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1
Requests For Features / Re: Demonic weapons
« on: December 02, 2009, 10:04 »
New master trait:
Possesed
You've been fighting the demons so long, you think you know how they work. You can use demonic weapons without having to pay 5 Max HP per use.
Requires: Berzerker, Intuition
Possesed
You've been fighting the demons so long, you think you know how they work. You can use demonic weapons without having to pay 5 Max HP per use.
Requires: Berzerker, Intuition
2
Discussion / Re: Suggestions for more RLs..
« on: November 28, 2009, 13:11 »Yeah, it is an online game. That's why my TF2RL idea includes bots (and you'd need good AI too, considering most of the time you'll want to be working together with them)
I actually dreamt about TFRL last night; in it you didn't play a character (or only played one character), but players were able to write code for other bots. It was a complicated dream.
3
Requests For Features / Re: Challenge modes ideas - old and new.
« on: November 26, 2009, 12:49 »
When was the last version with AoD&D?
(I feel like because it won, I now kinda have an obligation to beat it - I've been playing lots of AoRA lately for the same reason.)
(I feel like because it won, I now kinda have an obligation to beat it - I've been playing lots of AoRA lately for the same reason.)
4
Requests For Features / Intuition Messages
« on: November 25, 2009, 10:03 »
Just a small idea for Intuition: Instead of the generic "You sense a passage to a place beyond...", with Intuition 1 you receive a more detailed message about where the level goes to. For example:
Hell's Arena: "You hear the cheers of a studio audience!" (would probably be hard to get Intuition before HA spawns, anyhow...)
Chained Court: "You hear the rumbling of a chainsaw..."
The Wall: "They think they're so clever, hiding behind a wall."
Doesn't really change anything (you could just go to the red stairs and look for this information), but it's fun.
Hell's Arena: "You hear the cheers of a studio audience!" (would probably be hard to get Intuition before HA spawns, anyhow...)
Chained Court: "You hear the rumbling of a chainsaw..."
The Wall: "They think they're so clever, hiding behind a wall."
Doesn't really change anything (you could just go to the red stairs and look for this information), but it's fun.
5
Discussion / Re: Screenshots: ASCII and Graphics
« on: November 08, 2009, 12:13 »There is a green armor [1/1] (100%) lying here.
You picked up a green armor [1/1] (100%).
##############################################################################
# ^ # 00........0.........................#..0....# #.....#
##########+#+# .....................}..............#.......# #.....#
# # .....................|..............#.......# #.....#
# ##################/##/######/##.###/######/####.......#===#.....#
# = #.............................................#.......#===#.....#
# === #.............................................#.......#===###/###
# ===== #.....................}....|%...%............./.......#===#.....#
# ====== #........0.........0..|....}|.................#.......#===+....%#
# ====== #..........................}..................#.......#===#.....#
# >========#..............................0..............#.......#===+.....#
# ========#.......................|}...|................#}......#===#%.%.}#
# =========#...............\.0...........................#.|.....#===#....|#
# =========@..................}................... ......#...|.../>==/....&#
# =========#/##########################################=##.......#===#.....#
# ========#............ | .....= #.......#===#.....#
# ========#............. ......==#/#################
# ====== #............. ....0..==.......... #
# ====== #............. 0 \ ........===........ #
##############################################################################
Shanya Armor : green armor [1/1] (68%)
Health: 48% Exp: 2/28% Weapon: combat knife (2d5)
cautious Phobos Base Lev3
(EDIT: Sorry, didn't see that there was a thread just for screenshots...)
6
0.9.9 / [E|96%|YAVP] First-ever win!
« on: November 05, 2009, 01:32 »--------------------------------------------------------------
DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------
Shanya, level 10 Imp Lance Corporal, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 137288 turns and scored 47825 points.
He played for 1 hour, 56 minutes and 39 seconds.
He was too young to die!
He killed 387 out of 400 hellspawn. (96%)
He held his right to remain violent.
-- Awards ----------------------------------------------------
Explorer Badge
Hell Champion Medal
UAC Bronze Badge
Lava Bronze Badge
Scavenger Bronze Badge
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
#..........................................................
#..........................................................
#......................##.......................###........
#......................#........................###....###.
#.....................................#.........###....###.
#.....###............................##................###.
#.....###...........................#.#....................
#.....###......................................###.........
#..............................................###.........
#.........................}....................###.........
#................................#.........................
#................................#.........................
#..............###.....................###.................
#..............#>#.....................###.................
#..............###...X.................###.................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 60/60 Experience 46905/10
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Ironman (Level 1)
Finesse (Level 2)
Son of a bitch (Level 2)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
SoB->SoB->TH->TH->Fin->Fin->WK->MAc->Iro->WK->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4/4] (61%)
[b] [ Weapon ] BFG 9000 (10d8) [60/100]
[c] [ Boots ] protective boots [2/2] (100%)
[d] [ Prepared ] advanced chaingun (1d8)x4 [40/40] (A3P2T2)
-- Inventory -------------------------------------------------
[a] advanced rocket launcher (6d6) [1/1] (A1B2)
[b] Combat Translocator (0d0) [60/60]
[c] blue armor [2/2] (100%)
[d] red armor [2/4] (41%)
[e] red armor [4/4] (100%)
[f] red armor [4/4] (100%)
[g] red armor [4/4] (100%)
[h] Phaseshift Armor [2/2] (100%)
[i] rocket (x14)
[j] power cell (x20)
[k] power cell (x70)
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] homing phase device
-- Kills -----------------------------------------------------
66 former humans
74 former sergeants
20 former captains
33 imps
37 demons
58 lost souls
29 cacodemons
13 barons of hell
1 Cyberdemon
16 hell knights
15 arachnotrons
5 former commandos
3 pain elementals
6 arch-viles
5 mancubi
6 revenants
-- 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 6 he stormed the Chained Court.
On level 9 he found the AdvTech Weapon Pack!
On level 13 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 14 he ventured into the Halls of Carnage.
On level 15 he found the Combat Translocator!
On level 18 he entered the Vaults.
He came, he saw, but he left.
On level 23 he entered the Lava Pits.
On level 23 he found the Phaseshift Armor!
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
You reload the BFG 9000 with power cell. The Cyberdemon fires! You are hit!
Fire -- Choose target...
The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
Fire -- Choose target...
The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
You reload the BFG 9000 with power cell.
You are hit!
Fire -- Choose target...
The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
Fire -- Choose target...
The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
You reload the BFG 9000 with power cell. You are hit!
Fire -- Choose target...
The missile hits the Cyberdemon. The Cyberdemon dies. You feel
relatively safe now. Congratulations! You defeated the Cyberdemon!
-- General ---------------------------------------------------
Before him 23 brave souls have ventured into Phobos:
21 of those were killed.
1 of those was killed by something unknown.
And 1 couldn't handle the stress and committed a stupid suicide.
--------------------------------------------------------------
So, I got incredibly lucky and managed to get an Invulnerability Globe a mere step away from the stairs down... I had reached that arena once before, but had only a rocket-launcher and six rockets. This time, though... I had a BFG, a chaingun with infinite ammo and six mods, and a benevolent RNG.
I would have had 100%... except I got to the vaults and couldn't figure out how to get in there at all...
So... how many years ago did I first join these forums, until just now when I finally won? (EDIT: Four years, two days ago -- three counting leap year. @_@;; )
Huh... I wonder if I could have popped my homing phase beacon to see the mortem, and avoided combat altogether... guess there's only one way to find out, huh?
7
Discussion / Re: City of Hell RL (was Doom, id, and copyright issues)
« on: February 17, 2007, 15:29 »
Yeah, but that was an in-joke, right?
8
Discussion / City of Hell RL (was Doom, id, and copyright issues)
« on: February 16, 2007, 08:44 »
I think that this idea needs to be discussed a bit more on its own, instead of being mired in legal talk. ^^;
Just my ideas for a 'city of hell RL'. Inspired by Urban Dead, Resident Evil 2/3, Dawn of the Dead, World War Z, Sauwn Of The Dead, and (of course) DoomRL.
Chargen
Characters in City of Hell RL will only have three stats: Body, Reflexes, and Intelligence. Body influences Hit Points, melee bonus damage, and carrying capacity; Dexterity influences to-hit in melee, to-dodge, and speed; and Intelligence improves to-hit ranged, sight range, and mental resistance.
Skills in City of Hell RL are likewise simple, and a few may be taken directly from DoomRL. Of course, there will be new ones: Strength to let you carry more stuff and deal more damage in melee, Constitution to let you resist the zombie plague better and have a longer life span when you do catch it, and so on.
Player characters are begun by picking an origin: Police, Soldier, Fireman, Teacher, Student, Scientist, Politician, Homeless, and so on. This determines your starting base stats, base skills, starting location, and initial equipment. After these bases are selected, you get to choose one more skill and distribute a few more stat points.
Experience
Experience is triangular: level 2 requires 200 XP, level 3 requires 300 XP, and so on.
Every level, you get a stat point and a new skill. Derived stats based on a stat go up when their linked stat does.
Starting Off
You begin in a fairly secure place -- or at least, it seems fairly secure. (Let's assume it's a home. Different origins will start in different places, naturally.) Soon, in your home, you will come across your first enemy, a shambler. Shambers are slow zombies, and they are easy to outrun -- and even if you get bit, it's only one. However, the zombies will soon be coming to your door, hearing the noise of a potential lunch, and you'll have to escape. The front door is too dangerous, but by going out the back door, you can escape.
Once you make it out the back door, you "remember" the direction to a safe place, such as a police station or fire house. (North, south, east, west, etc.) After running through the streets of your city, fighting off the occasional lone zombie (and using your line-of-sight judiciously to avoid the larger swarms), perhaps looting the occasional house or two for supplies, you will make it to your first clear zone...
Enemies at this stage: Shamblers (slow zombies).
The First Stronghold
At your first stronghold, you encounter similar survivors. You can strike up conversations with some of them, and learn things like what they believe about zombies, where they came from, and whether or not they think they can survive. How pessimisitic or optimistic they are depends on their nature and how the war is going.
For a while, it will be easy. There are always at least a few gunmen on guard, usually with better equipment than you (perhaps not if you started as a soldier, however), and there's food and medical aid. You can help the guards and let the XP come to you for a while, or explore the holdout building for any secret caches that have been left behind (hint: the Looting skill will help). Another few survivors might even join your group. However, as more people outside your stronghold are turned, there will eventually be a point where the defenses are breached and you and everyone you've come to know are eaten. Before this point, however, one of the leaders will talk to you and mention the next part of your quest.
Enemies at this stage: Shamblers (slow brain-munchers), Zombie Dogs (faster but not able to grapple), Zombie Cats (fastest but least dangerous, unless they critically hit your jugular).
Taking back the city
In order to save the rest of the survivors, you will need to take back the points that first got overrun: the hospitals, the police stations, the power stations. Getting enough of these clear again might even help create new safe zones for you to rest at... but you'll have to go through hell first.
Each complex (hospital, police station, power station, National Guard armory, etc.) is a different randomly-generated 'dungeon.' As you explore, you'll have to rely on your senses to determine whether or not the undead are still present: the smell of death, the shuffling footfalls of shamblers, the growls and clicks of zombie dogs, and so on and so forth.
Each location you clear will have an impact on the human survivors that are randomly generated in any nearby areas. Clear a Hospital, and new human survivors will have more hit points. Clear an Armory, and they may have better weapons or even armor. Clear a Power Station, and they'll have better AI (the effects of TV, radio, and Internet communications informing them) and the streetlights will turn back on. Clear a Police Station, and you'll have a new safe zone that combines a few of the above benefits. And so on and so forth.
You'll eventually discover the quarantine zone: great concrete walls with a broad napalm moat between you and it, and snipers atop the wall. The military, for some reason, was informed about the attack, and knows not to let any of the infected out...
Enemies at this stage: Shamblers, Gorgers (shamblers grown slower, but much more powerful and corpulent, on 'digested' human flesh), Zombie Dogs, Zombie Cats, Quislings (like weak runners; zombies attack these), LaMOEs (Last Man On Earth, the type that will shoot you out of paranoia; "nobody else could possibly have survived!").
Heading Towards The Source
Sooner or later, you'll find a part of the city that has more dangerous monsters: ones that are 'fresher,' and stronger. This will be a themed area: a corporation skyscraper, a military base, or an airport, indicating where the virus began. Clearing out this area will take longer, but if it does not get cleared, areas near it will continue to face attacks -- possibly organized. See, in the most infected areas, the disease has improved; it's not completely destroying the brain of those it infects, making them murderous, ravenous, and cunning.
If you can clear this area out, you will find evidence (unless you destroy it with area-effect weapons) of the creation of the virus; who created the virus is different each time. (Even if you accidentally destroy the evidence, cleaning out the 'zero point' will cause some survivors with knowledge to be generated; you can chat them up to find out the info, if you can find them.)
Enemies at this stage: Gorgers, LaMOEs, Runners (fast Resident Evil-style zombies), Zombie Giants (upsized Zombie Shamblers), Thinkers (zombies with intelligence; more dangerous AI, and randomly having human weapons and/or armor), Zombie Ravens.
Water Works
Even when you clear the origin point, your city's not safe. There's still at least one infected place (more, if you left anyplace uncleaned), and occasionally, someone will climb up from the sewers. Areas you've cleared may become infected again, especially if more than one area nearby is still infected (the zombie AI, even for dumb shamblers, is just a bit better than human AI in most cases; zombies advance, but humans will occasionally panic).
The city's water works, no matter how good the human AI's morale gets, will never be cleaned out, and will continue to spawn new zombies (and worse). You'll have to clear them out the hard way: by going in and clearing them all yourself. The water works are huge and labyrinthine. Just getting through this, itself, will require the best weapons, armor, and skills you've got. Eventually, however, you will reach your goal: the sewer entrance.
The sewers are labyrinthine and run throughout the entire city. Every city block will have to be cleared again, on a second level (underground), and unlike up top, other humans won't be retaking blocks; cleared blocks will randomly be re-infected, based on the number of infected sewer blocks (and whether or not you lead any undead to a block). Having a clean block below will help to protect the blocks above.
Enemies at this stage: Shamblers, Runners, Zombie Dogs, Gorgers, Zombie Giants, Zombie Thinkers, Zombie Gators (you know there'll be alligators in the sewers).
Demons?
Eventually, you'll come across a patch of the sewers that seem wrong. If you stop to investigate the walls or floors, you'll see runes and blood that defenately weren't put in there by Public Works. There are several of these areas, 'pocket Hells' that have integrated themselves with our reality. These demons are the ones hinted at in the documents you found earlier; their demonic blood and essences are the ones that created the zombie plague in the first place.
Once you find one of these hell pockets, these 'pocket hells' will begin to churn out demons. You'll now have to deal with two different infections: demonic, and undead. The time scale just got compressed...
Enemies at this stage: Collaborators (the source of the vampire rumours you hear; Satan-worshippers who willingly allowed themselves to be turned and aided Hell's agenda in return for demonic powers), Runners, Zombie Thinkers, Zombie Gators, Hellhounds (Demonic canines).
(To be edited/expanded later.)
Just my ideas for a 'city of hell RL'. Inspired by Urban Dead, Resident Evil 2/3, Dawn of the Dead, World War Z, Sauwn Of The Dead, and (of course) DoomRL.
Chargen
Characters in City of Hell RL will only have three stats: Body, Reflexes, and Intelligence. Body influences Hit Points, melee bonus damage, and carrying capacity; Dexterity influences to-hit in melee, to-dodge, and speed; and Intelligence improves to-hit ranged, sight range, and mental resistance.
Skills in City of Hell RL are likewise simple, and a few may be taken directly from DoomRL. Of course, there will be new ones: Strength to let you carry more stuff and deal more damage in melee, Constitution to let you resist the zombie plague better and have a longer life span when you do catch it, and so on.
Player characters are begun by picking an origin: Police, Soldier, Fireman, Teacher, Student, Scientist, Politician, Homeless, and so on. This determines your starting base stats, base skills, starting location, and initial equipment. After these bases are selected, you get to choose one more skill and distribute a few more stat points.
Experience
Experience is triangular: level 2 requires 200 XP, level 3 requires 300 XP, and so on.
Every level, you get a stat point and a new skill. Derived stats based on a stat go up when their linked stat does.
Starting Off
You begin in a fairly secure place -- or at least, it seems fairly secure. (Let's assume it's a home. Different origins will start in different places, naturally.) Soon, in your home, you will come across your first enemy, a shambler. Shambers are slow zombies, and they are easy to outrun -- and even if you get bit, it's only one. However, the zombies will soon be coming to your door, hearing the noise of a potential lunch, and you'll have to escape. The front door is too dangerous, but by going out the back door, you can escape.
Once you make it out the back door, you "remember" the direction to a safe place, such as a police station or fire house. (North, south, east, west, etc.) After running through the streets of your city, fighting off the occasional lone zombie (and using your line-of-sight judiciously to avoid the larger swarms), perhaps looting the occasional house or two for supplies, you will make it to your first clear zone...
Enemies at this stage: Shamblers (slow zombies).
The First Stronghold
At your first stronghold, you encounter similar survivors. You can strike up conversations with some of them, and learn things like what they believe about zombies, where they came from, and whether or not they think they can survive. How pessimisitic or optimistic they are depends on their nature and how the war is going.
For a while, it will be easy. There are always at least a few gunmen on guard, usually with better equipment than you (perhaps not if you started as a soldier, however), and there's food and medical aid. You can help the guards and let the XP come to you for a while, or explore the holdout building for any secret caches that have been left behind (hint: the Looting skill will help). Another few survivors might even join your group. However, as more people outside your stronghold are turned, there will eventually be a point where the defenses are breached and you and everyone you've come to know are eaten. Before this point, however, one of the leaders will talk to you and mention the next part of your quest.
Enemies at this stage: Shamblers (slow brain-munchers), Zombie Dogs (faster but not able to grapple), Zombie Cats (fastest but least dangerous, unless they critically hit your jugular).
Taking back the city
In order to save the rest of the survivors, you will need to take back the points that first got overrun: the hospitals, the police stations, the power stations. Getting enough of these clear again might even help create new safe zones for you to rest at... but you'll have to go through hell first.
Each complex (hospital, police station, power station, National Guard armory, etc.) is a different randomly-generated 'dungeon.' As you explore, you'll have to rely on your senses to determine whether or not the undead are still present: the smell of death, the shuffling footfalls of shamblers, the growls and clicks of zombie dogs, and so on and so forth.
Each location you clear will have an impact on the human survivors that are randomly generated in any nearby areas. Clear a Hospital, and new human survivors will have more hit points. Clear an Armory, and they may have better weapons or even armor. Clear a Power Station, and they'll have better AI (the effects of TV, radio, and Internet communications informing them) and the streetlights will turn back on. Clear a Police Station, and you'll have a new safe zone that combines a few of the above benefits. And so on and so forth.
You'll eventually discover the quarantine zone: great concrete walls with a broad napalm moat between you and it, and snipers atop the wall. The military, for some reason, was informed about the attack, and knows not to let any of the infected out...
Enemies at this stage: Shamblers, Gorgers (shamblers grown slower, but much more powerful and corpulent, on 'digested' human flesh), Zombie Dogs, Zombie Cats, Quislings (like weak runners; zombies attack these), LaMOEs (Last Man On Earth, the type that will shoot you out of paranoia; "nobody else could possibly have survived!").
Heading Towards The Source
Sooner or later, you'll find a part of the city that has more dangerous monsters: ones that are 'fresher,' and stronger. This will be a themed area: a corporation skyscraper, a military base, or an airport, indicating where the virus began. Clearing out this area will take longer, but if it does not get cleared, areas near it will continue to face attacks -- possibly organized. See, in the most infected areas, the disease has improved; it's not completely destroying the brain of those it infects, making them murderous, ravenous, and cunning.
If you can clear this area out, you will find evidence (unless you destroy it with area-effect weapons) of the creation of the virus; who created the virus is different each time. (Even if you accidentally destroy the evidence, cleaning out the 'zero point' will cause some survivors with knowledge to be generated; you can chat them up to find out the info, if you can find them.)
Enemies at this stage: Gorgers, LaMOEs, Runners (fast Resident Evil-style zombies), Zombie Giants (upsized Zombie Shamblers), Thinkers (zombies with intelligence; more dangerous AI, and randomly having human weapons and/or armor), Zombie Ravens.
Water Works
Even when you clear the origin point, your city's not safe. There's still at least one infected place (more, if you left anyplace uncleaned), and occasionally, someone will climb up from the sewers. Areas you've cleared may become infected again, especially if more than one area nearby is still infected (the zombie AI, even for dumb shamblers, is just a bit better than human AI in most cases; zombies advance, but humans will occasionally panic).
The city's water works, no matter how good the human AI's morale gets, will never be cleaned out, and will continue to spawn new zombies (and worse). You'll have to clear them out the hard way: by going in and clearing them all yourself. The water works are huge and labyrinthine. Just getting through this, itself, will require the best weapons, armor, and skills you've got. Eventually, however, you will reach your goal: the sewer entrance.
The sewers are labyrinthine and run throughout the entire city. Every city block will have to be cleared again, on a second level (underground), and unlike up top, other humans won't be retaking blocks; cleared blocks will randomly be re-infected, based on the number of infected sewer blocks (and whether or not you lead any undead to a block). Having a clean block below will help to protect the blocks above.
Enemies at this stage: Shamblers, Runners, Zombie Dogs, Gorgers, Zombie Giants, Zombie Thinkers, Zombie Gators (you know there'll be alligators in the sewers).
Demons?
Eventually, you'll come across a patch of the sewers that seem wrong. If you stop to investigate the walls or floors, you'll see runes and blood that defenately weren't put in there by Public Works. There are several of these areas, 'pocket Hells' that have integrated themselves with our reality. These demons are the ones hinted at in the documents you found earlier; their demonic blood and essences are the ones that created the zombie plague in the first place.
Once you find one of these hell pockets, these 'pocket hells' will begin to churn out demons. You'll now have to deal with two different infections: demonic, and undead. The time scale just got compressed...
Enemies at this stage: Collaborators (the source of the vampire rumours you hear; Satan-worshippers who willingly allowed themselves to be turned and aided Hell's agenda in return for demonic powers), Runners, Zombie Thinkers, Zombie Gators, Hellhounds (Demonic canines).
(To be edited/expanded later.)
9
Discussion / Re: Doom, id, and copyright issues
« on: February 15, 2007, 11:32 »And HellRL has a great ring to it :)
Maybe this could be a branch game, enabling many new additions both through legal rights and a lack of context restriction (i.e. "undoomish"'ll be much less of an argument).
Imagine a game like DiabloRL. Instead of having one dungeon that you go through sequentially, there is a randomly-generated 'overland' that represents a Hell-infested city. In the beginning you are simply trying to clear out skyscrapers (a la DialboRL's dungeons) to take the city back from the undead, but as Hell begins to take the war to the city directly, you have to descend directly into different pockets of hell...
It wouldn't be quite so 'Coffeebreak'-y, but then again, Kornel's epitomized that genre with Berserk. ^^;
10
Discussion / Re: Doom, id, and copyright issues
« on: February 13, 2007, 08:35 »I think Kornel's disclaimer on the manual states clearly he doesnt want to challenge the property of ID software. Anyway, in the case he had to change the theme of the game, wouldnt you play it anymore? (say, no longer DoomRL but HellRL, with BloodDemons instead of Cacodemons, etc)
I'd approve of that change, actually! You can copyright specifics, but you can't copyright a general theme... and he wouldn't have to play nice with canon. ^_^
11
Discussion / Re: Doom, id, and copyright issues
« on: February 09, 2007, 08:09 »If he contacts them and they don't C&D him they will be giving him de facto permission to use their intellectual property and may lose a court case if they ever need to force him to stop.
Again, false. Just because someone in the company may have recieved correspondence does not prove the company management or legal team knew about it. Kornel doesn't have that luxury; he knows Doom is © Id, as any look at this forum or the DoomRL website can tell you.
(IANAL, but I'm in a position to lose big if I misunderstand copyright law, which is why I make sure I understand it as best I can ^^; )
12
Discussion / Re: Doom, id, and copyright issues
« on: February 09, 2007, 06:31 »There's a guy named Brian who has similarly produced a fan work using copyrighted sprites from Final Fantasy 1; he takes donations (and happens to be very popular, so I find it difficult to believe Squeenix has no knowledge at all of his work); and he has not had issues. I'd say the usage of material there is at least as extensive as in DoomRL.
That falls under parody, which is an entirely different section of the law altogether.
13
Discussion / Re: Doom, id, and copyright issues
« on: February 08, 2007, 20:45 »There is a thing within copyright law called fair use
"Fair use" is unique concept to American law, and is very limited. Unless Kornel is living in the US, he's violating the copyright law wherever he lives. Even if he does live in the US, in taking "donations" for his work, he's pretty much negating any chance of a fair-use defense if id decides to sue him.
14
Discussion / Re: modding??
« on: January 21, 2007, 19:45 »
I've used a hex editor to alter some monster data before (not on the current edition so all my offsets are likely wrong), but this is another thing entirely. This isn't just a straight word-for-word translation; you'd have to write new code to handle the intricacies of your language.
(Myself, there's at least two languages I'd like to translate DoomRL into, but I can't afford to license Kornel's code yet =3)
(Myself, there's at least two languages I'd like to translate DoomRL into, but I can't afford to license Kornel's code yet =3)
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Pre-0.9.9 / Re: YAVP on a first try!
« on: January 14, 2007, 12:34 »I see that you had picked not the best perks, you can read what perks are worth picking here.
You're saying this to a man who won on his first try ;)