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Messages - tehtmi

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Bug Reports / Re: bug report doomrl
« on: April 21, 2021, 09:28 »
Are you trying to run in graphics mode? If so, does the game work in console mode (-console or edit config.lua)?

If there's anything in log.txt, can you share it?

Not super familiar with Linux, but you might try fiddling with the graphics settings and double checking the dependencies as well.

(Seems like it's probably an error in the TDoomIO constructor forcing the object to be destroyed, although I'm not sure what exactly why this would cause a crash in the destructor, but that's not really the issue.)

Releases / Re: The Inferno Module
« on: December 26, 2017, 11:41 »
Sorry about that, I'll fix it when I get home this evening. (Busy with holiday things...)

Edit: Links in the first post have been updated. Still need to release 0.16.0, but I'll try to get to it soon.

Releases / Re: The Inferno Module
« on: May 09, 2017, 01:54 »
These values are rough estimates, and also not always consistent from run to run. (Although the current iteration of 0.16 should be more consistent than early 0.16 or previous versions.)

Early 0.16 numbers are clearly broken. It is basically impossible to get past level 8 or 9 even at the end of the game. UV gives quite a lot of levels early on, but later you basically stop leveling up. Lower difficulties give far less EXP, so it was basically impossible to level up. (Admittedly, these numbers are a bit conservative.)

Early 0.16 UV (not finished place-holder values):
EXP levelDungeon level

Early 0.16 HNTR (not finished place-holder values):
EXP levelDungeon level

The current iteration spreads out the early levels more than UV in early 0.16, but HNTR is still faster early on. Both UV and HNTR are much faster to gain levels later on. There is much less of a different between UV and HNTR (meaning UV enemies give much less experience than HNTR enemies).

There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.

Current 0.16 HNTR
EXP levelDungeon level

Current 0.16 UV
EXP levelDungeon level

For 0.15, I'm reporting fairly conservative numbers again. HNTR numbers should only a bit more generous in 0.15, but the current numbers are spread out more evenly across dungeon levels. UV EXP levels for 0.15 will be much higher, as I wasn't doing any adjustment for the massive number of enemies. I believe that UV was giving out too much experience in this version.

0.15 HNTR
EXP levelDungeon level

0.15 UV
EXP levelDungeon level

Releases / Re: The Inferno Module
« on: May 01, 2017, 01:39 »
Currently they do give experience. I guess that's a point in favor of making them count for blue text.

Releases / Re: The Inferno Module
« on: April 30, 2017, 03:22 »
Got through with the video. (Thanks again for making it!)

I've made fixes for the mancubus sound issue and the issue with cinder lava being hidden by an item.

You also mentioned it was weird that the blue text appeared even though there were still enemies spawning. I've gone back and forth on this before. I feel like current behavior sort of matches classic DRL, as it's possible there for enemies to spawn after the level is clear by the summon lever, and it works roughly the same way. I also was a little bit concerned that people might think be in a position where they believe they've cleared the whole map, but actually there is a untriggered spawn hiding somewhere, and a felt that would be frustrating. (It's also kind of hard to implement things so that the level won't turn blue, but that's not really the point...)

Releases / Re: The Inferno Module
« on: April 26, 2017, 23:41 »
I encountered a serious bug that ended the run prematurely.

First off, very sorry :((( I think I was able to fix it, but this was a pretty bad oversight.

But, thank you for playing! I'm excited to watch the video, but don't have time tonight. Seeing how people approach the game is always interesting to me (and, hopefully, useful as well). And the written feedback is also very welcome :)

I also don't think you were playing with all the latest development changes from sourceforge, but I'll comment in more detail.

I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good.  Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either.  :|  (I guess there's some variability in how experienced you are by that point)

Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.

Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

The new version should have a more even spread of experience levels per dungeon level and hit somewhere in the 11 to 13 range at the end of the game. That means a lot fewer levels overall compared to previous versions of Inferno, though, so I may be too harsh. (For example, I think you'll hit UV Blood Temple at about 4.5 with this curve if YAAMing.) There is still some variability, though.

Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died

I didn't notice this before. Should be fixed now. (Looks like this got revamped somewhat in

and the fact that is says "Level 0" for all event descriptions.

I think should already have been fixed if you were playing the latest...

Another minor thing:  The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres.  I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear.  (ie. each time they phase in and out, the game considers them a new monster)

That's pretty accurate. But, I did revisit spectres, so this should have already been fixed in the latest version. However, there's still a similar problem if you visit a basement before clearing a level. Probably most people won't do this, though, so it is not as big of a problem. Probably not possible to fix either (although the mortem should adjust the numbers to account for enemies that "shouldn't count").

Aside, I'm pretty happy with where things stand now for the next release (horrible bugs notwithstanding). Things have stalled a little bit, as I've been trying to find some more time to do proper test runs, but I hope to do a proper release soon. My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.

Releases / Re: The Inferno Module
« on: March 06, 2017, 22:32 »
I'm not quite sure what you mean here; is there a mostly running version posted somewhere?

Currently, some assembly is required, but you can run it if you want. Go to the code tab of the previously linked sourceforge repository. There should be a "download snapshot" link that will give you a zip. Combine the contents with the sounds folder from 0.15.1 raw version and you should get a working build. (Folder named inferno.module.)

Do you need help testing?

Currently, it's getting constantly updated as I'm working on it, so it might not stay completely stable. Testing is always greatly appreciated, but it's more useful after I get more work done and am closer to finishing. At that point I will probably upload a real build to dropbox and solicit testers. (But feel free to try it out anyway if you want to.)

Releases / Re: The Inferno Module
« on: March 06, 2017, 02:33 »
So, I've been AWOL for... a while. Um, sorry about that :(

But, development on Inferno has restarted. You can follow the progress here:

Currently, porting to is still ongoing. (However, the current tip should run mostly successfully in without major issues.)

It's been a while since I worked on it, but things seem to be going smoothly so far. Not sure how much time I'll have to spend on it, but I'm hoping for an official release in the near future.

Modding / Re: A couple questions
« on: April 05, 2013, 20:57 »
Speaking of it, I don't seehow to return the value from the function call after calling it.
This is probably what you want:
Code: [Select]
function Repercussions.OnLoaded()
  local choice = ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH")
  if choice == "S" then
    player.eq.weapon = "SPTXlostsoul" -- SLOT_WEAPON works as well, but this is the more standard way
  elseif choice == "H" then
    player.eq.weapon = "SPTXformerhuman"

How come I didn't find anything about it on the internet, is it exclusive to the Pascal engine?
I believe this is valkyrie (the chaosforge-roguelike-pascal library) specific.  P.S. there are codes to switch to any color

Side question : I'll need to check which weapon has been equipped later-on. How do?
Code: [Select]
-- make sure the player has a weapon at all (will be nil if nothing is equipped)
if player.eq.weapon then
  if == "SPTXlostsoul" then
  elseif == "SPTXformerhuman" then

Modding / Re: Changing the ammo system?
« on: April 04, 2013, 20:56 »
Although I've set the weight of all the normal doomRL enemies to zero, the game is still generating special rooms full of lost souls, and it also seems to be generating imps on some levels. Is there any easy way to stop this?

There are a variety of reasons that enemies will spawn even with 0 weight.  I can think of:
1) being_groups (this is probably giving you those imps); these have weights that can be zeroed
2) vault rooms (this is the room with lost souls probably); I think you can set the weight of this room type to 0 with the new generator stuff
3) some level types (like caves) will pick a being and use it regardless of weights; you can disable these level types, or replace there monster generation functions

Modding / Re: A couple questions
« on: April 04, 2013, 20:52 »
I have this :
However the procedures aren't executed when chosen. What am I doing wrong?
This isn't working because you aren't storing the return value of the function call, you are comparing the function itself.

I tried with
Code: [Select]
if ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH") == "S" then player.eq[SLOT_WEAPON] = "SPTXlostsoul"

This is working for me (although there is no end statement).  Are you sure it isn't something else that is wrong?

Modding / Re: Changing the ammo system?
« on: April 03, 2013, 21:35 »
Being prototype:
Code: [Select]
core.register_blueprint "being"
--     fieldname = { required, type, [default] }
name        = { true,  core.TSTRING },
name_plural = { false, core.TSTRING },
id          = { false, core.TSTRING }, -- doesn't need to be in the prototype table; id is passed to the declaration function
sound_id    = { false, core.TIDIN("beings") },
ascii       = { true,  core.TSTRING },
color       = { true,  core.TNUMBER },
sprite      = { true,  core.TNUMBER  },
coscolor    = { false, core.TTABLE },
glow        = { false, core.TTABLE },
overlay     = { false, core.TTABLE },
hp          = { false, core.TNUMBER , 10 },
armor       = { false, core.TNUMBER , 0 },
attackchance= { false, core.TNUMBER , 75 },
todam       = { false, core.TNUMBER , 0 },
tohit       = { false, core.TNUMBER , 0 },
tohitmelee  = { false, core.TNUMBER , 0 },
speed       = { false, core.TNUMBER , 100 },
vision      = { false, core.TNUMBER , 0 },
min_lev     = { true,  core.TNUMBER },
max_lev     = { false, core.TNUMBER , 10000 },
corpse      = { false, core.TANY, 0 },
danger      = { true,  core.TNUMBER },
weight      = { true,  core.TNUMBER },
xp          = { false, core.TNUMBER },
bulk        = { false, core.TNUMBER , 100 },
flags       = { false, core.TFLAGS, {} },
ai_type     = { true,  core.TSTRING },
is_group    = false, -- hard-coded prototype value; can't be specified

res_bullet  = { false, core.TNUMBER, 0 },
res_melee   = { false, core.TNUMBER, 0 },
res_shrapnel= { false, core.TNUMBER, 0 },
res_acid    = { false, core.TNUMBER, 0 },
res_fire    = { false, core.TNUMBER, 0 },
res_plasma  = { false, core.TNUMBER, 0 },

desc            = { true,  core.TSTRING },
kill_desc       = { false, core.TSTRING },
kill_desc_melee = { false, core.TSTRING },

weapon = { false, core.TANY },

OnCreate     = { false, core.TFUNC },
OnAction     = { false, core.TFUNC },
OnAttacked   = { false, core.TFUNC },
OnDie        = { false, core.TFUNC },
OnDieCheck   = { false, core.TFUNC },
OnPickupItem = { false, core.TFUNC },

The four items are rolled separately, it is just by chance that two of them are the same exotic.

This will happen for any weapons that normally auto-equip themselves.  Doesn't depend on AoLT.

Fixed for using from the ground, but not for scavenging yet, as that is a separate issue.  It seems like that might be a little tricky with the way we refactoring the item tracking.

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