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Messages - tinyrodent

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Discussion / Re: Wiki: Reactivation
« on: January 17, 2012, 15:32 »
Some other weird assemblies

nanomachic pistol (2d4) [13/12] (pistol + BBBN)

Depending on the order assembled it might have less bullets initially. Bullets do not regenerate at one per turn as described in the wiki. But reload works?! The wiki blabs about clip size but it's irrelevant since the gun no longer consumes ammo at all. nanomachic chaingun is similar. Seems like it would make more sense to fill the clip when the assembly is completed and not allow reload.

I cannot tell if the master BFG has 100% accuracy or not. Same for energy pistol. Sniper mod alone or in these assemblies doesn't give any clues in the character info or weapon info that the accuracy has changed.

Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: January 17, 2012, 10:05 »
It wouldn't be difficult to make a simple framework for this. Perhaps each weapon idea could go into its own lua file. I tried "require" and it doesn't seem to work though. According to the changelog:
* Multiple lua files in a mod supported
But how is it done?

Discussion / Re: Wiki: Reactivation
« on: January 17, 2012, 10:01 »
I've updated the Assemblies summary page and several of the individual assemblies. Not quite finished yet. But I've found what is probably a bug; unlike most other assemblies, the Nano-shrapnel (any shotgun + PPN) does in fact depend on the order of assembly. A plain shotgun may assemble as an 8d3 nano shotgun; or up to a 10d4 nano shotgun.

Also the reload dynamic of combat shotgun with nano pack doesn't seem logical. It has a magazine of 5+ which is always full after a nano mod is applied. However it can't be fired on consecutive turns; it requires player movement to pump a shell into the chamber. That might be ok but it does not allow manual pumping into the chamber, even though the magazine is full.

Discussion / Re: Wiki: Reactivation
« on: January 16, 2012, 15:05 »
I'm willing to make a contribution to the Assemblies section, but is it necessary to retain pre-9.9.5 info? (I hope not :) )

Discussion / Re: Wiki: Reactivation
« on: January 16, 2012, 11:11 »
I added a new special level generation table to the Levels page, including the depths in which they spawn.
The information there is based purely on my observation and the ranges (especially of the later special levels) may be incorrect sometimes - I wrote it down to the best of knowledge. Feel free to correct any errors I may have made.

I made a few corrections based on dumping the levels table in lua code. Is there any point in keeping the pre-9.9.5 information?

Modding / Re: Mod Ports (from older versions)
« on: January 16, 2012, 10:18 »
Thanks I got it working sort of. :)

Modding / Re: Mod Ports (from older versions)
« on: January 16, 2012, 09:09 »
But there are surely many more compatibility problems. I tried to make a simple example lever (source below) but this crashes when Level.place_tile is called: Lua error : lua\level.lua:348: attempt to index field '?' (a nil value)

Is there any particular reason that the lua sources of DoomRL (such as level.lua) need to be closed?

Code: [Select]
Items {
id = "lever_win",
name = "lever",
color = MAGENTA,
color_id = "lever",
sprite = 169,
weight = 0,
good = "asdf",
desc = "asdf",
flags = { IF_NODESTROY },
OnUse = function(self,being)

Modding / Re: Mod Ports (from older versions)
« on: January 15, 2012, 17:50 »
Thanks again, yes pwall was the problem.

Modding / Re: Mod Ports (from older versions)
« on: January 15, 2012, 17:20 »
Thanks that's all useful information, but didn't really help to solve the problem. With further experimentation I found that Level.fill and Level.place_tile both cause crash. If I comment those out, I can get a bare bones "single" mod to run without crashing. The fill function is not mentioned in the change log, and for the other it says:
Note however, that the Level.place_tile stayed the same!

Modding / Re: Mod Ports (from older versions)
« on: January 15, 2012, 13:11 »
Can we get some detailed 9.9.5 modding info? Blank, Dead Simple, and my own experiments all crash.

41 / Re: [H|AoB|YAVP] Another life in the fast lane (7m31s)
« on: January 12, 2012, 16:11 »
I suck at speedrunning but tried this technique successfully with ITYTD for a 12 minute run. Then took several tries to even get started with HNTR. One problem is I keep missing the chained court like a dumbass... but this time managed to win it anyway. :) I did not find any invulnerability. Killed Bruiser Brothers with shotgun, Cyberdemon and AoD with a knife, then it was a piece of cake to finish.
Spoiler (click to show/hide)

Requests For Features / Re: Assembled Mods
« on: January 11, 2012, 09:39 »
A few more ideas to throw into the mix:
  • remove the distinction between "exotic" and "assembly"
  • assemblies may only be created if the schematic is known
  • any class can disassemble an item to obtain its schematic and a component
  • scavenger trait gives schematic and two components from disassembly
The "disassemble" command would have to be changed from its current mechanism, which only works for a subset of weapons never mind armor etc. Maybe drop the item in acid... :)

This error occurred during an Ao100 run, while invulnerable, trying to chainsaw some arch-viles while their mancubi blast me all over the place...

The error repeated several turns until I killed them all.

Timestamp   : 1/11/2012 2:11:21
Error level : ERROR
Message     : Lua hook OnAction caught EAccessViolation!

Call path     : beings[mancubus].OnAction
Call params   : ()
Error message : Access violation

Requests For Features / Re: Knife Thrower
« on: January 10, 2012, 09:21 »
It's a classic weapon from Nethack, which strikes everything in its path and returns to the thrower.

Requests For Features / Re: Knife Thrower
« on: January 09, 2012, 20:16 »
Unique throwing weapon: Boomerang!! :)

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