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Messages - Yholl

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1
Discussion / Re: DoomRL Arsenal - Beta 6 out now
« on: February 21, 2014, 02:50 »
One thing that i found slightly jarring is the fact that all the things randomly replaced by the mod are re-rolled every time a map is loaded, so when you die and restart the level, you get a completely different set of modifications. The only solution is manually saving on level start, right after the auto-save kicks in. I realize this might be a design choice, made for the sake of variety, but still...

ZDoom should autosave on starting a new level, so all levels after MAP01 should be the same each time you die and reload. MAP01 would always be random, though.

So, I've been trying this out for a bit.  Admittedly, I made myself a map with my favourite map editor that allowed me to check out what all the assemblies look like and I have to say it has renewed my appreciation all over again for how much work has gone into this because holy crap!

There is actually a test map you can go to, open up the console and type map test, and it'll take you there.

Speaking of Cyberdemons, I think they do way too much damage now; one brought me from 200% health to zero in one hit, even with armour.  (Not fireproof armour, but still...)  I get that you increased the damage from rocket launchers to make up for the fact that they fire more slowly now, but since Cyberdemons don't have that impairment, it makes them considerably more deadly.  (and they were already quite deadly!)  :P

Cyberdemon rockets are exactly the same as vanilla, except for two differences, that they do fire damage, and that they pass through ghosts. That's all. Those are basically normal Doom rockets, they have no increased damage whatsoever.

2
Discussion / Re: DoomRL Arsenal - Beta 6 out now
« on: February 18, 2014, 20:32 »
Go go! I do not comment on this thread, but I did try the mod out, so everyone should :P

Hehe, I thought you probably had tried it, just hadn't heard from you since I was first discussing it with you.
Maybe at some point, when you're bored or something, you might share your thoughts on it? I'm quite interested in hearing what you think about the various design choices I made, especially the ones that differ greatly from DoomRL itself.

Super awesome mod!  :)  I can see that you put a lot of work into this!  It's unfortunate that it isn't getting much attention on the DoomRL forums.  (I totally would've tried it sooner if I'd seen this thread before)  I'll make some more comments later when I have some time...
Awesome, I look forward to them! And yeah, a few days ago I was just playing it with a friend, and just started thinking "Wow, I've really been working on this for a long time, haven't I?" So much stuff, so much more to go.

That reminds me, I downloaded the mod yesterday, but I think I might be missing a crucial piece of software...

The main mod can be run with ZDoom 2.7.1, I believe, but the monsterpack requires a dev version to function.
Basically, it uses a flag that makes all of an Archvile's attack be counted as Fire damage, because it is actually two simultaneous attacks in Doom.

You can get a dev build from here. http://devbuilds.drdteam.org/zdoom/

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Discussion / Re: DoomRL Arsenal - Beta 6 out now
« on: February 15, 2014, 18:29 »
Beta 6 got released a few days ago, bringing mostly bugfixes and polish to the game, but a few major things as well.

For starters, it adds a new player class, the Renegade, who specialises in shotguns and other weapons that fire more than one projectile in a single attack.
It also adds Armor Mod Packs, which can alter the color of an armor (green, blue, red.) to another color of your choosing.
Reload animations, sound effects, all sorts.

4
Discussion / Re: DoomRL Arsenal - Beta 5 out now
« on: December 29, 2013, 16:53 »
The Mother-In-Law?! What-

Hehe, I thought that might get your attention.
Master assembly, PPFN on a rocket launcher, due to only being able to put 4 mods on a weapon in my mod.
Bit different from your death machine, it's a fairly slow-firing nanomachic rocket launcher, but the missiles it fires gain more damage and AOE radius the further they travel.

And yes, there is no limit on that.


Right now I'm working on the DoomRL monsters. I'm up to working on the Nightmare variations and the Elite zombies, they'll put the hurt on you big time.
WHOSE IDEA WAS IT TO GIVE ZOMBIES TRISTAR BLASTERS AND MINIGUNS? Own up.

5
Discussion / Re: DoomRL Arsenal - Beta 5 out now
« on: December 25, 2013, 19:12 »
Beta 5 has been released, adding in the final missing exotics, as well as many uniques and entirely new assemblies. Enjoy old favourites like Charch's Null Pointer or the Anti-Freak Jackal, or new stuff like the Plasma Refractor.

Also, because I've posted three updates here without a single reply, have a picture of something some of you know and love.


Pictures a bit big, my bad.

6
Discussion / Re: DoomRL Arsenal - Beta 4 out now
« on: November 14, 2013, 09:17 »
Beta 4 has been released, bringing with it armor, boots and set bonuses. It's pretty awesome now.


...
And yes, the Inquisitor's set is exactly as ridiculous in Doom as it is in DoomRL.

7
Discussion / Re: Quick questions thread!
« on: October 26, 2013, 05:22 »
Tower Shield is an assembly, so graphically it'd just look like a red armor. Haven't found the Onyx pack to check though, but from when I dropped a few assemblies, they don't look any different in graphics mode.
You seem to have misinterpreted the questions I asked. I was asking about the concept of the Tower Shield, what it is supposed to represent, not the ingame graphic.

I was also asking about what color the exotic armors are in graphics mode, not the assembled ones. I know that the Shielded Armor is a light blue color, but I have no idea as to the rest, and the wiki only contains information on the ASCII representations of the armors.

8
Discussion / Re: Quick questions thread!
« on: October 23, 2013, 04:13 »
What exactly is the tower shield meant to be? Did Doomguy strip off his red armor and fashion it into a colossal medieval styled tower shield to take on his foes? I'm implementing armors into DoomRL Arsenal, and that one is... perplexing, to say the least.

EDIT: Oh, can someone also give me pictures, or at least tell me the colors of all of the exotic armors in the game? I asked Kornel if he could help me out with that ages ago, but I assume he got sucked into the depths of Jupiter Hell around then. The wiki only lists the ASCII appearance of the armors, which I know for a fact does not match the graphical versions.

9
Discussion / Re: DoomRL Arsenal - Beta 3 out now
« on: September 24, 2013, 01:31 »
I've released a new version of DoomRL Arsenal, incorporating new balance changes to Scout and Technician, some bug fixes, 4 new unique weapons and a Supply Crate that drops two randomly chosen items.

The Supply Crate has higher odds of good stuff if opened by a Technician, 'cause of Scavenger and all that.
Only one of the unique weapons is from DoomRL (Frag Shotgun), the others are completely new. (Also, quite weird.)

Later on, Beta 4 will have a few more uniques, and might have the missing Blaster, Tristar Blaster and Napalm Launcher if I can be bothered coding the damn things.

10
Discussion / Re: DoomRL Arsenal - Unique Weaponry brainstorming.
« on: September 17, 2013, 16:18 »
Delicious hyperbump because quiet you.

Due to the excessively specific nature of a good deal of the unique weapons in DoomRL, I've decided to make quite a few extra unique weapons to fill the gaps left by the fact that how the hell am I going to get sprites of these damn you.
Here's where you guys come in; come up with interesting mechanics for unique weaponry, and if A) It's awesome, and B) It can actually be done, I'll turn it into a unique weapon just for you. My basic principle for making these is that they have to be at least a bit better than similar normal or exotic weapons, but also do something that no other weapon could do. Like the Mysterious Magnum I put in, which has a 1/4 chance to change firing mode every time you reload, even to ridiculous stuff like rockets or Lost Souls.

Also, I get lonely if no one pays attention to me, and you wouldn't want that on your conscience, would you?




also there is a small possibility of dragonslayer in the future maybe.

11
Discussion / Re: Jackhammer with MAc?
« on: September 01, 2013, 07:50 »
Heh, guess that means I've gotta change up the Jackhammer in my Zdoom mod then.

12
Discussion / Re: Tiles or ASCII?
« on: August 25, 2013, 18:15 »
Tiles. A picture is worth a thousand letters, I guess. Is that a Cacodemon? Yes. Also, does ASCII even have entities shifting from one tile to another when they move, or do they just blink there instantly? Smooth movement helps identify things threats even more. ASCII is offputting for me because my brain needs to do the extra work of identifying that letter/symbol and remembering what it's even supposed to be, instead of just looking at the graphic of a Cacodemon.

13
Discussion / Re: DoomRL Arsenal - Beta 2
« on: August 22, 2013, 16:30 »
Beta 2 has been released, adding in the Plasma Shotgun, in all it's brroingg glory. Many tweaks and bugfixes too. You know you love those things.




brroingg

14
how I can load that in zdoom? download, unpack to gzdoom folder and have no this wad in select screen! :(

Simply drag the files onto GzDoom to run them. That select screen only shows IWADS, which are the commercial Doom games (DOOM.wad, DOOM2.wad, plutonia.wad and tnt.wad)

15
Now that I think of it - I suspect that fixing the backwards letters would also allow me to only change one sprite for each enemy, while so far I simply replaced all sprites. I know it's possible, but didn't bother researching it until now. If I am to continue, it would save me some work if I knew how to do that.

Well, if you want, PM me the ASCII sprite for each enemy, as well as whatever death or gib ones there are, and I'll make them. I'll give you a list of their editor numbers for placing in maps, as well as their names for spawning them through scripts when I'm done. I'll try to get them done while I'm finishing Beta 2.

I'm actually considering making a second batch of graphics, this time porting the DoomRL graphic mode into Doom. That will be something to behold.
That would be quite amazing to see, you would also be able to keep your current maps, simply retexturing them with the graphical versions of things. Same with the monsters.

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