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Messages - Brewtal Legend

Pages: 1 [2] 3 4 ... 12
16
Releases / Re: The Inferno Module
« on: April 17, 2012, 12:23 »
What's the difference between the wad and raw versions?

The modules still crash on exit?

17
Requests For Features / Re: More music?
« on: March 31, 2012, 17:50 »
What if I want more than one list? For instance, I want to play 1 of three different songs for the title screen, random songs from one list for each of the regular levels, random songs from a different list for special levels, and a smaller list for boss levels?

Would I have to create several different rand_music functions?

18
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.

19
Requests For Features / Re: More music?
« on: March 24, 2012, 19:59 »
Thanks Laptop

Anyone actually use this?

I'm having trouble understanding exactly how to implement the random music.

Do I add these into my main music config?

Do I put "local mus = rand_music(playlist,22)" where the music track would ordinarily be placed? What's the "22" for?

20
Actually, that is already entirely possible.

That thread seems to be locked. Anyone actually use it? I'm having trouble understanding exactly how to implement the random music.

21
Modding / Re: The "Basic Doom" Module
« on: March 20, 2012, 00:39 »
Quote
the thing you need to understand is that without experience, you have absolutely no need to kill everything.

You can still kill everything just cause you want to and because you need to. Otherwise they will kill you. And they will keep you from reaching the end of the level. Just like in the original Doom. You didn't get any xp, but you still tried to kill everything, or most everything because you either wanted to or they threatened your chance of survival.

If you also added point scoring somehow to the kills, that might give more reason to kill everything. Kinda like Basic Doom meets Arcade Doom.

22
Requests For Features / Re: quad damage
« on: March 20, 2012, 00:32 »
Quad damage power-up would be really cool and fun to play with. I think most people would probably have a blast with it if it made it in the game. I know I would.

23
Yeah. I think the psx soundtrack works a lot better than the traditional classic soundsoundtrack. Mainly because DoomRL plays so quickly that you end up listening to e1m1 over and over again that it eventually gets tiring to listen to.

While the psx soundtracks are still playing the same tracks on the same level over and over, it's not nearly as noticeable since they are ambient. I do use the sonic clang classic doom soundtrack for the special levels though. The Quake soundtrack works well for those too and blends well with the psx doom soundtrack. I use Motorhead's Hellraiser as the victory music :p  I've only gotten to hear it play once so far though. :(

Try playing with the psx sound effects too. It's pretty cool and will add a little challenge when you first start using them since you're not used to how the monsters sound.

Still wish there was a way to make the songs for each level be randomly chosen.

24
It's definitely possible. I use the psx doom soundtrack myself as well as the psx sound effects.

25
The less than 10mb size of 9.5 is pretty different than the 80mb zipped size of the new 9.6 version. About how big is it when unzipped?

I know for most people now days 80mb isn't much of an issue, but I currently have less than 1gb hd space. That's the point I was making with requesting separate downloads.

***Edit***
Just noticed the "depreciated version. What is the difference exactly?

26
Requests For Features / Re: Badge Overhaul Brainstorm
« on: February 24, 2012, 19:10 »
I think the new ideas for badges presented sound like an overall good idea.

How they relate to the unlockables is pretty important to me. I'm not really a fan of the unlockables myself personally. If it weren't for them, I probably wouldn't really bother playing for specific badges most of the time. And most likely enjoy the game a little more if I could play any challenge mode anytime I wanted to even from the get go. Constantly playing for badges just so I can unlock a specific challenge mode I want to play can get frustrating. Especially after having an hd crash causing me to lose my player file that I had finally just won my first game and reached Sergeant Major rank to unlock Ao100 which I had been wanting to play just a week prior.

27
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.

28
Modding / Re: Introducing: Improved Shotgun Sounds (and others)
« on: January 04, 2012, 21:45 »
Would you happen to have the playstation Doom sound effects? For the Weapons, monsters, etc?

29
If the game can be started at episode two or three eventually, will it give the player a little extra bonus experience like the way Frozen Depths does if you choose to start at a higher game level? Otherwise, I still lament the loss of Angel of Haste since it halved the levels to play but you still steadily gained experience only slightly lower than the difficulty curve presented by skipping levels. Otherwise, starting episode two, which I assume will be somewhere between game level 9 - 11 but at experience level 1, will seem like quite the curve to overcome for someone like myself who liked angel of haste for it's quicker game progression.

30
I have no idea what Cloud is.

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