Chaosforge Forum
DoomRL => Discussion => Topic started by: Sanctus on June 26, 2012, 15:29
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AoOC, first turn:
(http://www.img-host.de/bild.php/2,71769,20120627082559sanctus50O6I.png) (http://www.img-host.de/archiv.php?bild=71769&bild_name=20120627082559sanctus50O6I.png)
What do you suggest me?
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Shift + Q, y, Challenge game, Angel of Overconfidence
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Nah, too easy :D
Sanctus, level 2 Hell Baron 2nd Lieutenant Marine,
rode a mancubi rocket on level 1 of Hell.
He survived 53 turns and scored 3606 points.
He played for 22 minutes and 39 seconds.
He was a man of Ultra-Violence!
He killed 8 out of 30 hellspawn. (26%)
Who gave him the ticket to hell, anyway?
Hmm, something strange - I only shoted 3 times, used medkit and moved - 53 turns o_O
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Turns in mortem and character screen are not your actions.
Turn = 0.1s passed
You start at 9 turns usually.
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I'd check out the corridor on the right in hopes of something useful.
At the beginning of the game turns are added equal to moving one tile, with possible speed bonuses (AoLT, scout, HR) applied (though for some reason 1.0s = 9 turns). I assume you took finesse, because otherwise it would be around 60.
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I took HR)
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No, 1.0s = 10 turns.At least on normal difficulties.You can recheck it easily.Start the game, pick Marine/Tech, look at a number of turns passed, take a move, check it again.
Though i'm interested how 10% speed reduction on N! works, because you still take the same amount of turns.Does it mean that on N! 1 turn takes more than 0.1s?If it's true than is it that 9 turns = 1.0s?Or 10 turns = 1.1s?
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Indeed turn means 0.1s. This is old terminology that used to be everywhere, but has since been eliminated from most places. It does get confusing anyway though as seconds can mean game seconds or real seconds.
I got rid of the N! speed thing a few versions ago since it didn't have a meaningful effect (except causing GH to nuke himself that one time). The way it used to work was the same as the way the scout bonus works now... a percent modifier applied to the time cost of all actions.
(You can check the number of elapsed turns in game from the @info screen.)
On topic: I'd probably start running, east, north-east, south-east. (And then die shortly in all likelihood.)
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what? You don't get slower on N! from some version? Surprise surprise.
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Dash for the hallway below the imp on the right.
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Dash for the hallway below the imp on the right.
Reality warper has spoken!
O.O!!
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I really wish there was a menu option that let you restart the last game mode you played with the same trait, difficulty, and name you chose.
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name you chose.
There's at least this option, edit the line with AlwaysName in config.lua to whatever you want.
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I really wish there was a menu option that let you restart the last game mode you played with the same trait, difficulty, and name you chose.
+1.
As mentioned above - everyone fixed names already) but restart is must have "button"
tehtmi, 2DeviationsOut
I wish I had such starting position again, to try yours solution
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I've been playing Brogue lately, and the way that game does it is you can press '~' to see the game's initial seed for dungeon generation. I'd imagine that DoomRL also uses a "random" number to start things off so the ability to replay a starting position shouldn't be so hard to add, right?
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I've been playing Brogue lately, and the way that game does it is you can press '~' to see the game's initial seed for dungeon generation. I'd imagine that DoomRL also uses a "random" number to start things off so the ability to replay a starting position shouldn't be so hard to add, right?
How would that be different from savescumming?
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I apologize for violating the black-and-white morality of roguelike play. To answer your question, though, this would let you retry interesting game situations without requiring you to save and back-up your game after every level. And, of course, there's no way at present to replay a game right from the start, which is what a few people in this thread would like to do. Being able to generate a game from a specified seed value also makes it possible to compete with other human beings on a level playing field - give everyone the same seed and see who gets the highest score. This is assuming, though, that later dungeon levels aren't generated differently depending on player actions.
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Most or all things in the game use the same (pseudo-)random number stream, so levels generated after the first would change depending on how the earlier levels were played. Given the amount of random calls during level generation both in Lua, the valkyrie library, and to a lesser extent in the DoomRL core, it would be a significant task (though not insurmountable) to get them all running on a separate number stream.
I think providing the seed to the user has some nice niche uses. Besides what is suggested here (allowing exploration of a challenging situation), I've also seen this feature requested so that people could share an initial seed and then compete to see who could tackle it best.
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I think its good idea, to provide a way for competitions like this.
Also, it's possible and not so hard to keep two streams
1) for level generating (monsters, items, levers...), all the things that makes 'campaign'
2) for all other, user influenced, rnd calls.
Savescumming must be allowed from the main menu of game.
It's obvious that mortems with "he saved himself 9000 times" are not for public, but it's ok, especially when you are not 2Dev, just trying to learn something just for you.
Without stupid New game - Shift+Q - Shift+Y - New game
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...mortems with "he saved himself 9000 times"...
Only now I got it. Damn!
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Also, it's possible and not so hard to keep two streams
1) for level generating (monsters, items, levers...), all the things that makes 'campaign'
2) for all other, user influenced, rnd calls.
I doubt it would be "hard", but it's probably pretty time consuming. And the choice of whether to enter special levels could still completely change the later level generation.
On a related note, am I the only one who has thought about TASing DoomRL?
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On a related note, am I the only one who has thought about TASing DoomRL?
I've thought about auto-playing DoomRL long ago in the IRC... It would be not really hard to implement the playing itself since we have a console - just 80*25 chars. I think, the main difficulty is to make decisions by a program.
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Can u explain what is "TASing"?
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Can u explain what is "TASing"?
Tool Assisted Speedrun. It means using external tools to help achieve move-perfect precision necessary for the ultimate speedrun.
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o_O for what reason?
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...move-perfect precision necessary for the ultimate speedrun
http://www.youtube.com/watch?v=Z1T7veqA9gM&feature=player_embedded
Humans will always be better than bots, they said
AI can never advance that far, they said
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I doubt it would be "hard", but it's probably pretty time consuming. And the choice of whether to enter special levels could still completely change the later level generation.
By special levels you can influence only special levels, so okay, it's enough to have three streams with 3 different seeds, so the game descriptor will be vector of this numbers. All other things already stored.
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http://www.youtube.com/watch?v=Z1T7veqA9gM&feature=player_embedded
Humans will always be better than bots, they said
AI can never advance that far, they said
Well, that demo was made with slow-down, re-recording, and frame-by-frame building of demo files. No actual "bots" are involved. Looper might be an android from the future though.
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Well, that demo was made with slow-down, re-recording, and frame-by-frame building of demo files. No actual "bots" are involved. Looper might be an android from the future though.
I could swear that there was a post somewhere on a Doom site that said it was robots doing this run... I must be misinformed :V
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Tool Assisted Speedrun. It means using external tools to help achieve move-perfect precision necessary for the ultimate speedrun.
From my understanding, one could conceivably build a bot from the code that is currently allowed in the keybindings.lua file. If you take a look at the use large medkit and use small medkit commands, they are more than just a basic command - and if someone was willing to learn the syntax and wanted to program the perfect player AI, they could speedrun on crack.
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for example i was thinking about "smart" full reaload which reloads shotgun one by one, and checks for monsters, after each one.