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 1 
 on: February 17, 2024, 14:33 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
If you're talking on the difference between 0.9.9.7, and 0.9.9.8 then, well, everything changed - SDL 1.2 -> SDL 2.28, OpenGL 1.2 -> OpenGL 3.3 and the fixed pipeline rendering into shader based rendering. Audio SDL_mixer -> SDL2_mixer.

 2 
 on: February 16, 2024, 18:27 
Started by Kornel Kisielewicz - Last post by Sambojin
Just a quick bit of feedback: it doesn't work under Winlator on Android, while 0.9.9.7 does. It's probably just a low-quality version thing, or me having to mess with my container settings a bit. Incredibly low priority, but it's good to know (it could just be a newer version of the SDL .dlls as well, that happens sometimes). Are there any major graphics or sound implementation changes between the releases? Could be the new timing hooks perhaps, not sure. I'll have a fiddle and see if I can get it going, and report back if I do.

The easier controls will be a godsend for setting up touchscreen interfaces for phones (due to limited screen space).

 3 
 on: February 04, 2024, 02:15 
Started by Sambojin - Last post by Sambojin
I'll spoiler the post I did on Bay12 (Dwarf Fortress).

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Spoiler (click to show/hide)
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So, yeah, works fine. And since Winlator is kinda open-source, all it would need is its RTS keyboard overlay to be changed to a DRL specific one. Essentially a touchscreen overlay at the sides, for the buttons you'll actually use in DRL. Not that hard, I'll make up a decent overlay in the next few days (I did it for the Dos version through Magic dosbox, and this one will probably be easier than that).

We could use it as a Wine-wrapper to deploy one of the best roguelikes ever on Android, in a way. There might be a bit of clicking before playing, but meh. Still worth it. DoomRL in your pocket can only be a good thing.


 4 
 on: February 02, 2024, 07:59 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Beta 3 is up!

Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA

1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.

2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.

Feedback on the changes, both forementioned and the ones below needed!

Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!

DoomRL 0.9.9.8 BETA 3 Windows LQ

If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!

Code: [Select]
0.9.9.8 BETA 3
[new] -- BETA  : WARNING - speed system rewrites!
[new] -- GH#080: keybindings updates - SPACE is action key (open, close, descend, pull)
[new] -- GH#080: keybindings updates - SHIFT-G is use/wear/wield/pull from ground
[new] -- GH#074: UnlockAll option in config.lua to unlock Challenges and Difficulties
[new] -- GH#063: WK3 available for techs at clev 12+ and allows 1 more assembly mod!
[mod] -- GH#078: increased amount of enemies on Deimos and Hell
[mod] -- GH#075: overcharging a BFG doubles dice count instead of +2 dice
[mod] -- GH#075: assembly buffs - micro launcher, tower shield, ballistic armor, env boots
[mod] -- GH#075: assembly buffs - speedloader pistol, assault rifle, mother in law
[mod] -- GH#075: buffed Gothic Arms set, slightly nerfed Inquisitor Set pieces
[mod] -- GH#075: buffed Necroarmor and translocator, changed Cybernetic Armor resistances
[mod] -- GH#063: you can still mod an assembly if you take WK2 after assembling
[mod] -- GH#070: nightmare enemies are resistant to floor effects
[mod] -- GH#078: nightmare arch-vile deals 20 plasma damage (was 25 fire)
[mod] -- GH#078: nightmare imps are 20% faster and more accurate
[mod] -- GH#059: Techs get starting mod on challenges that allow them
[mod] -- GH#053: you can now properly firestorm-mod a tristar blaster
[mod] -- GH#078: buffed danger/XP and weight for elite for/ser/cap and nightmare demons
[mod] -- GH#078: former commandos and pain elemental spawn level range increased
[mod] -- GH#078: lava elemental buffed, Erebus/Lava pits have diff dependent envirosuits
[mod] -- GH#077: swapped positions of Vaults and Cathedral, Vaults enemies buffed
[fix] -- GH#050: Containment Area conquered status only achieved by full clear
[fix] -- GH#049: Deimos Lab conquered status only achieved by killing the Shamblers
[fix] -- GH#040: fixed loud/silent sound for wall-destroying levers
[fix] -  GH#052: fixed error message when attacking crates with a melee weapon on AoPc
[fix] -- BETA  : fixed on-kill effects (crash with DS/BA and Beretta wins and Megabuster)
[fix] -- BETA  : fixed Backpack/Schematics bug
[fix] -- BETA  : fixed Ironman + Berserk granting resistance above 95%
[fix] -- BETA  : Vampyre blocks Ironman 

 5 
 on: January 13, 2024, 13:20 
Started by Kornel Kisielewicz - Last post by Icy
Bug #10: Another not-exactly-a-bug, but I noticed my message about the Lava Elemental appearing was slightly cut off here. It could mean other messages in the game may also get cut off, so I think it should be checked.

Spoiler (click to show/hide)

 6 
 on: January 13, 2024, 13:11 
Started by Icy - Last post by Icy
I wanted to test out Army of the Dead this time now that Finesse is no longer blocked, as well as Reloader getting significantly buffed. I'd say that these changes have made the master trait much more balanced and very usable!

Reloader helps a lot with the start of the game, along with the Marine's new resistance buffs. With Whizkid down the road, you can create powerful weapons like you could with any other build, but now actually exceed their power since the piercing effect or Army of the Dead isn't compromised by being limited in weapons or being entirely outclassed by Nano-Shrapnel.

Coincidentally, I found a Nano Pack which would normally be used for Nano-Shrapnel, but I decided to make a Focused Double Shotgun (N) to make more use of Army of the Dead. It was excellent on anything it could kill in one shot, which was a lot, and I had other weapons while it recharged. Finesse allowing access to Juggler also supported this.

I was also very lucky to find Jackhammer in Deimos Lab, which is extremely powerful with Army of the Dead, and its ammo-hungry nature was complemented by my semi-infinite Focused Double Shotgun. I mostly used a Tactical Shotgun until finding Assault Shotgun in The Vaults, and was able to make a strong non-assembly out of it too.

I went for a full win with 100% kills, although I skipped Unholy Cathedral since I didn't have any reliable way to deal with Angel of Death.

Overall, Army of the Dead is very playable now!

Here is a video of me clearing The Mortuary using only Jackhammer.

Spoiler (click to show/hide)

 7 
 on: January 11, 2024, 17:54 
Started by Kornel Kisielewicz - Last post by Icy
Bug #7: I encountered this error message while playing. I believe this occurred when an enemy shot and blew up a barrel, exploding on a group of enemies.

Spoiler (click to show/hide)

Bug #8: When pulling a lever that destroys walls, it's fixed with SDL, but after switching back to DEFAULT tonight, the sound is still extremely loud.

Bug #9: Not exactly a bug but maybe something worth fixing is that when a Lost Soul is charging and happens to go straight to a teleporter, it can sometimes create a loop. For example, if the warp destination is exactly horizontal and a Lost Soul charges exactly horizontal, it will endlessly loop. It doesn't distort gameplay or create any errors, but maybe make a Lost Soul stop charging when it enter a teleporter?

 8 
 on: January 10, 2024, 20:08 
Started by Kornel Kisielewicz - Last post by Icy
I played through the game with Vampyre tonight, which can be seen here.

Bug #4: I somehow overlooked this until late into the game, but with Ironman x5 and Berserk, resistances for Melee, Bullet, and Shrapnel went uncapped and actually reached 110%, where I literally was taking zero damage to those types while Berserk. The issue I believe is Ironman doesn't have a cap set. It would also be good to ensure there is a cap for the natural resistances to Plasma, Acid, and Fire.

Bug #5: When picking up Azrael's Scythe, for some reason the game messaged "You don't have an Azrael's Scythe!" I'm not sure if this was because it was the first time picking it up for this player profile, but it looked odd. I haven't seen this with other weapons or items.

Bug #6: In mortems, the description for some badges and medals looks like "@<standard@>", since it pulls from the general description and is colour-coded. It would look a little better to change this for mortems.

Regarding Vampyre, as described in my mortem, it's definitely overpowered. One suggestion would be to replace the Eagle Eye block with Ironman, so a player can't take advantage of the new resistances, and also it weakens health significantly as it is normally boosted further with Badass. Perhaps an outlandish idea would be to block Berserker instead so that Vampyre can't be used to run around into enemies, destroying them while healing, and carrying on to the next. This would be pretty large change to the trait, but I think it would cool off Vampyre without also making it bad. Dragonslayer would nullify this block, but most games in general that find Dragonslayer are already easy wins. Malicious Blades is a good example where Berserker is blocked, but that becomes irrelevant when finding Dragonslayer.

 9 
 on: January 10, 2024, 20:01 
Started by Icy - Last post by Icy
Full video (note that sound is buggy with SDL)

With Beta 2 of the new version out, there's lots of theorycrafting about balance. One concern right now is Vampyre, which is already very strong, but has indirectly been given a lot of buffs with the Marine now having 20% natural resistance to Plasma, Acid, and Fire, and Ironman increasing Melee, Bullet, and Shrapnel resistances by 10% each level, giving a total of 50% at Ironman x5.

In one try, I successfully completed a standard game on Ultra-Violence with 100% kills as a conqueror and fully won the game, and the game itself was trivial to complete.

Some highlights:

MAJOR BUG: I somehow overlooked this until late into the game, but with Ironman x5 and Berserk, resistances for Melee, Bullet, and Shrapnel went uncapped and actually reached 110%, where I literally was taking zero damage to those types while Berserk. The issue I believe is Ironman doesn't have a cap set. It would also be good to ensure there is a cap for the natural resistances to Plasma, Acid, and Fire.

Minor bug: When picking up Azrael's Scythe, for some reason the game messaged "You don't have an Azrael's Scythe!" I'm not sure if this was because it was the first time picking it up for this player profile, but it looked odd.

The Marine's natural resistances are actually a huge buff not only in general, but for the early bonus levels as well. Hell's Arena was much easier with damage reduction against Cacodemons and Barons, and similar for The Chained Court with Arena Master and more Barons. This actually adds a lot more incentive to play Marine instead of just Scout all the time now and think it's great!

I definitely experienced the increase in Chainsaw generation as I happened to find two of them after The Chained Court.

On top of Vampyre being very powerful, I was also fairly fortunate with gear as I got Red Armor (O), Hellwave Pack (great for clearly Limbo/The Mortuary), and an Assault Shotgun.

I exited Limbo with 200% health, despite not using any healing items or cheesing to heal. I even played aggressively and had no issues.

My kill count was 1,337 lol.

Spoiler (click to show/hide)

 10 
 on: January 10, 2024, 19:16 
Started by Icy - Last post by Icy
I've added checkboxes for every suggestion now.

[ ] = Not yet implemented.
[X] = Implemented.
[~] = Partially implemented.
[?] = Uncertain if implemented.
Strikethroughs = Suggestion rejected.

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