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Messages - Game Hunter

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Requests For Features / Re: Nuclear Plasma Shotgun
« on: May 11, 2012, 09:27 »
Damage: 8d3 (plasma, "automatic" shotgun type)
Shotgun type refers to the shotgun projectile (go here for info). There's basically three ranges: normal (i.e., shotgun), wide (i.e., double) and focused (i.e., combat): the fourth "plasma" is specifically for the plasma shotgun, but I always considered it overpowered, doubly so if we make the gun regenerate, so it wouldn't be used on this weapon.

I'd rather the damage stay in the lower range (possibly even 6d3) because of plasma's ability to cut through armor. Unfortunately shotguns are always hard to balance, because they're a very easy weapon to exploit.

Requests For Features / Re: Nuclear Plasma Shotgun
« on: May 11, 2012, 07:43 »
This is probably how I would implement a "nuclear" shotgun:
Code: [Select]
nuclear shotgun (exotic)
Damage: 7d3 (plasma, "normal" shotgun type)
Fire time: 1.2s
Clip size: 5
Regen delay: 4
Regen amount: 1
Increased fire time because one has to be super careful about handling sharp recoil on a weapon with a nuclear reactor. I think these stats are "fair" (especially because you can just super-mod it to ridiculousness anyway): note that this would quite likely replace the plasma shotgun altogether, since I don't think it's necessary to have two exotic plasma-based shotties.

Modding / Re: Opening WAD Files
« on: May 09, 2012, 12:43 »
Ah! In that case I wouldn't think too much about it: traits and classes can't be modified in the current version. (Technically, you can modify traits, but the pre-game trait selection will always be relative to the base game defaults, so it's not very useful. If you're still interested in that, I'll try to spit out a Trait object doc tonight.) That information, along with core implementations to the game, will be available for modification using total conversion modules once they're properly supported.

Modding / Re: Opening WAD Files
« on: May 09, 2012, 12:07 »
I've been trying to get started modding DoomRL, but I'm not sure how to begin. I feel like I need to be able to open the base game's WAD files to use as examples, but none of the tutorials I've found explain how to do this. Is there a way to unpack the game's WAD files, or are there example files available for that show how everything is supposed to be formatted?
There's probably a way to unpack WADs, but most (if not all) of the mods updated for should come as source anyway. doomrl.wad is the exception because source for the base game itself is closed until at least 1.0. If you're looking for something that has the same kinds of designs that are in the base game, inferno.wad probably handles things similarly.

The "Constructing A Map" tutorial should be sufficient to get started. Is there something specifically you want to learn how to do? Because I'm all for writing new tutorials as necessary.

Bug Reports / Re: [ G] Being Flags
« on: May 08, 2012, 13:17 »
Ok, but, there is an item which requires B flag in order to wear it. And i think that after applying BF_BERSERK = true this item should be wearable, but it's not.
 And yes, i know how to wear it using BP or B trait.
Are you certain that the condition specifically requires the BF_BERSERK flag, or does it require that the berserk affect is active? Because those are different checks:
Code: [Select]
player.flags[BF_BERSERK] --player currently has BF_BERSERK flag
player:is_active("brk")  --player currently has berserk affect
If what you're going by is that "it can be worn after consuming a Berserk Pack or after triggering the Berserker trait effect" then it could technically be either condition, although it's more likely that the affect is expected rather than the flag. If you want to give yourself the berserk affect, use this:
Code: [Select]
This would, for example, give the player 50 actions' worth of the berserk affect.

Bug Reports / Re: [ G] Being Flags
« on: May 08, 2012, 12:49 »
player.flags[BF_BERSERK] = true
And the resistances are 0 + no DR
The bonuses attached to the berserk "affect" have all been separated in order to allow for maximum customization. BF_BERSERK only doubles melee damage, which is the only flag-worthy piece: if you want the resistances and speed bonuses, you'll have to include them explicity. For example:
Code: [Select]
player.res_melee = max(player.res_melee + 60, 95)
player.speed = player.speed * 1.5
player.flags[BF_MODEXPERT] = true
Can't mod U items.
This still depends on the unique item itself. BF_MODEXPERT essentially bypasses IF_UNIQUE for the purposes of modding items, but it's still going to limit the player to items that can be modified at all, which (for unique base-game items) are Railgun, BFG10K, and Cybernetic Armor.

Hope this explains things! If you have modding-specific queries, don't hesitate to direct them to this thread, where I hope to eventually compile a FAQ for modder-wannabes.

DiabloRL / Re: fantastic game!!! and request
« on: May 07, 2012, 13:14 »
I dont know why this game consume so much cpu when other RL games with these ascii games runs ok..
Considering that Kornel's specialty is actually 3D engines, and that DiabloRL was originally conceived as a 7DRL in 2005, I'm not all that surprised. I doubt any of the Valkyrie projects were ever meant for "literal" console (that is, created on the assumption that they'd be used only there). Contrast to Angband or Nethack or (dare I say) Rogue, which were designed in and for the console.

Incidentally, how well do other Chaosforge games work on that machine?

Requests For Features / Re: Quicksave protection?
« on: May 01, 2012, 11:18 »
Do a force close and replay the level from the save point.
Oh right, derp. Change that "more useful" to "only workable" from the previous post, then!

Requests For Features / Re: Quicksave protection?
« on: May 01, 2012, 10:07 »
Problem is that DoomRL would have no way to detect whether your power went off or you did a force close on it.
I don't know if we need to make that distinction. Obviously if it's an unexpected shutdown (i.e., power outrage without backup) then nothing can be done, but if it's a "this computer's out of power, let's start shutting down" automatic process then it should be able to do an autosave all the same. I also doubt there are enough people who use force-close to restart the game to consider the negative side-effects.

So I guess I don't see any problems with adding it. It'll be more useful once "save anywhere" is implemented, at least.

DiabloRL / Re: Some issues/questions, please.
« on: April 29, 2012, 11:17 »
Will there be a way to make monsters respawn, like you could in D2?  Or... uh.. did they not respawn in D1? :)
Like I said (or rather implied), the first Diablo used a static PCG map: while generation makes the layout randomized from game to game, everything remains the same in a particular game. This is pretty typical of roguelikes in general, or at least those that follow the Hack style. On the other hand, you could also "restart" your game in the original Diablo while maintaining the same character, allowing you to beef yourself up for harder places. I doubt DiabloRL will include this, since it will likely stick to its Rogue-like roots as much as possible.

Oh man.. I finished it just by going to lvl 5. :(  *sniff*
At one point the devs fixed the sound version and posted a release, which you can find here. To my surprise, this also came with the Catacombs, which covers floors 5-8. There are still a number of unfixed bugs sitting in that version but it's got a good amount of extra content when compared to the latest public release.

I don't think the entire game will be completed for a while, yet. Pretty sure there's also plans to mesh in Hellfire content, which sounds like a cool plan to me.

The problem was that I pushed back enemies and so only the first few of my six shots actually had a chance to hit.
We in "the business" consider this a bug, actually. While the idea of knockback reduction on one's attack is interesting, I think it's more important that we make the knockback direction and missile paths consistent, such that enemies are hit by the full volley whenever knocked back.

So in short, your strategy is valid but unfortunately ineffective due to a bug. It's been put off for a while because it requires considerable rewrites in the code but we'll definitely fix it by the next release.

DiabloRL / Re: Some issues/questions, please.
« on: April 28, 2012, 12:08 »
Also, is there a stash? I'm not finding it. :(
Diablo never had a stash, and I don't really see a reason for it either. You can just drop items on the ground and they'll sit there until the game ends. (Diablo II needed a stash because the game wasn't static.)

Requests For Features / Re: Snipers Are People Too
« on: April 27, 2012, 14:16 »
Bit of a shame that there's only one use for the Sniper mod.
Correction, there is only one assembly that uses the sniper mod. This is not the same thing as the sniper mod only having one use: if the "normal" improvement that sniper weapon pack provides is truly crappy then I don't mind buffing, but the autohit was too strong and we're not going back to it. (I assume this was really meant as "there is only use for sniper weapon pack on a shotgun", which is a legitimate complaint, but it's at least a step above having no use from previous versions.)

Generally speaking, I want to remove the dependency of certain assemblies requiring exotic mods as much as possible. Ideally, exotic mods should be able to stand on their own and not feel like yet another mod pack with which to make an assembly. We haven't gotten there yet, but hopefully we can in the next version, at which point there will only be a couple of assemblies with any exotics, if any at all.

What a coincidence, as this has already been included in the repo version. I took out the weapon info (because let's face it, it's pretty redundant) and added the following:

Real-time since game started (in seconds)
Total enemies killed
Total enemies appeared
Damage taken throughout game
Damage taken on the current floor
Killing spree
Killing record (i.e., best killing spree)

This came across as all the important stuff, although I'm also thinking about making a statistic for enemies appeared/killed on the current floor and including it as well. The "uniques found" and "levers pulled" is, in my opinion, easy enough for a player to keep track of by themselves, if they're really aiming for those particular medals.

Discussion / Re: Easy Angel of Death Kill Method!
« on: April 27, 2012, 09:44 »
Might it be time to suggest that special levels ('>') can't be nuked?
I was actually going to go with the "other" option and have affects turn off when you go to the next floor. This has pretty huge effects on the game, so I don't know if would apply to every floor: maybe just boss levels and a couple others.

The "easier" solution to UC's special case (we could include Mort as well) is to just make it so that the reward doesn't linger if you nuke the level. Really, I'm kind of surprised uniques survive nuclear explosions anyway, even if they're durable enough for lava.

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