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Messages - shark20061

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91
Releases / Re: The Inferno Module
« on: May 14, 2012, 09:34 »
The DoomRL XP/Level Curves

The second image excludes the last 6 levels.

XP on Y-Axis, Level on X-Axis

92
Requests For Features / Re: Config.lua options
« on: May 08, 2012, 00:44 »
Yeah, the missing options should be re-added.

And since we're on the subject, you can check out the config.lua wiki page for (slightly more) detailed descriptions on the config options available (or formerly available).

93
Discussion / Re: Quick questions thread!
« on: April 30, 2012, 10:59 »
If there are enemies in your vision after a chain fire volley, the game will put you back into targeting mode.  At this point, you use 'f' or left click (not right click, that cancels) to continue to chain fire the chaingun.

94
Modding / Re: The "Basic Doom" Module
« on: April 26, 2012, 10:38 »
What about setting every reload time to 0, like it was in the original?
I think that would make this way too easy, and I'm not exactly going for a perfect recreation of Doom in DoomRL.

Also, green armor outperforms blue on formers. I suppose it should be fixed, because in the original, next tier was always better than the previous.
I think I'll leave the armors alone for now.

Also, disable phase devices please. And tracking maps.
... probably.

Also, items were indestructible in original Doom.
And make the walls (and possibly items) indestructible.
I'll probably do that too, at least the items.

Also a good idea as for me would be to implement juggler trait bonuses.
That doesn't make sense, because it took time to switch weapons, and you didn't automatically get to use a chainsaw if you had, say, your pistol out.

I am playing your mod now, and a start pistol has 2d4 D, not 2d5+1 and fire time of 1. Enemies pistol has 2d5 dam and less fire time. Is it right?
Nope, that's not right.  Fixed.

I wonder if it's possible to adapt constant weapon change time, like in Doom. So unequipping would take 0s, while equipping item would take 1s, or so. Or make it 0.5 / 0.5 ?
That seems hard to code.

95
I think this is a little more widespread than might seem from this report.

At current, this happens to me whenever I die during any Challenge game on any nonrandom level (Babel, Chained Court, The Wall, and Dis so far). Some details that might help resolve this:
- Bug is highly reproducible so far.
- On normal levels, I get no crash, .mortem as usual.
- Nuking the SMM in Dis also had the same effect.
- The resulting save file is always corrupted and subsequently discarded.
- Seems to be related to this and this.
- Since this started I haven't tried standard games so not sure if the Challenge stuff is relevant. But, the other cases I linked to are also Challenge games.
- I'm running Win7 64bit. Judging from this and other threads OS doesn't seem to be a major factor.
- Attaching the error report (all cases seem to be documented therein).

This is making all my challenges ultimately unplayable... At this point I think I'll reinstall DoomRL in another folder, move my player info there, and see if this continues to reproduce.

EDIT: Reinstall did not help. Also I got this again in a normal level this time.
Looks like it's no more challenges for me... :(

The bug you have is already fixed, and different from the one in the OP of this thread.

You are scoring kills while having a weapon equipped in AoPc (probably the chainsaw for the free zerk).  Make sure you do NOT equip any weapons during the challenge.  If you do pick up the chainsaw, you need to unequip right away.

Explanation here.

96
Playing the graphics version, this occurs when you're firing a long path at an enemy that's fairly close.  Ander Hammer's fairly close, but here's what's really going on:

The destination of the bullet is determined once the gun is fired.  When the game figures out what the bullet will hit, it then draws the path of the bullet to the space that it hit.  In graphics mode, it this ends up being a straight line to the destination space.  Observe what that means for a close up enemy when you're cornershooting (where it's most noticeable).  Image is attached.

97
Assuming the file structure is the same on the Mac as on Windows, there are two files with the name doomrl: an .exe (The executable file, the actual file you'll run) and a .wad file (data file containing the all the info the game uses when running).  Make sure that you are trying to run the .exe file and not the .wad.

98
Most of these problems would be fixed if the game would set up delayed events.  Delay the level up until the end of the turn, for instance.  Delay knockback until after damage is calculated, then apply both.  Delay applying shotgun effects until after all cells are checked for overall effect.  Little things like this.

99
Graveyard / Re: Hackmaster 4e OOC
« on: April 22, 2012, 12:43 »
With all the tasks I needed to get finished finally done, I'm ready once everybody else gets done setting up a character if they're still interested.

100
Requests For Features / Re: Ironman/Berserker Interaction
« on: April 21, 2012, 11:49 »
I believe the berserk counter stops building up from berserker at 100 actions.  This only applies to gaining berserk via the trait.

101
Discussion / Re: Usless Levers
« on: April 21, 2012, 11:43 »
ALL of the level affecting levers (except barrel blowing, which always affects the entire level) announce themselves through a level feeling.  You can use that to determine whether pulling one would be a good idea.

If one of those level feelings occur and you only find 1 lever on the entire level, it's pretty definitive what it'll do.

Other than that, it's guess work, but the odds are slightly in your favor in terms of good effect versus bad effect.

Spoiler (click to show/hide)

102
TwoDev unfortunately burned out the first save file (replaying the level 10 times before it gave out), so it's not available.

103
Discussion / Re: Quick questions thread!
« on: April 19, 2012, 20:35 »
There is only really 1 source of internal resistance, which applies to all damage taken regardless of source, which is berserk.

104
Requests For Features / Re: More music?
« on: April 19, 2012, 19:18 »
That's because the config script only runs once per load.  There might be a way to make it randomize every game...

105
Play-By-Forum / Re: Doom: The Text Adventure
« on: April 19, 2012, 01:29 »
We have 61 over points.  If we use a stimpack (+10HP), we'll end up healing 71 points, only 47 (105 minus 58) of which will be used and the remaining 24 will go to waste.  Healing might not be best right now.

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