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1
Modding / Got error (crash on startup). Can anyone help? (random music related) [SOLVED]
« on: April 24, 2014, 18:03 »
Just tried playing 997 for the first time but I got this error:
I also should mention that I changed up the music settings like I did for 996. Here is the copy of my musichq file:
Is there something I missed that is causing it to crash in the musichq.lua?
Code: [Select]
----------------------------------------------------------------------
Timestamp : 4/24/2014 16:53:30
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004B1748 :
ELuaException : F:\Stuff\Roguelike\doomrl\config.lua:9: require "F:\Stuff\Roguelike\doomrl\musichq.lua" failed!
$004B1748 TLUACONFIG__LOAD, line 140 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004B181F TLUACONFIG__LOADMAIN, line 149 of e:/Projects/fpcvalkyrie/src/vluac----------------------------------------------------------------------
Timestamp : 4/24/2014 16:55:19
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004B1748 :
ELuaException : F:\Stuff\Roguelike\doomrl\config.lua:9: require "F:\Stuff\Roguelike\doomrl\musichq.lua" failed!
$004B1748 TLUACONFIG__LOAD, line 140 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004B181F TLUACONFIG__LOADMAIN, line 149 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004AEE7A TDOOMCONFIG__CREATE, line 107 of src/doomconfig.pas
$0041EE23 TDOOM__CREATE, line 221 of src/doombase.pas
$00401BCE main, line 86 of src/doomrl.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 4/24/2014 16:56:10
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004B1748 :
ELuaException : F:\Stuff\Roguelike\doomrl\config.lua:9: require "F:\Stuff\Roguelike\doomrl\musichq.lua" failed!
$004B1748 TLUACONFIG__LOAD, line 140 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004B181F TLUACONFIG__LOADMAIN, line 149 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004AEE7A TDOOMCONFIG__CREATE, line 107 of src/doomconfig.pas
$0041EE23 TDOOM__CREATE, line 221 of src/doombase.pas
$00401BCE main, line 86 of src/doomrl.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 4/24/2014 16:57:06
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004B1748 :
ELuaException : F:\Stuff\Roguelike\doomrl\config.lua:9: require "F:\Stuff\Roguelike\doomrl\musichq.lua" failed!
$004B1748 TLUACONFIG__LOAD, line 140 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004B181F TLUACONFIG__LOADMAIN, line 149 of e:/Projects/fpcvalkyrie/src/vluaconfig.pas
$004AEE7A TDOOMCONFIG__CREATE, line 107 of src/doomconfig.pas
$0041EE23 TDOOM__CREATE, line 221 of src/doombase.pas
$00401BCE main, line 86 of src/doomrl.pas
----------------------------------------------------------------------
I also should mention that I changed up the music settings like I did for 996. Here is the copy of my musichq file:
Code: [Select]
-- High quality remixes of the original Doom music are a courtesy of Sonic
-- Clang ( http://sonicclang.ringdev.com/ ) used with permission.
-- Doom the Roguelike theme, Unholy Cathedral, Final Showdown, Hells
-- Weapons, Something Wicked, Of Skull And Bone, The Brick Song, and
-- Too Hot Down Here tracks composed by Simon Volpert (thanks!)
dofile "random.lua"
local function rand_music(music_array,song_num)
local song_tot = table.maxn(music_array)
local song_count = 1
local music_list = {}
for i=1,math.ceil(song_num/song_tot) do
local loop_itr = math.min(song_tot,song_num)
song_num = song_num - song_tot
local song_list = music_array
for j=1,loop_itr do
idx = math.random(song_tot-j+1)
song = song_list[idx]
music_list[song_count] = song
table.remove(song_list,j)
song_count = song_count + 1
end
end
return(music_list)
end
local title_playlist = {
"mp3/PSX_Doom_Music/doom_titlescreen.mp3",
"mp3/cdoom.mp3",
"mp3/doom3.mp3",
"mp3/DSoP_00_WelcomeToHell(Intro).mp3",
"mp3/PSX_Doom_Music/PSX_stats_screen.mp3",
"mp3/PSX_Doom_Music/PSX_stats_screen.mp3",
}
local reg_playlist = {
"mp3/d64/d64_1.mp3"
"mp3/d64/d64_2.mp3"
"mp3/d64/d64_3.mp3"
"mp3/d64/d64_4.mp3"
"mp3/d64/d64_5.mp3"
"mp3/d64/d64_6.mp3"
"mp3/d64/d64_7.mp3"
"mp3/d64/d64_8.mp3"
"mp3/d64/d64_9.mp3"
"mp3/d64/d64_10.mp3"
"mp3/d64/d64_11.mp3"
"mp3/d64/d64_12.mp3"
"mp3/d64/d64_13.mp3"
"mp3/d64/d64_14.mp3"
"mp3/d64/d64_15.mp3"
"mp3/d64/d64_16.mp3"
"mp3/d64/d64_17.mp3"
"mp3/d64/d64_18.mp3"
"mp3/d64/d64_19.mp3"
"mp3/d64/d64_20.mp3"
"mp3/PSX_Doom_Music/doom_01hangar.mp3",
"mp3/PSX_Doom_Music/doom_02plant.mp3",
"mp3/PSX_Doom_Music/doom_03toxinrefinery.mp3",
"mp3/PSX_Doom_Music/doom_04commandcontrol.mp3",
"mp3/PSX_Doom_Music/doom_05phoboslab.mp3",
"mp3/PSX_Doom_Music/doom_06centralprocessing.mp3",
"mp3/PSX_Doom_Music/doom_07computerstation.mp3",
"mp3/PSX_Doom_Music/doom_08phobosanomaly.mp3",
"mp3/PSX_Doom_Music/doom_09deimosanomaly.mp3",
"mp3/PSX_Doom_Music/doom_10containmentarea.mp3",
"mp3/PSX_Doom_Music/doom_11refinery.mp3",
"mp3/PSX_Doom_Music/doom_12deimoslab.mp3",
"mp3/PSX_Doom_Music/doom_13commandcenter.mp3",
"mp3/PSX_Doom_Music/doom_16hellgate.mp3",
"mp3/PSX_Doom_Music/doom_17hellkeep.mp3",
"mp3/PSX_Doom_Music/doom_18pandemonium.mp3",
"mp3/PSX_Doom_Music/doom_22limbo.mp3",
"mp3/PSX_Doom_Music/doom_20unholycathedral.mp3",
"mp3/PSX_Doom_Music/doom_21mterebus.mp3",
"mp3/PSX_Doom_Music/doom_24hellbeneath.mp3",
"mp3/PSX_Doom_Music/fdoom_01attack.mp3",
"mp3/PSX_Doom_Music/fdoom_02virgil.mp3",
"mp3/PSX_Doom_Music/fdoom_03canyon.mp3",
"mp3/PSX_Doom_Music/fdoom_04combine.mp3",
"mp3/PSX_Doom_Music/fdoom_05catwalk.mp3",
"mp3/PSX_Doom_Music/fdoom_06fistula.mp3",
"mp3/PSX_Doom_Music/fdoom_07geryon.mp3",
"mp3/PSX_Doom_Music/fdoom_08minos.mp3",
"mp3/PSX_Doom_Music/fdoom_09nessus.mp3",
"mp3/PSX_Doom_Music/fdoom_10paradox.mp3",
}
local spec_playlist = {
"mp3/e1m1.mp3",
"mp3/e1m2.mp3",
"mp3/e1m3.mp3",
"mp3/e1m4.mp3",
"mp3/e1m5.mp3",
"mp3/e1m6.mp3",
"mp3/e1m7.mp3",
"mp3/e1m8.mp3",
"mp3/e1m9.mp3",
"mp3/Hangarmageddon.mp3",
"mp3/PA01Quake_Theme.mp3",
"mp3/Animal_Acoustic.mp3",
"mp3/Qmusic/03 PA02Intermission.mp3"
"mp3/Qmusic/04 PA03Whispers.mp3"
"mp3/qmusic/05 PA04Grizzly_Grotto.mp3"
"mp3/qmusic/06 PA05Slipgate_Complex.mp3"
"mp3/qmusic/07 PA06Underearth.mp3"
"mp3/qmusic/08 PA07damned.mp3"
"mp3/qmusic/09 PA08Necropolis.mp3"
"mp3/qmusic/10 PA09Ziggurat_Vertigo.mp3"
"mp3/qmusic/11 PA10Gloom_Keep.mp3"
}
local boss_playlist = {
"mp3/PSX_Doom_Music/doom_credits.mp3",
"mp3/PSX_Doom_Music/final_doom_end.mp3",
"mp3/PSX_Doom_Music/psx_main_menu.mp3",
"mp3/PSX_Doom_Music/PSX_stats_screen.mp3",
}
local titlemus = rand_music(title_playlist,1)
local regmus = rand_music(reg_playlist,23)
local bossmus = rand_music(boss_playlist,4)
local specmus = rand_music(spec_playlist,11)
Music = {
start = titlemus[1],
interlude = "mp3/PSX_Doom_Music/fdoom_04combine.mp3",
bunny = "mp3/d2end.mp3",
intro = "mp3/DSoP_00_WelcomeToHell(Intro).mp3",
hellgate = bossmus[1],
level2 = regmus[1],
level3 = regmus[2],
level4 = regmus[3],
level5 = regmus[4],
level6 = regmus[5],
level7 = regmus[6],
level8 = regmus[7],
level9 = regmus[8],
level10 = regmus[9],
level11 = regmus[10],
level12 = regmus[11],
level13 = regmus[12],
level14 = regmus[13],
level15 = regmus[14],
level16 = regmus[15],
level17 = regmus[16],
level18 = regmus[17],
level19 = regmus[18],
level20 = regmus[19],
level21 = regmus[20],
level22 = regmus[21],
level23 = regmus[22],
level24 = regmus[23],
level25 = regmus[24],
hells_arena = specmus[1],
the_chained_court = specmus[2],
military_base = specmus[3],
halls_of_carnage = specmus[4],
hells_armory = specmus[5],
spiders_lair = specmus[6],
city_of_skulls = specmus[7],
the_wall = specmus[8],
unholy_cathedral = specmus[9],
the_mortuary = specmus[10],
the_vaults = specmus[11],
the_lava_pits = specmus[12],
phobos_lab = specmus[13],
deimos_lab = specmus[14],
containment_area = specmus[15],
abyssal_plains = specmus[16],
limbo = specmus[17],
mt_erebus = specmus[18],
tower_of_babel = bossmus[2],
hell_fortress = bossmus[3],
dis = bossmus[4],
victory = "mp3/Motorhead - Hellraiser.mp3",
}
Is there something I missed that is causing it to crash in the musichq.lua?
2
Requests For Features / Quicker movement in gfx mode?
« on: March 26, 2012, 22:08 »
I finally got around to trying the new graphics version of the game. It looks very nice if not small (I'm sure I can adjust the resolution, but just haven't tried yet).
But after 2 games, I couldn't stand playing anymore and went back to ascii because the player and enemy movement are just so slow. While the effect of seeing the player and enemies "slide" from one tile to the next does look nice, it becomes frustrating. It's the same thing that bothers me about Dungeons of Dredmor. Although the walking animations look nice, it gets tiresome having to wait for the player to finish "walking" from point A to point B.
I would love it if there was at least an option to turn off the "walking" animation for DoomRL. I would much rather have the player sprite move instantly from point A to point B. Or obviously by taking instant steps for distances longer than 1 tile. Basically move the same way it does in ascii mode.
I would imagine that the "sliding" would also affect trying to gain the badges that require finishing the game in real time minutes.
But after 2 games, I couldn't stand playing anymore and went back to ascii because the player and enemy movement are just so slow. While the effect of seeing the player and enemies "slide" from one tile to the next does look nice, it becomes frustrating. It's the same thing that bothers me about Dungeons of Dredmor. Although the walking animations look nice, it gets tiresome having to wait for the player to finish "walking" from point A to point B.
I would love it if there was at least an option to turn off the "walking" animation for DoomRL. I would much rather have the player sprite move instantly from point A to point B. Or obviously by taking instant steps for distances longer than 1 tile. Basically move the same way it does in ascii mode.
I would imagine that the "sliding" would also affect trying to gain the badges that require finishing the game in real time minutes.
3
Requests For Features / Separate downloads for ascii and graphics version when it comes out?
« on: February 18, 2012, 21:55 »
Not really a feature request, but it would be nice to have separate downloads for the new version when it comes out. One for a just ascii version and one for the graphic version. Mostly for people like myself using old machines with limited storage space. I will most likely end up playing in ascii mode and would prefer to have a just ascii version to download in order to keep the file size down so I won't have a bunch of extra graphic files taking up space.
4
Discussion / HD crashed and lost my profile. Anyone got Sergeant Major?
« on: December 18, 2011, 14:08 »
My external hard drive that I kept DoomRL and most my other games on decided to go catywompus on me a couple weeks ago. I had only just finally reached Sergeant Major a little while before this.
So I no longer have my player profile and have been put off at playing only to have to start over completely.
Anyone happen to have a profile just at Sergeant Major they'd be willing to share? I can't remember all my exact badges, but I know it was 13 bronze and 3 silver.
So I no longer have my player profile and have been put off at playing only to have to start over completely.
Anyone happen to have a profile just at Sergeant Major they'd be willing to share? I can't remember all my exact badges, but I know it was 13 bronze and 3 silver.
5
0.9.9.4 / [M|AoH|62%|YAVP] First win! (half-win anyways)
« on: September 08, 2011, 18:42 »
GH: Don't mind me, just fixing the tag.
My first win after years of playing.
I was originally only going for getting to the mortuary so I could get the third silver badge I needed to get my next rank. But I soon found myself in Phobos Arena.
Unfortunately I wasn't very prepared. I only had one ammo box of shells of 100, my tactical and double shotty. I had a missile launcher with sniper mod too, but only about 10 rockets.
Wasn't doing very well and only had about 6% life left so I said screw it and set off the nuke I found fairly early.
I was getting screwed on health for most the game. I only ever had 3 small med kits and 1 large in my pack when I entered the arena.
Where can I find some tips for taking out the cyber demon in the event that I ever get there again.
It sure was satisfying finally getting to hear Motorhead's "Hellraiser" Which I set as the victory music when the game was over.
On a side note, any tips for taking out the Shambler? I encountered him in the armory a few games ago and was taking double shotty hits at him but just couldn't get him down.
My first win after years of playing.
I was originally only going for getting to the mortuary so I could get the third silver badge I needed to get my next rank. But I soon found myself in Phobos Arena.
Unfortunately I wasn't very prepared. I only had one ammo box of shells of 100, my tactical and double shotty. I had a missile launcher with sniper mod too, but only about 10 rockets.
Wasn't doing very well and only had about 6% life left so I said screw it and set off the nuke I found fairly early.
I was getting screwed on health for most the game. I only ever had 3 small med kits and 1 large in my pack when I entered the arena.
Where can I find some tips for taking out the cyber demon in the event that I ever get there again.
It sure was satisfying finally getting to hear Motorhead's "Hellraiser" Which I set as the victory music when the game was over.
--------------------------------------------------------------
DoomRL (v.0.9.9.4) roguelike post-mortem character dump
--------------------------------------------------------------
EyeScream, level 6 Cacodemon Sergeant Scout,
sacrificed himself to kill the Cyberdemon on level 12 of the Phobos base.
He survived 39903 turns and scored 32728 points.
He played for 56 minutes and 17 seconds.
He didn't like it too rough.
He killed 185 out of 298 hellspawn. (62%)
He was an Angel of Haste!
-- Special levels --------------------------------------------
Levels generated : 9
Levels visited : 1
Levels completed : 0
-- Awards ----------------------------------------------------
Reaper Bronze Badge
Runner Silver Badge
Reaper Silver Badge
-- Graveyard -------------------------------------------------
###########################################################
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
..............................X............................
....................................................>......
...........................................................
...........................................................
...........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 11876/6
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 1)
Hellrunner (Level 2)
Juggler (Level 1)
Intuition (Level 2)
Int->Int->Fin->Jug->HR->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] plasma rifle (1d7)x6 [40/40]
[c] [ Boots ] plasteel boots [2/2] (70%)
[d] [ Prepared ] shell box (x70)
-- Inventory -------------------------------------------------
[a] modified double shotgun (8d3)x3 [0/2] (B1)
[b] tactical shotgun (8d3) [6/6]
[c] modified missile launcher (6d6) [4/4] (S1)
[d] blue armor [2/2] (64%)
[e] red armor [2/4] (48%)
[f] power cell (x50)
[g] power cell (x10)
[h] phase device
[i] power mod pack
[j] technical mod pack
[k] bulk mod pack
[l] bulk mod pack
[m] bulk mod pack
[n] hatred skull
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 50%
Fire - internal 0% torso 0% feet 25%
-- Kills -----------------------------------------------------
30 former humans
21 former sergeants
12 former captains
21 imps
34 demons
47 lost souls
3 cacodemons
4 barons of hell
1 Cyberdemon
2 hell knights
2 arachnotrons
3 former commandos
3 pain elementals
1 arch-vile
1 mancubus
-- History ---------------------------------------------------
On level 7 he encountered an armed nuke!
On level 8 he stumbled into complex full of former humans!
On level 9 he assembled a tactical shotgun!
On level 11 he was foolish enough to enter the Mortuary!
He managed to escape from the Mortuary!
Then at last he found Phobos Arena!
He nuked level 12!
On level 12 he finally sacrificed himself to kill the Cyberdemon.
-- Messages --------------------------------------------------
You wear/wield : a plasma rifle (1d7)x6 [40/40] You dodge! Boom!
You dodge!
Are you sure you want activate the thermonuclear bomb? [Y/n] You use a
thermonuclear bomb. Warning! Explosion in 10 seconds!
Warning! Explosion in 9 seconds!
You dodge! Warning! Explosion in 8 seconds!
Warning! Explosion in 7 seconds!
Warning! Explosion in 6 seconds!
You dodge!
Warning! Explosion in 5 seconds!
Warning! Explosion in 4 seconds!
You dodge! Boom!
Warning! Explosion in 3 seconds!
Warning! Explosion in 2 seconds!
You are hit! You die!... Press <Enter>... Congratulations! You defeated
the Cyberdemon! Press <Enter>...
-- General ---------------------------------------------------
126 brave souls have ventured into Phobos:
112 of those were killed.
3 of those were killed by something unknown.
2 didn't read the thermonuclear bomb manual.
And 8 couldn't handle the stress and committed a stupid suicide.
1 souls destroyed the Cyberdemon...
1 sacrificed itself for the good of mankind.
--------------------------------------------------------------
On a side note, any tips for taking out the Shambler? I encountered him in the armory a few games ago and was taking double shotty hits at him but just couldn't get him down.
6
Discussion / PSX Doom/Doom 64 sounds and music?
« on: September 08, 2011, 13:44 »
Just curious if anyone plays using the music and sound effects from the playstation n64 versions of doom? I've been thinking about setting it up with them but I can't find the sounds yet. Anyone tried it?
Sorry, wasn't sure if this belonged in the modding forum or here.
Sorry, wasn't sure if this belonged in the modding forum or here.
7
Bug Reports / [0.9.9.4 winxp] Angel of haste not showing proper level numbers or music
« on: September 04, 2011, 03:46 »
Just played an Angel of Haste game and I noticed that it was not showing the proper level numbers on the bottom right of the screen. I assume it actually was skipping the odd levels since I didn't start on the base level, but the level numbers on screen went from 1 to 7 which is how far I got. I assume I was actually on level 14 though since the level before had an entrance to the halls of carnage.
Another thing is that the music didn't seem to play properly. The music tracks played in sequential order from 1 to 7 instead of skipping every other track as expected.
***edit***
Just played again and made it to level 16 and I noticed that it said phobos hell level 1 in the bottom right when I died which I guess is correct, but in the mortem, it said I died on phobos base level 8. Also, the music plays in the sequential order from level 2 on up instead of skipping every other track, but level 1 plays a different track. Not sure which one yet.
[thelaptop: fixed the title to reflect correct version number]
Another thing is that the music didn't seem to play properly. The music tracks played in sequential order from 1 to 7 instead of skipping every other track as expected.
***edit***
Just played again and made it to level 16 and I noticed that it said phobos hell level 1 in the bottom right when I died which I guess is correct, but in the mortem, it said I died on phobos base level 8. Also, the music plays in the sequential order from level 2 on up instead of skipping every other track, but level 1 plays a different track. Not sure which one yet.
[thelaptop: fixed the title to reflect correct version number]
8
Requests For Features / Combine challenges?
« on: September 04, 2011, 02:13 »
Was hoping that maybe in te future there would be a way to combine challenge modes? I think this would add even more replayability to the game and add mare challenge for the veteran skill players ( I'm only mediocre btw ) which there seems to be quite a few now.
For instance, I'm sure Angel of 100 would be extra fun combined with any other challenge (except angel of haste maybe). Angel of Berserk and angel of humanity would be extra challenging for sure. Angel of Darkness and Angel of Marksmanship sounds kinda fun. Angel of max carnage and angel of berserk sounds gruesome. Angel of red alert combined with angel of darkness seems like it would be extra challenging.
It could be made as an unlockable feature most likely. Hopefully not gold/platinum/diamond hard to unlock. :P
It could also have it's own set of badges/medals for completing or achieving certain goals while playing a specific combination of challenges.
On a semi-related note, there doesn't seem to be that much difference between angel of berserk and angel of pacifism.
Anyways, I think it would be a cool feature if possible and I'm sure the veteran skilled players would most likely enjoy the extra challenge.
For instance, I'm sure Angel of 100 would be extra fun combined with any other challenge (except angel of haste maybe). Angel of Berserk and angel of humanity would be extra challenging for sure. Angel of Darkness and Angel of Marksmanship sounds kinda fun. Angel of max carnage and angel of berserk sounds gruesome. Angel of red alert combined with angel of darkness seems like it would be extra challenging.
It could be made as an unlockable feature most likely. Hopefully not gold/platinum/diamond hard to unlock. :P
It could also have it's own set of badges/medals for completing or achieving certain goals while playing a specific combination of challenges.
On a semi-related note, there doesn't seem to be that much difference between angel of berserk and angel of pacifism.
Anyways, I think it would be a cool feature if possible and I'm sure the veteran skilled players would most likely enjoy the extra challenge.
9
Bug Reports / [0.9.9.4 winxp] scout doesn't see stairs on angel of red alert
« on: September 01, 2011, 23:34 »
Not sure if it is intended but I recently played a couple of games as the scout class on angel of red alert challenge and I never know where the stairs are like I would playing any other game as a scout.
10
Discussion / What weapons and how many?
« on: April 23, 2011, 15:24 »
Just curious what weapons people choose to lug around in the game.
Obviously you can't carry 8 like in the original doom, so how many weapons do you keep and which ones?
I usually go for two or three tops. Combat shotgun, double shotgun, and rocket launcher or combat/double shotgun, chaingun, and rocket launcher.
Obviously you can't carry 8 like in the original doom, so how many weapons do you keep and which ones?
I usually go for two or three tops. Combat shotgun, double shotgun, and rocket launcher or combat/double shotgun, chaingun, and rocket launcher.
11
Requests For Features / Some easier to obtain badges?
« on: April 23, 2011, 14:11 »
I was hoping that there could be some new badges that are a little easier to obtain. Mostly for players like myself who have followed and played the games for years, but don't really have lots of time to play learn the ins and outs of the game to practice so much.
Most the badges are fairly difficult for an average player like myself. And unlocking the challenges has to be done by earning badges. But then some badges can only be earned if certain challenges are unlocked. Which makes it much harder. Plus it seems like most the badges require beating the game.
I for one would love to try angel of 100 since it seems more in the vein of traditional roguelikes. The way the game is now, it is almost mandatory to visit some of the special levels since certain items like the bfg can only be found in them. But I still can't unlock angel of 100 yet. :(
Anyways, just hoping to see a handful of bronze, silver, and maybe gold badges added to the game that are a little easier to get. Or make it it a little easier to unlock the challenge modes.
Most the badges are fairly difficult for an average player like myself. And unlocking the challenges has to be done by earning badges. But then some badges can only be earned if certain challenges are unlocked. Which makes it much harder. Plus it seems like most the badges require beating the game.
I for one would love to try angel of 100 since it seems more in the vein of traditional roguelikes. The way the game is now, it is almost mandatory to visit some of the special levels since certain items like the bfg can only be found in them. But I still can't unlock angel of 100 yet. :(
Anyways, just hoping to see a handful of bronze, silver, and maybe gold badges added to the game that are a little easier to get. Or make it it a little easier to unlock the challenge modes.
12
Discussion / Not to be nitpicky, but I was curious (unmaker not "doomish"?)
« on: January 09, 2011, 21:08 »
I was wondering how come the Unmaker never made it into the game because it was considered not "doomish" by most people but items like the cleric beretta, dragonslayer, and trigun, etc did make it into the game. In my opinion, the unmaker is far more related "doomish" than any of these item. Just curious how the logic for it works. I know a few people requested the unmaker, including myself, but I remember the main argument against it was that it was un "doomish". Just doesn't make sense to me.
13
Requests For Features / Saving request
« on: March 22, 2010, 23:23 »
I was going to ask about this again. It was said that others would like this feature and it could be possible in the future. I still think it would great if the player could save anytime like nethack or rogue instead of having to find stairs first.
http://forum.chaosforge.org/index.php/topic,639.msg5965.html#msg5965
I was going to comment on the old post, but it seems to be locked.
http://forum.chaosforge.org/index.php/topic,639.msg5965.html#msg5965
I was going to comment on the old post, but it seems to be locked.
14
Bug Reports / [0.9.9.1] Demon melee sound doesn't seem right.
« on: March 15, 2010, 15:25 »
In 9.9.1 the sound of the demon when it attacks up close sound kinda like a cacoddemon.
15
Discussion / what music do you use?
« on: March 15, 2010, 11:11 »
Just curious what music everyone has assigned to play during Doomrl.
Here's my music file:
// You can get far more higher quality Doom MP3 tracks from
// http://www.sirgalahad.org/paul/doom/
// To use them, edit doomrl.ini, and comment the music.ini include
// and uncomment this (musicmp3.ini). MP3's need to be put in a
// mp3 directory.
[Music]
start = "mp3/cdoom.mp3";
interlude = "mp3/doom3.mp3";
bunny = "mp3/d2end.mp3";
intro = "mp3/doom3.mp3";
hellgate = "mp3/cdoom.mp3";
level2 = "mp3/e1m1.mp3";
level3 = "mp3/e1m3.mp3";
level4 = "mp3/e1m7.mp3";
level5 = "mp3/e1m5.mp3";
level6 = "mp3/e1m6.mp3";
level7 = "mp3/e1m4.mp3";
level8 = "mp3/e1m9.mp3";
level9 = "mp3/hangarmageddon.mp3";
level10 = "mp3/e1m2.mp3";
level11 = "mp3/e1m3.mp3";
level12 = "mp3/e1m4.mp3";
level13 = "mp3/e1m5.mp3";
level14 = "mp3/e1m6.mp3";
level15 = "mp3/PA01quake_theme.mp3";
level16 = "mp3/coil1.mp3";
level17 = "mp3/coil2.mp3";
level18 = "mp3/coil3.mp3";
level19 = "mp3/coil4.mp3";
level20 = "mp3/coil5.mp3";
level21 = "mp3/coil6.mp3";
level22 = "mp3/PA05Slipgate_complex.mp3";
level23 = "mp3/pa07damned.mp3";
level24 = "mp3/pa10gloom_keep.mp3";
spec1 = "mp3/d2m1.mp3";
spec2 = "mp3/puppet_master.mp3";
spec3 = "mp3/animal_acoustic.mp3";
spec4 = "mp3/electrocutebunny.mp3";
spec5 = "mp3/Pa04grizzly_grotto.mp3";
spec6 = "mp3/pa03whispers.mp3";
spec7 = "mp3/pa02intermission.mp3";
spec8 = "mp3/pa08necropolis.mp3";
spec9 = "mp3/pa09ziggurat_vertigo.mp3";
spec10 = "mp3/pa06underearth.mp3";
spec11 = "mp3/slaughter_machine.mp3";
boss = "mp3/doom3.mp3";
boss2 = "mp3/cdoom.mp3";
victory = "mp3/hellraiser.mp3";
Most of the main Level music is from the Classic Doom Doom 3 mod. I used the Project Aftershock Quake 1 soundtrack for most the special levels. I also used the tracks from the original unreleased Hellraiser soundtrack by the band Coil. I peppered in a couple other tracks like the theme to the Puppet Master movies, an acoustic instrumental version of Animal by the band W.A.S.P. (actually, it's a cover by someone on youtube, but very fitting and quite different from the original). I also used the Doom 3 main theme and some other Doom remixes from Dark Side of Phobos and Doom II tracks.
Just wanted to share and see what others use.
Here's my music file:
// You can get far more higher quality Doom MP3 tracks from
// http://www.sirgalahad.org/paul/doom/
// To use them, edit doomrl.ini, and comment the music.ini include
// and uncomment this (musicmp3.ini). MP3's need to be put in a
// mp3 directory.
[Music]
start = "mp3/cdoom.mp3";
interlude = "mp3/doom3.mp3";
bunny = "mp3/d2end.mp3";
intro = "mp3/doom3.mp3";
hellgate = "mp3/cdoom.mp3";
level2 = "mp3/e1m1.mp3";
level3 = "mp3/e1m3.mp3";
level4 = "mp3/e1m7.mp3";
level5 = "mp3/e1m5.mp3";
level6 = "mp3/e1m6.mp3";
level7 = "mp3/e1m4.mp3";
level8 = "mp3/e1m9.mp3";
level9 = "mp3/hangarmageddon.mp3";
level10 = "mp3/e1m2.mp3";
level11 = "mp3/e1m3.mp3";
level12 = "mp3/e1m4.mp3";
level13 = "mp3/e1m5.mp3";
level14 = "mp3/e1m6.mp3";
level15 = "mp3/PA01quake_theme.mp3";
level16 = "mp3/coil1.mp3";
level17 = "mp3/coil2.mp3";
level18 = "mp3/coil3.mp3";
level19 = "mp3/coil4.mp3";
level20 = "mp3/coil5.mp3";
level21 = "mp3/coil6.mp3";
level22 = "mp3/PA05Slipgate_complex.mp3";
level23 = "mp3/pa07damned.mp3";
level24 = "mp3/pa10gloom_keep.mp3";
spec1 = "mp3/d2m1.mp3";
spec2 = "mp3/puppet_master.mp3";
spec3 = "mp3/animal_acoustic.mp3";
spec4 = "mp3/electrocutebunny.mp3";
spec5 = "mp3/Pa04grizzly_grotto.mp3";
spec6 = "mp3/pa03whispers.mp3";
spec7 = "mp3/pa02intermission.mp3";
spec8 = "mp3/pa08necropolis.mp3";
spec9 = "mp3/pa09ziggurat_vertigo.mp3";
spec10 = "mp3/pa06underearth.mp3";
spec11 = "mp3/slaughter_machine.mp3";
boss = "mp3/doom3.mp3";
boss2 = "mp3/cdoom.mp3";
victory = "mp3/hellraiser.mp3";
Most of the main Level music is from the Classic Doom Doom 3 mod. I used the Project Aftershock Quake 1 soundtrack for most the special levels. I also used the tracks from the original unreleased Hellraiser soundtrack by the band Coil. I peppered in a couple other tracks like the theme to the Puppet Master movies, an acoustic instrumental version of Animal by the band W.A.S.P. (actually, it's a cover by someone on youtube, but very fitting and quite different from the original). I also used the Doom 3 main theme and some other Doom remixes from Dark Side of Phobos and Doom II tracks.
Just wanted to share and see what others use.