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256
Requests For Features / Re: Doodads and other flavor bits
« on: March 14, 2010, 14:16 »
I like this idea. I think flair tiles that have a minimal actual impact on gameplay would be very nice to have.
257
Bug Reports / Re: Explosions pushed an enemy through/around a wall
« on: March 08, 2010, 19:12 »
An enemy will use a phase device in the same circumstances they would use a med-kit. There is both a blinking in and a blinking out message, but the enemy has to be visible to get them. But a phase device isn't responsible; Revs cannot use items.
A simpler explanation: Your rocket pushed the rev down, then the exploding barrel pushed him to the open door.
A simpler explanation: Your rocket pushed the rev down, then the exploding barrel pushed him to the open door.
258
Modding / Re: Modding wishlist
« on: March 04, 2010, 08:13 »259
Bug Reports / Re: Agility mod overrides sniper mod
« on: March 03, 2010, 07:08 »
I'm pretty sure that the sniper mod is bugged and doesn't do what it says it does too.
260
Modding / Re: Level modding and syntax preference
« on: March 02, 2010, 17:12 »
I am clearly outnumbered here. Oh, woe for the days where coding was procedural and we all knew assembly by heart...
261
Modding / Re: Modding wishlist.
« on: February 27, 2010, 11:09 »
5 can be done with linedefs and dropBeing(), but it's hackish
6 can be probably be done with the OnDie hook, but I don't think you can spawn a missile from there.
7 can be done with some abuse of OnCreate.
Of course just because something is possible doesn't mean that the interface shouldn't change to make it easy.
I would like:
16. a getCell feature (in whatever roundabout method is necessary; I just want complete access to the level)
17. a getBeings feature (so you can loop through and mess with every being in a level)
18. All hardcoded IDs not being hardcoded
19. A way to fill a custom level with a randomly generated one (that way I can have a half-random, half-custom level)
20. Ability to influence level generation (Aargh! Caves! Also, change item/being weights and the like mid-game)
21. AI tweaks
22. More control over music (in-level music changes)
23. A door flag for cells
24. Chainable custom levels (with and without ability to skip normal levels as a result)
25. A hierarchy of hooks (For instance, you can hook an individual weapon's OnKill hook, all OnKill hooks for a level, or all OnKill hooks for the entire game! Some already do this)
26. A way to bounce grenade shots so that SkulltagRL is viable (Denied)
27. More hooks! Hooks are where the power is >)
I'm all for more power. Though the one I *really* want is getCell.
Just setting up a unified number list for stuff that we ask for - Malek
6 can be probably be done with the OnDie hook, but I don't think you can spawn a missile from there.
7 can be done with some abuse of OnCreate.
Of course just because something is possible doesn't mean that the interface shouldn't change to make it easy.
I would like:
18. All hardcoded IDs not being hardcoded
25. A hierarchy of hooks (For instance, you can hook an individual weapon's OnKill hook, all OnKill hooks for a level, or all OnKill hooks for the entire game! Some already do this)
27. More hooks! Hooks are where the power is >)
I'm all for more power. Though the one I *really* want is getCell.
Just setting up a unified number list for stuff that we ask for - Malek
262
Modding / Level modding and syntax preference
« on: February 25, 2010, 15:43 »
Just in case you didn't know, modding is now open--in a limited form. Already work is underway, creating new and exciting levels, and a tutorial is planned as well. And an argument sort've broke out on this point which hopefully you, the community, can resolve :)
In Lua (the language mods are written in), almost every object is a table. And Lua is fairly flexible with how you assign tables. For instance, if I were to create an item, the following approaches are all valid:
Which one do you, the community prefer? It's the form that the wiki pages will use, so choose wisely!
In Lua (the language mods are written in), almost every object is a table. And Lua is fairly flexible with how you assign tables. For instance, if I were to create an item, the following approaches are all valid:
Code: [Select]
-- C-style
local new_cell
new_cell = {}
new_cell.name = "object"
new_cell.ascii = ":"
Cells(new_cell)
-- Table style
local new_cell
new_cell = {}
new_cell["name"] = "object"
new_cell["ascii"] = ":"
Cells(new_cell)
-- Lua style
Cells{
name = "object",
ascii = ":"
}
Which one do you, the community prefer? It's the form that the wiki pages will use, so choose wisely!
263
Discussion / Re: Trouble D/Ling DoomRL from CF
« on: February 21, 2010, 13:27 »
I've run into a great many file servers that cut you off for hogging a connection for too long, though they usually support resuming the download, so a download manager eventually gets the file anyway.
264
Discussion / Re: Trouble D/Ling DoomRL from CF
« on: February 21, 2010, 09:10 »
It's the dial-up, coupled with the inability to resume.
Not too many dial-up users left to report it in the end; I end up just downloading new versions in town.
Not too many dial-up users left to report it in the end; I end up just downloading new versions in town.
265
Bug Reports / Another badge bug
« on: November 22, 2009, 00:28 »
version: the public win 99
UAC Diamond is not awarded when the conditions are met. Not that anyone's ever going to get it anyway.
UAC Diamond is not awarded when the conditions are met. Not that anyone's ever going to get it anyway.