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Messages - 007bistromath

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1
Discussion / Music in Ao100
« on: September 25, 2012, 12:58 »
So, I was wondering...

If you're doing a 100-level game, does the music go back up to level2 in the lua when you get to level 26?

Or could I, say, add a bunch of new lines at the end of the list to stuff in sirgalahad's Doom II music?

Just a thought I had. :V

2
Discussion / Re: Config format question
« on: February 18, 2011, 21:28 »
...I'm not sure why I didn't think of using notepad.

Not my day, I think.

3
Discussion / Re: Config format question
« on: February 18, 2011, 20:53 »
Yeah, I have no idea what to do with this at all. I keep trying different ways of using that command line thing, and either nothing happens at all, or it horfs a bunch junk at me about the file I'm telling it to look at not being a table. I have no clue how to change anything.

I just want to use the mp3 music and put myself on the right side of the starting level. I don't have any programs that can open these things. lua stuff is supposed to be a backend, why are you making me deal with this?

4
Requests For Features / Re: A Keys Idea That Isn't Boring
« on: February 02, 2011, 17:07 »
How? It doesn't really make you do anything different except hold on to something. This doesn't require solving any puzzles, moving any garbage, or even searching a level unless you actually find a door without a key, and if you do, said key will be sitting in plain sight in one of the rooms you haven't seen yet. If you can't put up with about twenty seconds of backtracking should that happen, I have no idea how you get through this game anyway, since it's generally necessary to go back over a level to top off on armor and restoratives once it's cleared out.

The net effect of tying special vaults to keys is that there are more vaults with more varied caches in them. That's about it.

5
Requests For Features / Re: A Keys Idea That Isn't Boring
« on: February 02, 2011, 15:15 »
You guys are really not getting the concept here. There are no "keycard problems" with this idea. A locked vault would never be generated unless the appropriate key were somewhere on the level. The key wouldn't be difficult to find; the worst it could be is behind some goop like anything else you might want to grab. If you didn't get the key for whatever reason, which there is basically no reason for unless you absolutely can't stomach the goop at the moment or you're playing AoRA or something, then future floors would not have that color door unless another key spawns.

You guys seem to be looking at this and saying "keys, blah, that's boring." You're missing the fact that this idea directly addresses the problems that make keys boring. It's just a new way to put in more item rolls, bring back some old flavor, and make you wiggle your inventory around. It shouldn't kill the pace at all.

6
Requests For Features / Re: A Keys Idea That Isn't Boring
« on: February 02, 2011, 01:52 »
Your rockets didn't notice that I specified indestructible vaults. :V

As for the "puzzle" aspect, it isn't present here. If there is a key, there might be a vault, that's it. You're not going to get sealed off from part of a level, and the stairs aren't in there. The key is not hidden behind a bunch of barrels, nor does it require you to pull a specific lever. A Baron of Hell did not eat it. It might spawn behind a hazard floor, but anything can do that, and since the only thing keys do in my model is give you bonus junk, you can skip it if you can't swing the damage.

7
Requests For Features / A Keys Idea That Isn't Boring
« on: February 02, 2011, 00:59 »
I'm pretty sure we've talked about keys before, and I'm also pretty sure we've discarded them, because although "find the key" gameplay was a cornerstone of the era Doom is from, it would really screw up DoomRL's coffee break pacing.

I fixed it!

If a key is on a level, whether it is generated or carried, there is a chance a vault will be on it with indestructible walls and a door of the same color. But they shouldn't just be vaults. It's more fun if we make the color mean something. Blue doors could hide meds and powerups. Yellow doors contain equipment and mods. Red doors contain a whole bunch of overleveled monsters.

Even more fun!

As long as we're coloring things, let's paint some levers, too. A blue lever megaspheres you when you pull it and doesn't run out. A yellow lever dumps a bunch of ammo every where. A red lever smashes you into pulp.

So why would I want a red key?

Because the colors in these descriptions were placeholders. Remember how in old school roguelikes, you wouldn't know what a wand did until you tested it? A particular color of key is a mystery until you find something to stick it in. Good luck! :V

8
Discussion / Re: Question about Dualgunner
« on: June 02, 2009, 11:30 »
Actually, when you R with the Trigun in your primary slot, it asks if you're sure. If you make any input other than Y, it will dual-reload rather than blowing everything up.

9
Pre-0.9.9 / [H|AoDD|78%|YAVP]This was an experiment.
« on: April 07, 2009, 16:29 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Masta Plan, level 9 Demon Captain, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 92526 turns and scored 123945 points.
 He wasn't afraid to be hurt plenty.

 He killed 525 out of 665 hellspawn. (78%)
 He was an Angel of D&D!


 The world crashed on him once.
 He saved himself once.

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

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

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

  Health 51/90   Experience 37051/9
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

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

    Son of a bitch (Level 3)

  SoB->SoB->SoB->

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

    [a] [ Armor      ]   green armor [0/1] (38%)
    [b] [ Weapon     ]   modified plasma rifle (1d8)x8 [36/52] (M1)
    [c] [ Boots      ]   protective boots [2/2] (60%)
    [d] [ Prepared   ]   modified chaingun (1d6)x5 [65/65] (M1)

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

    [a] Revenant's Launcher (6d6) [1/1]
    [b] green armor [0/1] (8%)
    [c] blue armor [1/2] (26%)
    [d] blue armor [1/2] (48%)
    [e] blue armor [1/2] (39%)
    [f] 10mm ammo (x135)
    [g] 10mm ammo (x140)
    [h] 10mm ammo (x140)
    [i] 10mm ammo (x140)
    [j] rocket (x14)
    [k] power cell (x23)
    [l] power cell (x70)
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] homing phase device
    [q] thermonuclear bomb

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

    64 former humans
    35 former sergeants
    21 former captains
    122 imps
    72 demons
    71 lost souls
    15 cacodemons
    25 barons of hell
    1 Cyberdemon
    11 hell knights
    2 arachnotrons
    3 former commandos
    10 pain elementals
    3 arch-viles
    5 mancubi
    8 revenants

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  On level 10 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 20 he found the Revenant's Launcher!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 rocket launcher.
 You reload the plasma rifle with power cell. The Cyberdemon fires! You are
 hit! Your green armor is completely destroyed!
 Fire -- Choose target... Find a more constructive way to commit suicide.
 You wear/wield : a green armor [1/1] (61%) The Cyberdemon reloads his
 rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon fires!
 You are hit! Your green armor is damaged!
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The Cyberdemon dies. Congratulations! You defeated the

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

 Before him 78 brave souls have ventured into Phobos:
 71 of those were killed.
 1 of those was killed by something unknown.
 And 1 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 5 souls claim to have killed him...
 2 sacrificed itself for the good of mankind.
 3 killed the bastard and survived.

--------------------------------------------------------------
I think AoDD makes anything harder than NTR easier due to the early chainguns. This is my first HMP win, and there's a guy down the page with a N! run, so it can't be complete nonsense.

10
Requests For Features / Re: A tiny request
« on: January 20, 2009, 17:08 »
CT, please don't flame newcomers.
What about everyone else, who should know better? All you have to do to find out about , is look in the manual. :p

11
Discussion / Re: The Big Jump Poll
« on: January 12, 2009, 13:38 »
So long as it doesn't get broken every few games in the next version, do whatever you like with it. :|

12
Bug Reports / Re: The game quits responding
« on: January 10, 2009, 01:29 »
Check on your system resources while running the game, especially when it gets laggy. This is starting to sound like a memory leak.

13
Discussion / Re: Juggler dual wield melee?
« on: January 09, 2009, 00:30 »
That would totally break AoB. It's already pretty much broken if you have anything better than the chainsaw. With this, you'd barely even need it, just a pair of knives.

That said, I always keep something in my prepared slot in AoB anyway, just so I can imagine what my character looks like standing at the entrance to the Phobos Arena with a spear and a chainsaw. :3

14
Requests For Features / Re: Angel of Cybie OR Angel of Fleeing
« on: January 09, 2009, 00:28 »
Angel of Not an Angel: no different from normal play, but you get to append that ridiculous prefix to all your games.

:|

15
Bug Reports / Re: The game quits responding
« on: January 09, 2009, 00:25 »
Have you tried saving after the first level to see if that affects the amount of time/turns it takes to fail?

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