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Topics - cosmonk

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Discussion / Windows 7 fullscreen?
« on: May 14, 2011, 11:44 »
In the past, I saw posts saying version 0.9.9.1 would use a new graphics engine which would allow fullscreen in windows 7. Has this been implemented? I've got the newest version and can't find any way to make it fullscreen, so I was just wondering if there is an option or something I need to set?

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Discussion / Running DoomRL on a PSP, in theory
« on: May 01, 2008, 13:30 »
Ive very recently gotten into all the crazy stuff I can do on my modded PSP. So, there is this emulator, called Bochs, that will apparently allow you to run Windows 95 on a PSP, along with, presumably, any applications windows 95 can run. So, can Win95 run DoomRL? That I do not know. I won't be able to try this out for a week or two yet, and I have to figure a way to install Win95 on a spare hard drive, among other things. But, it could work.

Similarly, Bochs can run Linux on a PSP, but unfortunately a lack of keyboard input makes that one temporarily unusable. Windows has minimal mouse emulation or something, and you can use the Virtual keyboard for input, though in-game I don't quite know how that will work either.

Also, if a DOS port of DoomRL were released, theres a Dosbox port for the PSP underway, so it could be run that way.

I don't know if the Nintendo DS offers up any similar OS emulation (I doubt it though), but PSP users take heart, we may yet get some DoomRL portable.

UPDATE:
I succeeded in putting Windows 98 and DoomRL on my PSP, however the game is still unplayable. When I start it, the video goes all wonky and I get vertical pinkish purple bars across the screen along with glimpses of the window bars for the folder containing DoomRL and the application itself. If I hit enter a few times to start the game, I get the blue screen of death. So, perhaps in the future more stable versions of Windows for the PSP will be released (the team is working to get XP running, lol) but until then it just aint playable.

Unless Kornel releases a DOS version, cuz that would run just fine. Hey Kornel, release a DOS version! Well, only if its not too much work. DOS emulation on the PSP is pretty good, though still slow. A soundless version would probly run great though. Theres also some sorta DOS emulator for the DS I believe, so it would possible run on that too.
Well, if its too much work, dont worry bout it, but if it can be done without much effort, a DOS version would actually have a use, and I for one would appreciate it.

3
Discussion / Chained Court in 0.9.8.10
« on: April 25, 2008, 00:32 »
So I just died on the Chained Court, and I wonder, should the lava still be in there? That's what killed me. I had 45% life and tried running back from the room to the main area, and died a step from the door, sigh. With the significantly increased lava damage, this level becomes WAY more challenging. If you go for the rooms that is.

Well thats just my two-cents.

4
Discussion / Doom: The Boardgame vs DoomRL
« on: March 15, 2008, 12:25 »
Has anyone here checked out the Doom boardgame? I've heard it's pretty good, but it costs $70. But, after playing DoomRL, I can see how Doom as a turn based combat game can actually work, so if the boardgame is sorta like DoomRL, it could kick ass.

5
Requests For Features / More sets of levels, Packmule trait
« on: March 08, 2008, 19:14 »
Everyone wants this game to get bigger it seems like, and heres my suggestion on how to do it. In keeping with the Doom theme, maybe have episodes, like the original game had. The current set of 25 levels, with unique levels included, could be Episode 1 - Knee Deep in the Dead. Have another set of 25 levels with different unique stages put in, and maybe some different monsters. For example, in Episode 2, maybe have former commandos appear from level 1 onward, maybe have the Spider Mastermind as the boss. Or make the current set of levels episode 2, and make an Episode 1 which has easier monsters for the most part, maybe leave off commandos, Arachnotrons and Arch-viles or something, and have some beefed up Barons as the boss. And reduce the weapon availability so you can't get plasma rifle or BFG. Then for episode 3, make that more Doom 2 like, with harder enemies and bigger rewards. Maybe make JC the boss of that or something?

I'm not sure how the game is coded, so I don't know how hard something like that would be to implement, but it seems like it shouldnt be too hard. I suppose the hardest part would be game balance.

And for my second idea, this one is simple. A Packmule trait, which would basically allow you to carry more in your inventory. Maybe get five extra inventory slots per level, max it out at 2 or 3. It's something I'd like to have later in the game when I want to stock up on ammo, but have no room.

And if you want to keep inventory all on one screen, simple double column it, it looks like there's plenty of room.

6
Discussion / Tips for AoB?
« on: March 07, 2008, 11:49 »
I've seen that alot of people have been able to complete Angel of Berserk, but I can't even get to level 15 of it to go up a rank. I seem to get killed mostly in the early levels by former human sergeants and imps, and have only once made it to the chained court, which made things easy for a while until something else killed me. I think it was another former human sergeant. So, what am I doing wrong? Should I just avoid combat and try to get to the exit ASAP? Or should I try to lure guys closer in? Luring doesnt seem to work actually. Most monsters will just hang out in the same general spot, or if there's a lever, will not move from that.

Any suggestions would be nice.

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