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Messages - GinDiamond

Pages: 1 ... 3 4 [5] 6 7 ... 9
61
Modding / Re: Mod Ports (from older versions)
« on: March 25, 2013, 17:44 »
Source access? For what?

62
Modding / Re: Compiling/Decompiling WAD files?
« on: March 25, 2013, 17:43 »
could I get the source code to doomrl.wad/core.wad? :-)

63
Modding / Compiling/Decompiling WAD files?
« on: March 25, 2013, 12:24 »
1. How do you compile your XXXX.module folder to a .wad file?

2. If possible, how can you decompile a .wad to a .module folder?

64
Modding / Re: Mod Ports (from older versions)
« on: March 25, 2013, 11:32 »
We also need a new modding tutorial on the wiki.

65
Releases / Re: The Inferno Module
« on: March 25, 2013, 11:31 »
Will this mod be ported to DoomRL 0.9.9.7?

66
When I shortcut "u", usually the usuable items show up. However, an added feature for the 0997 is that you can use items directly from the floor or use weapons/armor/packs directly from the floor. However, the problem is is that if I want to se a medpack or whatever from my inventory, I can't if I'm standing on any consumable or weapon. I'll use (or attempt to use) the item I'm standing on instead.

67
Discussion / Re: DooMRL Comics
« on: March 23, 2013, 15:56 »
Nice ArchAngel of 666 spoiler you got there, is it like an infinite Ao100?

Oh, and it'd be hilarious if I tried to make some DoomRl comics and send them in to the local paper!

68
Requests For Features / Re: "Mid"-Classic Doom feature?
« on: March 23, 2013, 14:51 »
nah, I started playing literally the day after 0.9.9.4 was released. I had no idea about how big of a game DoomRl was and will become. I was just some innoccent player. However, I quickly learned, and seeked out older versions of DoomRL. I watched Game Hunter's tuts on youtube, and I have to say, I've become quite good. Not as good as 2Dev or anybody who can go through Inferno as Nightmare! and not get hit once.

But no. 0.9.9.7 is not the same as 0.9.9.6 at all.

69
Requests For Features / "Mid"-Classic Doom feature?
« on: March 23, 2013, 14:26 »
I really liked 0.9.9.6. Sure, it had some glaring bugs (Fireangel didn't work, some enemies were "too smart", liquid spawning problems), but other than that, I think that 0.9.9.6 siginfied the climax of the "modern-age classic" DoomRL.

I mean, Classic DoomRl was when you had the 10 levels and no special levels and just the Cybie to deal with. The "modern-classic" DoomRl is the one like 0.9.9.1 to 0.9.9.6, the one with 11 special levels, all the same, not much changing, same exotic/unique weapons/mods/stuff, and similar assemblies all the way.

Sure, I like 0.9.9.7, but I feel that new special levels change the entire feel of the game. It's like playing Inferno for the first time--you don't know what's going to happen, you're caught off-guard, and you feel kind of lost, now that your usual routine has been overhauled.

I would really like to see a "0.9.9.6" mode in new DoomRl versions.

70
Modding / Re: Mod Ports (from older versions)
« on: March 23, 2013, 14:04 »
Will Inferno be ported?

Oh, and how has modding changed? We need a new modding wiki!

71
Discussion / Re: 3d Art Inspired by DoomRL
« on: March 19, 2013, 07:00 »
Whats the software used to model/render these?

72
Discussion / Re: Quick questions thread!
« on: March 19, 2013, 06:59 »
DoomRL 0.9.9.7 has gone GOLD! Expect a release in 36hrs!

73
Thanks!

I'll get to work on this right away.

74
I mean, I have homework and other stuff to do, so editing will be somewhat slow, but I'll do it. Anybody who wants to help, just email me at patrickskis21@yahoo.com and we'll see what needs work.

75
Discussion / Re: Quick questions thread!
« on: March 12, 2013, 03:59 »
oh yeah.

I kept up with the cia.vc svn page, and some of the tweaks were pretty sick. I don't know how much I can say, but I think its safe to mention dual-angels, weapon tweaks/balances, enemy ai is being reworked, some core functions and whatnot are being changed, the modding is gonna be different, the wall will be overhauled, and others.

The cia.vc went down a while ago, so I don't know much more than that.

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