer - Raining Blood
Slayer - (bahh, any Slayer song's fit for the slaughter!)
Gorgoroth - Destroyer
Mayhem - Chainsaw Gutsfuck (any guesses why? :P )
And many, various other gore/death/black metal songs.
I'll add somemore fitting examples when I'll have the patience ^^

And although I haven't recently, anything classical's perfect.
My brother used to play GTA3 only with classical, 'till the game got dull :P

27
Pre-0.9.9 / [UV|AoMs|93%] YAVP, full win!
« on: December 29, 2006, 12:01 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Bob, level 13 Cacodemon Major, nuked the Cyberdemon.
 on level 26 of the Phobos base.
 He survived 167812 turns and scored 230646 points.
 He was a man of Ultra-Violence!

 He killed 607 out of 655 hellspawn. (93%)
 He held his right to remain violent.
 He was an Angel of Masochism!

 He found the Phobos Arena.
 He ventured into the Halls of Carnage.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He faced The Wall.
 He killed the Cyberdemon, just to find a greater evil...
 He discovered true Hell!
 He defeated the FINAL EVIL!

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

  Health 84/70   Experience 72525/13
  ToHit +6  ToDmg Ranged +2  ToDmg Melee +2

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

    Ironman        (Level 2)
    Hellrunner     (Level 1)
    Son of a bitch (Level 2)
    Eagle Eye      (Level 2)
    Intuition      (Level 3)
    Badass         (Level 3)

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

    [a] [ Armor      ]   red armor [2/4] (46%)
    [b] [ Weapon     ]   BFG 9000 (8d8) [30/100]
    [c] [ Boots      ]   plasteel boots [8/8] (92%)
    [d] [ Prepared   ]   advanced rocket launcher (4d5) [0/1]

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

    [a] red armor [4/4] (100%)
    [b] double shotgun (6d3)x2 [2/2]
    [c] chaingun (1d6)x5 [50/50]
    [d] extended plasma rifle (1d8)x8 [0/60]
    [e] plasma rifle (1d8)x8 [0/40]
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x100)
    [l] shotgun shell (x50)
    [m] rocket (x8)
    [n] power cell (x50)
    [o] power cell (x50)

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

    52 former humans
    43 former sergeants
    40 former captains
    32 imps
    71 demons
    34 lost souls
    70 cacodemons
    39 barons of hell
    47 hell knights
    40 arachnotrons
    1 John Carmack
    33 former commandos
    28 pain elementals
    18 arch-viles

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

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 Afterwards he fought on Hell's Arena.
 On level 3 he battled through the complex.
 On level 4 he battled through the complex.
 On level 5 he battled through the complex.
 On level 6 he battled through the complex.
 On level 7 he battled through the complex.
 On level 8 he found a hellish city.
 On level 9 he battled through the complex.
 On level 10 he found a hellish city.
 Afterwards he witnessed the Wall.
 On level 11 he found a hellish city.
 On level 12 he found hellish caves.
 On level 13 he battled through the complex.
 On level 14 he found hellish caves.
 He then ventured into the Halls of Carnage.
 On level 15 he found hellish caves.
 On level 16 he battled through the complex.
 On level 17 he battled through the complex.
 On level 18 he battled through a maze of rooms.
 On level 19 he battled through the complex.
 On level 20 he battled through a maze of rooms.
 On level 21 he found hellish caves.
 On level 22 he battled through a maze of rooms.
 On level 23 he battled through a maze of rooms.
 On level 24 he found a hellish city.
 Then at last he found the Phobos Arena.
 He killed the Cyberdemon, and discovered true Hell!
Then finally in hell itself, he killed the final EVIL.

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

 Before him 128 brave souls have ventured into Phobos:
 116 of those were killed.
 2 of those were killed by something unknown.
 And 1 couldn't handle the stress and commited a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 9 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 7 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

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

28
Bug Reports / AoMasochism large globes heal
« on: December 28, 2006, 07:16 »
So do Invulnerability globes, but that might not be a bug :P


I was taking globes to avoid distractions and discovered this.
I've been avoiding using them since.

(Large) medkits fail as should, and are worth using anyway so nobody else does ;)

29
Pre-0.9.9 / [M|AoP] YAVP
« on: December 28, 2006, 06:25 »
Much easier than I had expected.

--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Bob, level 9 Cacodemon Captain, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 144939 turns and scored 51052 points.
 He didn't like it too rough.

 He killed 326 out of 326 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Purity!

 He found the Phobos Arena.
 He ventured into the Halls of Carnage.
 He faced The Wall.

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

  Health 49/50   Experience 32734/9
  ToHit +6  ToDmg Ranged +2  ToDmg Melee +2

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

    Tough as nails (Level 2)
    Son of a bitch (Level 2)
    Eagle Eye      (Level 2)
    Intuition      (Level 3)

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

    [a] [ Armor      ]   red armor [4/4] (99%)
    [b] [ Weapon     ]   BFG 9000 (8d8) [20/100]
    [c] [ Boots      ]   plasteel boots [8/8] (100%)
    [d] [ Prepared   ]   advanced rocket launcher (4d5) [0/1]

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

    [a] red armor [4/4] (100%)
    [b] red armor [4/4] (85%)
    [c] extended chaingun (1d6)x5 [75/75]
    [d] plasma rifle (1d8)x8 [40/40]
    [e] plasma rifle (1d8)x8 [40/40]
    [f] 10mm ammo (x80)
    [g] rocket (x10)
    [h] power cell (x20)
    [i] power cell (x50)
    [j] power cell (x50)
    [k] power cell (x50)
    [l] power cell (x50)
    [m] phase device
    [n] phase device
    [o] large med-pack
    [p] large med-pack
    [q] thermonuclear bomb
    [r] large med-pack

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

    32 former humans
    35 former sergeants
    17 former captains
    31 imps
    45 demons
    43 lost souls
    40 cacodemons
    13 barons of hell
    1 Cyberdemon
    20 hell knights
    11 arachnotrons
    8 former commandos
    5 pain elementals
    7 arch-viles

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

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 On level 3 he battled through the complex.
 On level 4 he battled through the complex.
 On level 5 he found hellish caves.
 On level 6 he battled through the complex.
 On level 7 he battled through the complex.
 On level 8 he battled through the complex.
 On level 9 he found a hellish city.
 On level 10 he battled through the complex.
 On level 11 he battled through the complex.
 On level 12 he found a hellish city.
 He then ventured into the Halls of Carnage.
 On level 13 he battled through the complex.
 Afterwards he witnessed the Wall.
 On level 14 he found hellish caves.
 On level 15 he found hellish caves.
 On level 16 he found a hellish city.
 On level 17 he battled through the complex.
 On level 18 he found a hellish city.
 On level 19 he found a hellish city.
 On level 20 he found a hellish city.
 On level 21 he battled through the complex.
 On level 22 he battled through the complex.
 On level 23 he battled through the complex.
 On level 24 he found a hellish city.
 Then at last he found the Phobos Arena.
 There he finally defeated the Cyberdemon.

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

 Before him 109 brave souls have ventured into Phobos:
 98 of those were killed.
 2 of those were killed by something unknown.
 And 1 couldn't handle the stress and commited a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 8 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 6 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

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

I'm now working on AoMs, on which I found myself (ironically) switching from EE->Intu to Re->Shtymn for the Shotgun's quickly accessed "warning shot".
I make it regularly to dlvl16+, but sooner or later get caught badly with an AV. So, I'm working on Shotgun strategy and would like some tips :)

30
Berserk! / Strength bug
« on: December 28, 2006, 05:43 »
Str- Dmg
11 - 1d6+6
12 - 1d6+3
13 - 2d6+4

I noticed something wrong while poking through the sourcecode, so I died a few times just to make sure, and as you see, Str12<Str11.

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