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Topics - Kornel Kisielewicz

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46
Announcements / ChaosForge is looking for 3d artists!
« on: November 13, 2013, 08:04 »
ChaosForge is desperately looking for 3d artists!

We need more hands to help create the assets for the gameplay videos for the Jupiter Hell Kickstarter and work with us afterwards! Pre-KS the time commitment required isn't high, afterwards it may become paid full-time job. Mid-poly 3d-modelling/texturing skills a must, preferably in 3ds MAX, rigging and animation skills a big plus. Contact us here, or e-mail admin at chaosforge dot org, please attach link to portfolio or relevant samples of your work.

If you know anyone who might be interested, please contact them!

http://jupiterhell.com

47
The awesome folks at IndieStatik reached out and pulled us for more information about the upcoming game!

Read the article and interview here: http://indiestatik.com/2013/10/14/jupiter-hell-2/

48
Announcements / Announcing: Jupiter Hell!
« on: October 12, 2013, 17:44 »
Announcing: Jupiter Hell!

ChaosForge is please to announce the spiritual successor to Doom, the Roguelike! Soon, all hell will break loose... on Jupiter!

http://jupiterhell.com/

Please help to spread the news!

49
Announcements / DiabloRL 0.5.0 RELEASED!
« on: May 19, 2013, 14:24 »
Take heed and bear witness to the truths that lie herein, for they are the story of DiabloRL! After nearly three years of (development) Hell, DiabloRL 0.5.0 finally sees daylight!

Significant game expansion awaits the weary travelers with access opened to the Catacombs and Cave levels. Hell is as yet closed, but fear not, soon you’ll be able to defeat the Lord of Terror also!

Visually, we have a beautiful pseudoconsole now, with colored levels following the original. In the sound department, DiabloRL can directly play sounds and music from your Diablo installation – just edit config.lua and pass it the path to DIABDAT.MPQ and you’re set!

Head to the DiabloRL website, or read further for the detailed changelog!

http://diablo.chaosforge.org/

And while you’re at it, follow us on Facebook and Twitter to stay tuned on the day of the final showdown! And don’t forget to DONATE to keep the development going!

Code: [Select]
0.5.0
[add] Graphical mode by default (see config.lua)
[add] Async animations added
[add] Catacombs and Caves implemented (the latter w/o quests)
[add] Highscores!
[add] Sound and Music support integrated - simply pass the full path to your
      DIABDAT.MPQ in the config.lua file, and you're set!
[add] wall/floor coloring schemes in pseudoconsole
[add] color effects in pseudoconsole
[add] fast travel to known locations (TAB)
[add] reveal_town option for starting with town (and it's waypoints!) revealed
[add] Target switching during firing (TAB)
[add] full resistances support both for enemies as well as player
[add] resistances related prefixes and resistances on uniques
[add] Game will attempt to save on crash
[add] prefixes that have double-chance of appearing are now recognized properly
[add] sources that shouldn't generate negative affixes will not generate them
[add] full information on character screen (tohit, damage, resistances)
[add] +fire and +lightning damage implemented (added to suffixes and uniques)
[add] game menu (ESCAPE) instead of "S"ave, "Q"uit and "?"elp
[add] added running (SHIFT+direction) and attack lock (CTRL+direction - wait if no enemy)
[mod] stairs are activated by bumping into them (enter key removed)
[mod] better positioning of main menu screen and plot screens on larger res
[mod] levels made 100x100
[mod] cleaned up achievements - now % based score additions
[mod] changed scoring algorithm
[mod] screenshots can be taken any time
[mod] dungeon layout is more connected
[mod] you can 'q'uickslot from inventory
[mod] you can 'd'rop or put to 'i'nventory from 'q'uickslot window
[mod] amount of money displayed when using Repair, Recharge and Identify
[fix] Pepin has infinite full healing potions
[fix] targeting allowed withing light range, not vision range
[fix] update after spell cast from inventory
[fix] item prices over 65k handled correctly in shops
[fix] fixed teleport spell
[fix] fixed player sounds after load
[fix] serious crash bug related to requirements
[fix] glimmering shrine fixed
[fix] fixed dmgmin and dmgmax calculation for Player (based on Jarulf)
[fix] flag based abilities (Knockback, Indestructible, Trap resist) appear and work
[fix] UI is no longer usable on death
[fix] gold volume is properly recalculated at load
[fix] double stairs won't generate
[fix] spell damage calls no longer report an error
[fix] fixed snotspill quest issues
[fix] mysterious shrine fixed
[fix] resistance values are properly shown on player screen
[fix] Wirt menu looks and behaves better
[fix] inventory menu maintains position
[fix] unique fallen ones fixed
[fix] un-prepare spell if level drops to 0
[fix] OnSpot and OnHit mixup fixed
[fix] OnKillAll hook fixed
[fix] protection against spawning in a special room
[fix] special room monsters are generated again
[fix] staffs don't have double "of (...)" names
[fix] Sorcerer's Staff has full charges
[fix] uniques monsters won't permanently retreat
[fix] keys with modifiers should now be usable for Panel assignment
[fix] escape closes character window
[fix] fixed zero experience kills
[fix] Journal and Spellbook windows input hook in no more global (you)
[fix] fixed price-related bugs (you)
[fix] neither Griswold nor Adria would try to buy your equipped items (you)
[fix] COMMAND_QUICKSKILL, COMMAND_QUICKSLOT are showing corresponding ui windows now. (you)
[fix] fixed monster drops
[fix] drop command fixed
[fix] better messages for 2h weapon handling
[fix] shop item lists will scroll if amount is big
[fix] temporary fix for generator connectivity (flipping doesn't work)
[fix] AI crash fixes for changable AI
[fix] fixes for the room generator
[fix] UI keys are now properly recognized from keybindings
[fix] town portal fixed
[fix] special stairs will work again
[fix] fixed all shrines dependent on max stat values
[fix] escape properly escapes talk topic screens
-- untracked changes (lots)

50
ChaosForge is looking for 2d artists, pixel artists and concept artists that can do graphics on a level similar to the DoomRL style! This might be for a paid job. If you have pixel art friends, please contact them! If *you* are interested, please PM me or send me an e-mail! (admin at chaosforge org)

51
Discussion / Opinions on new special levels needed!
« on: March 23, 2013, 17:18 »
So, some time passed since the release, and I'm really interested on your opinions on the new special levels! Short and long opinions all welcome!

52
Announcements / DoomRL 0.9.9.7 RELEASED!
« on: March 19, 2013, 15:24 »
Ladies and Gentlemen of the Forge of Chaos!
 
DoomRL 0.9.9.7 is now RELEASED!

This release is dedicated to *NEW* content. There are several new special levels paired with the old ones for greater randomness! Visit the Military Base, find Mt. Erebus or feel the dread of Limbo. Along with new special levels, there are new level generators and enhancements to the old ones.
 
For the pro-players, we have brand-new Dual-Angel and Archangel challenges (with a corresponding hidden Badge level), and Custom challenges for everyone. Be sure to also check out Gunrunner, the new Scout master trait!
 
And if that isn't enough, we'll give you more content soon, this time easier than ever, for DoomRL comes equipped with a connection to the ChaosForge ModServer! Expect new mods, new challenge maps (for which you can gain badges!) to appear on a regular basis!

Grab it while it's hot on the official website for Windows, Linux or Mac OS X (bundle!)!

However, before you do, please take a moment and Like! our official ChaosForge Facebook Page and/or ChaosForge Google+ Page, and if you didn't before, follow @ChaosForge and @EpyonCF on Twitter to stay informed of news of work on the next release!

If you're a returning player (or a donation driven development supporter!) consider donating to ChaosForge to celebrate the release!

Download the new version to jump into the fun or join us on IRC ( #chaosforge on QuakeNet ) to celebrate, or read below for the full changelog!


Apart from the aforementioned major changes, there are tweaks and bugfixes galore -- check out the full version.txt below. Additionally, for the first time, we have a more-or-less working Mac OS X package made as a regular OS X dmg -- you might need to manually allow it's execution after installation.
 
Modding is now easier than ever, so if you are technically inclined, why not consider writing a mod? In the days ahead, all relevant changes to the Modding API will appear on the DoomRL Wiki, and the Modding sub-forum will probably get to see a lot more action!
 
This is a content-focused release. The next release will upgrade the UI and graphics, and introduce balance changes and tweaks that will inevitably pop up after such a huge boost in content. Expect to see it a lot sooner than the former, work has already began!
 
Full changelist follows...

Code: [Select]
0.9.9.7
[new] -- TR#194: online Mod Server added!
[new] -- TR#194: online MOTD, Alerts and Version Check added!
[new] -- TR#273: Custom Challenges (Mods with awards) enabled!
[new] -- TR#---: Dual-Angel challenges!
[new] -- TR#228: Archangel challenges!
[new] -- TR#---: Hidden badge level!
[new] -- TR#---: custom award system for mods added
[new] -- TR#194: 3 old mods available for download (more will follow), all with awards
[new] -- TR#235: Gunrunner as new Scout master trait ( removed Running Man )
[new] -- TR#---: new special level - Containment Area (paired with The Wall)
[new] -- TR#---: new special level - Phobos Lab (paired with Military Base)
[new] -- TR#---: new special level - Mt. Erebus (paired with Lava Pits)
[new] -- TR#---: new special level - Limbo (paired with The Mortuary)
[new] -- TR#---: new special level - Deimos Lab (paired with Hells Armory)
[new] -- TR#---: new special level - Abyssal Plains
[new] -- TR#243: new special level - Military Base (game_hunter)
[new] -- TR#---: music tracks by Simon Volpert for The Vaults and (un)Chained Court added!
[new] -- TR#---: 6 new uniques, dedicated to Supporters, one of them as a set item!
[new] -- TR#---: new cave-city generator type
[new] -- TR#---: alternative layout for fluid rooms
[new] -- TR#---: new level type added
[new] -- TR#---: two new higher-tier level events added!
[new] -- TR#---: special crates that might have loot inside
[new] -- TR#---: elite versions of former humans (mostly in Ao100 or N!)
[new] -- TR#---: new lostsoul_ai for Lost Souls, increased stats to compensate (game_hunter)
[new] -- TR#---: new mastermind_ai for Spider Mastermind, lowered damage to compensate (game_hunter)
[mod] -- TR#296: all BFG weapons now have insane gibbing and armor chew capabilities, no damage drop on radius and lower damage/radius
[mod] -- TR#295: Shottyman works for rocket launchers too (and their exotic/unique versions)
[mod] -- TR#---: tacboots loose dodge bonus
[mod] -- TR#---: added dedicated entry messages to all of the special levels
[mod] -- TR#---: HoCarnage made harder, moved to L14 (D6) and paired with Spider's Lair (which also has BFG9k now)
[mod] -- TR#---: special levels reordered
[mod] -- TR#---: some unique armors were added resistances
[mod] -- TR#---: cleaned up and added a few skill ranks
[mod] -- TR#---: corridors will no longer be valid fluid rooms
[mod] -- TR#---: Hells Armory has a guaranteed Exotic or Unique
[mod] -- TR#---: main reward for Hells Armory might not be random
[mod] -- TR#---: added eligible supporter names to the random names database
[mod] -- TR#---: added a message when an ammo box runs out.
[mod] -- TR#---: G-version - cave levels use different wall/floor sets
[mod] -- TR#---: more variety in the composition of monsters in cave levels
[mod] -- TR#---: some level events and level generators won't appear on ITYTD
[mod] -- TR#---: level types, level events and special rooms made more evenly distributed (+ tweaks)
[mod] -- TR#---: Allow long character name entry (26 characters)
[mod] -- TR#---: Sleep time for loops changed from 1ms to 10ms (should significantly reduce processor load)
[mod] -- TR#---: a few uniques have been added set mods they disassemble to
[mod] -- TR#---: various minor tweaks with the existing special levels (often random enemy placement)
[mod] -- TR#---: variety in hells arena layout
[mod] -- TR#---: arena levels have more interesting architecture
[mod] -- TR#---: Hell's Armory is surrounded by lava instead of wall
[mod] -- TR#---: rank info shows progress toward requirement
[mod] -- TR#281: unique/exotic earlygame generation block (depending on diff-level)
[mod] -- TR#---: new variation added to an old level generator
[mod] -- TR#---: various item tweaks on special levels (game_hunter)
[mod] -- TR#---: new map design to Spider's Lair (game_hunter)
[mod] -- TR#286: player info screen displays more pertinent info (game_hunter)
[fix] -- TR#---: Fireangel fixed (game_hunter)
[fix] -- TR#---: fixed crash in which kills were registered to equipped armor (game_hunter)
[fix] -- TR#---: piercing blade correctly maintains damage amount (game_hunter)
[fix] -- TR#---: failing to equip from the ground takes no time, plays no sound
[fix] -- TR#---: fixed sound coming from far away when player uses teleporter
[fix] -- TR#---: fixed barrel sound bindings in low-quality version
[fix] -- TR#---: G-version - Hell's Armory had wrong style value
[fix] -- TR#---: fixed arena level visual looks
[fix] -- TR#---: sound for boss explosions restored
[fix] -- TR#---: linebreaks of plot screens fixed
[fix] -- TR#---: plasma and acid were supposed to be better with gibbing corpses on ground, not worse
[fix] -- TR#---: fixed possible access violation with IF_SPREAD (mancubi)
[fix] -- TR#---: Choose direction prompts now accept mouse input
[fix] -- TR#---: All ways of acquiring special items should contribute to stats
[fix] -- TR#---: Canceling mods takes no time
[fix] -- TR#---: assembling the same assembly more than once will get properly counted
[fix] -- TR#---: fixed Full Win detection on non-25 level maps
[fix] -- TR#---: fixed deadly chill event
[fix] -- TR#---: fixed an edge case of SoaG 5 + Bullet dance timing
[fix] -- TR#---: fixed Destroyer Diamond Badge.
[fix] -- TR#---: player will no longer start a special level on a monster
[fix] -- TR#---: overcharged plasma rifle can't be chainfired
[fix] -- TR#---: fixed Reaper Diamond badge
[fix] -- TR#---: explicit level styles on all special levels - should fix fluid edge glitches

53
Announcements / ChaosForge Donation Drive - Results
« on: November 23, 2012, 20:09 »
A bit late, but happy, and grateful nonetheless!

First of all a BIG THANK YOU to all that participated. I didn't expect such a reaction, and thanks to you ChaosForge progress has resumed with a new fire -- the results of which you will soon witness!

But enough of the tears, here are the results:

ChaosForge Donation Drive

Campaign Goal:$2048.00
Due Date: Nov 21
Total Receipts: $4670.16
PayPal Fees: $201.97
Net Balance: $4468.19
Above Goal: $2420.19

What does that mean in regards to the promises?

Donator rewards:

  • 17 people donated at the $16 level -- will be awarded a mention on the website
  • 18 people donated at the $32 level -- as above and their nicks or chosen names will be added to the list of random names at 0.9.9.7 release
  • 11 people donated at the $64 level -- as above and there will be a rare unique in the game in their honor!
  • 1 person donated at the $128 level -- as above and there will be a special Ao100 level in his honor
  • 2 people donated at the $256 level -- as above and they already became Supporters of Chaos (although one of them already was!)
  • 1 person donated at the $512 level -- as above and we'll work together on a DoomRL mod for the upcoming server
  • 1 person donated at the $1024 level -- as above and he'll get his unique forum rank soon :P

As to the specifics of the donator awards, I'll be contacting the people involved before 0.9.9.7 comes out. Stay tuned!

Stretch goal rewards:

  • 9 new challenge modes will be added at 0.9.9.7 lauch!
  • 9 new special levels will be added at 0.9.9.7 -- 4 in the main game, and 5 dedicated to Ao100!
  • 4 new level types will be added for 0.9.9.7!
  • MOD SERVER will be added to 0.9.9.7!

When can you expect those goodies? Well, if everything goes according to plan, before the year ends you'll have your hands on the 0.9.9.7 content update version :). And if you're a donator (and most of you reading this probably are), you're going to enjoy the first BETA version of 0.9.9.7 *this month*!

Again, thank you for all the support, the 'Forge is strong, thanks to YOU!

54
Announcements / ChaosForge Donation Drive - Stretch Goals!
« on: November 06, 2012, 15:14 »
First of all, a big thank you to everyone who donated -- I still can't believe we reached the goal in such a short time! As promised, the campaign continues (for equipment and time for the 'Forge), and I'm now publishing the stretch goals. Deadline for the campaign end is November 20.
 
DoomRL 0.9.9.7 had additional content planned for the pro-players -- Dual Angel and Archangel challenges, and "Challenge" feature for specifically set up levels with given constraints. But now, I have decided to extend that to all players. Challenge games can include, for example, Gauntlet-style infinite arena challenges, Imp-only massacres, or even maybe versus bot deathmatch games.  Challenges will also have their own leveled rewards (badges/medal style). Additionally, on the day that the mod-server is finally up and running, I will include the ability to download new challenges directly from within DoomRL.
 
DoomRL 0.9.9.7 is scheduled to be released at the end of this year, and it's ALL about additional content (interface and graphics upgrades will be the topic of the next version to come).
  • for each $256 over the $2048 goal I'm going to design and add an additional challenge game mode for all levels of play.
  • each $256 over $2048 I will also give a new special level -- half of them will be added to a pool of possible levels for the main game, the other half will go towards A100.
  • each $512 over $2048 will also add a new level *type* to the DoomRL generator.
  • if we reach $4096, I'll do everything possible (probably getting additional hands to help with that) to make the Mod-Server available at 0.9.9.7 (with new and old mods, and possibly also TC's if I can prepare them in time) with an online site to go with it.
  • at $6144 we'll hire help, and do a full network integration of DoomRL -- cloud-based saves and player data, automatic signature presentation of progress, a personal page on the forum where you can show off your results, global high score tables -- the target is high because this is something we cannot do on our own, and will need definitely investments :/.
  • $8196 - LOCKED!
  • YOUR IDEA HERE!

If there's anything you'd like to see here, please post! Even if you don't have a specific idea just a vague direction, I'll take it into account - we still have 2 weeks left!

Remember also, that all individual donations during the drive period *stack*, so if you do another donation, you'll upgrade your reward too!

DONATE HERE!

55
Announcements / ChaosForge Donation Drive!
« on: October 29, 2012, 19:00 »
Peril has struck the 'Forge and we need your help! The ChaosForge development PC had a hardware failure and does not boot reliably any more -- time to buy a new PC, and do upgrades. I'd like to humbly ask you for a donation. If the free ChaosForge games have given you a good time, now is the best moment to give something back to help out!

This time, however, I want to do things a little differently -- I want to give you, the donator, something back. Inspired by Kickstarter reward tiers, I decided to do something similar, and to see if it provides an incentive, and to see if it is the right way to go :). The prizes below are for donations done during this Donation Drive only and will be unavailable once it ends!

All of the rewards are digital, because due to the urgent and unexpected nature of this situation, we didn't have time to prepare any physical ones :/.

Also, while the chance of going much over the goal is not big, I promise to have some strech goals planned if it does!

  • $16 - Beta Access to all current ChaosForge projects, Supporter status on forum, my deepest thanks, and your name/nick on the next DoomRL version supporter list (startup screen). Unlike a normal donation, your name/nick will be featured on a supporters section on the revamped DoomRL website (before the year ends), with an optional link and/or comment (nothing offensive).
  • $32 - The above + your name/nick (or fictional name/surname as long as it is not too silly) will be added to the list of random names (the ones that are picked when the player doesn't enter a name), only if you want to of course!
  • $64 - All of the above and co-design a unique for DoomRL (it needs to be balanced though) that can be named after you (as long as it's not downright silly) -- an example is Malek's Armor. They will be rare to spawn *OR* be used in AliensRL with restrictions in the nature of the weapon for the latter. Additionally, you can choose for us to use your name (or fictional non-silly name) in the plot of AliensRL.
  • $128 - All of the above + design/co-design (you give the idea, we handle the coding) a special level that may randomly spawn in DoomRL when playing Angel of 100. The level cannot have any new types of enemies but can feature your item *OR* your chosen name may be a major villain/character in the plot of AliensRL.
  • $256 - All of the above + Supporter of Chaos rank on the forum. Including access to the Temple of Chaos where future projects are decided and early access (TBA) to the Next Project (TM) -- shape it from where it begins! Also, your name/nick will be permanently on the startup screen as special thanks.
  • $512 - All of the above + we'll do a DoomRL mod by your design to be available using the upcoming mod server. It can be even a Total Conversion (support will appear with the next version) as long as it won't take more than a few days to complete. Unfortunately, graphics cannot be included :/. You will be listed as the author.
  • $1024 - (just for completeness' sake) All of the above + special PERMANENT rank on forum (your choice of title) + a single version of the ChaosForge roguelike of your choice done and dedicated in your name.
  • $2048 - (just because it's fun :P) All of the above + and I'll take part in the next 7-day rogue-like competition realizing your idea (with as much design input as you want to give).

So please, help the ChaosForge survive! And spread the word among fellow ChaosForge players -- we need all the help we can get!


Head to the donation page and help out!

56
Announcements / AliensRL Wiki officially opened!
« on: October 07, 2012, 14:42 »
It appeared in the search queries, it was asked about by people at the forums, it was needed by all -- now finally, AliensRL Wiki is live! While not content-complete, thanks to Game Hunter a lot of raw data has already been entered. If you're an AliensRL fan, why not hop in and help out?

May the wiki help you discover the basics of the game while playing 0.8.2 while we all anticipate 0.8.4!

To log in you need a ChaosForge forum account with at least one post (just say hello in the this thread!).

57
Announcements / AliensRL 0.8.2 RELEASED!
« on: September 07, 2012, 15:13 »
Ladies and Gentlemen of the Forge of Chaos!

AliensRL 0.8.2 has been RELEASED!

AliensRL has too long lingered in the shadow of it's older cousin. Time to resume active development, for among all of ChaosForge roguelikes, this is the one with the most potential. The 0.8.2 release brings you several notable changes, and despite that is just a stepping stone on what AliensRL can become with your support!

Go download it now from the AliensRL webpage, and read below for detailed change info!

http://alien.chaosforge.org/

The most obvious change is the completely rewritten level generator, which not only produces much more interesting levels to explore, but also gives every tower a distinctive style. To compliment the generator, several new features were added, such as glass walls that you can see through and a basic terminal implementation.

The terminals themselves are a start of the implementation of a very antcipated feature. Along with them come the first possibilities of hacking -- a hero with some technical skill (boosted by a few multi-tools) can now power down proximity doors, locate elevators or even restore light to levels that are dark! Even broken elevators can be fixed if you have the right skills and equipment.

The equipment section was standarized as well as expanded. Several consumable items have been added, among them the forementioned mult-tools, armor packs (that can fix your armor which does degrade now), a few medical items (stimpacks!) and even a portable sentry turret!

To go with the new equipment we upgraded and streamlined the interface. Items now operate on user modifiable quickslots, general game options have been moved to a game menu, running is now SHIFT+direction, SPACE for using elevators and closing doors and several other tweaks have been added, some of them forshadowing the changes to come!

The arsenal has also been severly augmented, by two new major weapons -- the 5.56 ammo weapons which serve as middle ground between 9mm and pulse weapons, and the eagerly awaited flamer (which is a bit overpowered now, so take advantage of this :). Additionaly several variants of the existing weapons are to be found. Oh, and everything can be now destroyed (with the right firepower).

The game now runs in pseudo-console by default, but die-hard-ASCII fans will be happy to learn that the same executable can run in standard console by running with the -console parameter or editing you config.lua.

Versions for Windows, Linux (32 and 64 bit) and Mac OS X (64 bit) are provided.

Like us on Facebook, Twitter ( @epyoncf / @chaosforge_org ) and/or Google+ to be updated with further developments! And don't forget to donate to keep the ChaosForge going!

Most of all, good luck and have fun!

Full change list follows:

Code: [Select]
0.8.2
[add] -- TR#035 : completely new level generator, with separate styles for every tower!
[add] -- TR#046 : Lua AI implemented - different AIs present
[add] -- TR#028 : scent based AI! Beware, they can smell you...
[add] -- TR#--- : glass material added - rooms can be separated with glass!
[add] -- TR#--- : new async animation system - much smoother!
[add] -- TR#--- : slot system instead of hardcoded quickkeys!
[add] -- TR#--- : game menu (Escape) - no more Quit, Save, Help and Character screen keybindings
[add] -- TR#--- : running now is SHIFT+direction
[add] -- TR#--- : multi-tools - with some basic tech skills you can bypass doors and fix elevators!
[add] -- TR#--- : you can powerdown proximity doors with basic tech skill and multitool (or without with expert)
[add] -- TR#--- : added terminals -- with higher tech skill allow to do some fancy stuff (there'll be more!)
[add] -- TR#--- : reworked effect (e.g. Pain) system and display
[add] -- TR#--- : 'u'se command added (grenades, packs and other stuff)
[add] -- TR#--- : stimpacks, painkiller and military medpacks and stimpacks to be found!
[add] -- TR#--- : autonomus sentry turret kit to be found!
[add] -- TR#--- : medical skill increases stim effectiveness, fitness reduces withdrawal effects
[add] -- TR#014 : new fire mechanics and Flamer added!
[add] -- TR#014 : napalm barrels added
[add] -- TR#022 : 5.56 ammo and 5.56 weapons
[add] -- TR#--- : weapon variants - M4A4 and M4A5, MK 88 pistol, M3A and M12 Beretta SMG, H&K G32 rifle and Mk 12 sniper rifle and model 1894 rifle
[add] -- TR#--- : added -console command line switch, and related config.lua options
[add] -- TR#057 : smart in-game hints (dissapear with character experience)
[add] -- TR#--- : new config file format
[add] -- TR#--- : shotguns and explosions cause knockback! many variables influence it
[add] -- TR#052 : different alien attacks
[add] -- TR#054 : a *really* deadly attack for preatorians and the queen!
[add] -- TR#048 : armor is damaged over time!
[add] -- TR#048 : armor packs for reparing armor
[add] -- TR#048 : armor has different durability and repair ease, technical skill helps
[add] -- TR#057 : random helpful hints are displayed during level generation
[add] -- TR#017 : mission and log interface added (nothing new though)
[add] -- TR#--- : new config options - clear_messages, more_prompt, message_buffer, message_coloring (with DoomRL style coloring)
[mod] -- TR#--- : sidearm master skill reduces reload time instead of increasing damage
[mod] -- TR#--- : technicians start with 3 multi-tools
[mod] -- TR#--- : tech skill cost increased
[mod] -- TR#--- : removed DROP ARMOR - 'd' is a common drop with menu (harder to accidentaly drop)
[mod] -- TR#--- : military keys and doors made light magenta
[mod] -- TR#044 : doors, crates, lockers now destroyable
[mod] -- TR#--- : bonus equipment for techs, medics and hw
[mod] -- TR#--- : SPACE is used to activate lifts
[mod] -- TR#--- : ASCII mode and GFX mode are now in same executable
[mod] -- TR#--- : 9mm ammo made weaker, mp5 slightly more accurate
[mod] -- TR#--- : alien movement made a bit smarter
[mod] -- TR#--- : pain mod may be up to -5
[mod] -- TR#--- : reduced amount of aliens, temporarily reduced spawns by 10%
[mod] -- TR#044 : full level destruction possible with the right firepower
[mod] -- TR#037 : non-proximity doors open/close/unlock in unison
[mod] -- TR#--- : ammo on ground shows amount
[mod] -- TR#--- : picking up a weapon equips it
[mod] -- TR#--- : medpacks are a lot more common in medical lockers
[mod] -- TR#--- : crates and lockers have more often goodies too
[mod] -- TR#--- : military/security crates will at least have ammo
[mod] -- TR#--- : security crates have +1 roll level
[mod] -- TR#--- : player color dependent on class (and lighter)
[mod] -- TR#--- : better brightness calculation (squared)
[mod] -- TR#--- : gradual_brightness value can be changed in config.lua (although the default should be pretty good)
[mod] -- TR#--- : pain reduces vision range
[mod] -- TR#--- : Perception reduces pain and low-light vision penalty
[mod] -- TR#--- : skill advancement screen shows [maxed] or [mastered] for maxed out skills

58
Discussion / Reasons for text-mode interface
« on: August 23, 2012, 10:58 »
Let me first state my goal : I'd like to remove text-mode from all ChaosForge roguelikes. Take note however, that by text-mode, I only mean raw console mode -- it would be substituted with a pseudo-console, with variable fonts, fullscreen possibility, full-color possibility.

I don't think this should be a big of an issue, for many roguelikes nowdays use only pseudo-console.

However, I know that some people have strong opinions on that -- please state them now, so we can address them ASAP!

Also, please only note issues that affect you, yourself. I know for example that remote telnet play would become impossible that way, but considering the animations and sound used I doubt anyone uses it seriously.

59
Discussion / DownFall - DoomRL's ancient predecessor
« on: May 19, 2012, 02:21 »
Not many of you may know, but DoomRL started out as a traditional fantasy dungeon crawl -- it was thanks to a suggestion from Aerton that it was turned to the DoomRL theme. I actually took some time to fix, compile and clean up the original source, and even placed it on SourceForge.

This is *not a playable game*, rather a prototype -- it's probably still buggy and undocumented, but for anyone interested where DoomRL came from, it might prove of some interest :). You may notice that you can poke around the lua files freely (the original was fully hardcoded), also the source is brought up to date with other ChaosForge roguelikes, so it may be a good start for anyone wanting to use the Valkyrie library to do a roguelike.

You can download the game here : downfall-0.1.zip
The source is available on Sourceforge : downfall

Oh, and if you manage to get deeper than 3-4 levels please tell :P.

P.S. it's not to be confused with another roguelike named Downfall -- DoomRL's Downfall was earlier, but was never mentioned in public up to today.

60
Announcements / DoomRL 0.9.9.6 RELEASED!
« on: February 28, 2012, 13:03 »
Ladies and Gentlemen of the Forge of Chaos!

DoomRL 0.9.9.6 has been RELEASED!

This release may be the most important release yet -- for finally after many years, the awesome tiles of Derek Yu are in the game... This moment marks the first public GRAPHICAL release!

To make better use of the graphics, the interface has been upgraded, and mouse support has been introduced. The interface has been streamlined in many places, and will be streamlined even more in the near future.

To celebrate the graphical release, DoomRL has also received a significant upgrade in the Audio department, with a MP3 music soundtrack consisting of Sonic Clang's Classic Doom renditions as well as Simon Volperts DoomRL tracks in MP3 quality. Sound effects have been substituted with high quality versions created by Per Kristian Risvik.

Additionally several balance changes and important fixes have been made.

Grab it while it's hot on the official website!

However, before you do, please take a moment and Like! our official ChaosForge Facebook Page and/or ChaosForge Google+ Page, and if you didn't before, follow ChaosForge on Twitter to stay fully informed of the next release!

Downloads for Windows, Linux (both 32 and 64 bit) and 64 bit MacOS X are provided (the last one should be still considered a bit unstable -- read below). The game executables are universal in the sense that you can run graphical, console, sound or no sound using the same files -- for example on Linux the SDL libraries are not needed if running in console/nosound.

Download the new version to jump into the fun or join us on IRC ( #chaosforge on QuakeNet ) to celebrate, or read below for the full changelog!

Keep your eyes open also for a new version of every ChaosForge roguelike -- while there have been no official releases, a lot of work went into AliensRL, DiabloRL and Berserk!. Each of them will have a breakthrough release in the first half of this year -- no one shall be left behind! Don't be surprised if some of them become graphical too!

Note about the Mac OS X version -- coding for this platform is still relatively new for me, so this time the release requires some degree of manual installation. You can only reliably run it from the terminal, and need to manually unpack it to some folder. You'll also need to install SDL bundles -- SDL, SDL_image, and SDL_mixer -- if you have any problem installing, feel free to ask at the forums!

Note about the Linux versions -- you'll need SDL, SDL_mixer, SDL_image and libpng installed, and smpeg if you want to use the HQ versions. On some linux distro's mp3 support is not enabled in SDL_mixer -- a workaround has been posted on the forum.

Full changelist follows...

DoomRL v.0.9.9.6
Code: [Select]
[new] -- TR#249: Universal executable -- runs with different sound engines, or tiles vs console without
                 loading libraries it doesn't need
[new] -- TR#260: G-version - fullscreen support (ALT-Enter or Ctrl-F12)!
[new] -- TR#274: G-version - fullscreen resolution autodetection and startup query
[new] -- TR#264: G-version - different floors and doors for Hell
[new] -- TR#263: G-version - liquid edges unblockified and animated
[new] -- TR#261: G-version - full mouse support (smart LMB/RMB on map, menus and mousescroll)!
[new] -- TR#259: G-version - Variable resolution and x2 mode for text and sprites!
[new] -- TR#278: G-version - minimap added and grid overlay (SPACE)
[new] -- TR#---: G-version - Epic background and logo by Derek Yu!
[new] -- TR#249: Graphics and SoundEngine in config.lua
[new] -- TR#249: -graphics, -console, -nosound and -fullscreen command line override options
[new] -- TR#---: hint system serving as a crude tutorial
[new] -- TR#---: all menus/screen rewritten/redesigned
[new] -- TR#---: new keybinding system - you can bind any key, and any CTRL/SHIFT/ALT combination but
                 the syntax is different
[new] -- TR#---: anytime screenshot possible (hardcoded for F10/F9), also in graphics
[mod] -- TR#240: recharge mechanic revamp. (tehtmi, game_hunter)
[mod] -- TR#246: lots and lots of assembly changes (game_hunter)
[mod] -- TR#293: resistances now degrade with durability (game_hunter)
[mod] -- TR#---: configuration entries are optional, defaults will be used if not present
[mod] -- TR#---: FRONTAL option removed - all games start frontal
[mod] -- TR#---: Shottyman pulls from equipped ammo pack when no ammo is in inventory. (tehtmi)
[mod] -- TR#---: two equipped pistols can be quickswapped with Dualgunner.
[mod] -- TR#---: level 24 experience requirement dropped to be more in line. (25 unchanged) (tehtmi)
[mod] -- TR#---: Mastermind melee damage increased (game_hunter)
[mod] -- TR#---: Badass changed to two-level trait. (tehtmi, game_hunter)
[mod] -- TR#---: the player now has the customary grace period upon enter level 1. (tehtmi)
[mod] -- TR#---: different barrel types accept differnt sound bindings. (tehtmi)
[mod] -- TR#---: weapons that don't use ammo don't display it, can't be unloaded, etc. (tehtmi)
[mod] -- TR#---: added dodgebonus being property and dodgemod item property (game_hunter)
[mod] -- TR#---: added IF_FARHIT (attack ignores dinstance penalty) (game_hunter)
[mod] -- TR#---: added IF_UNSEENHIT (attack ignoares visibility penalty) (game_hunter)
[mod] -- TR#---: sniper weapon pack grants IF_FARHIT/IF_UNSEENHIT for 1/2 mods
                 added to weapon (game_hunter)
[mod] -- TR#---: blue armor gives 20% plasma resistance instead of fire (game_hunter)
[mod] -- TR#---: all mod packs are now exotic, have higher weights, and uniquely colored (game_hunter)
[mod] -- TR#---: Vampyre gives scaling amount of HP (game_hunter)
[mod] -- TR#270: a lot better and readable crash handling
[mod] -- TR#271: SaveOnCrash now in config.lua, may be turned off
[fix] -- TR#151: trait screen escape fixed
[fix] -- TR#---: message coloring doesn't break on newline
[fix] -- TR#---: combat pistol has dualreload. (tehtmi)
[fix] -- TR#---: tactical and assault shotties only get single reload with shottyman. (tehtmi)
[fix] -- TR#---: teleboss AI bug fixed. (tehtmi)
[fix] -- TR#---: full inventory AI bug fixed. (game_hunter)
[fix] -- TR#---: Ao100 level 100 fix. (game_hunter)
[fix] -- TR#---: fixed minor issue with target line coloring. (tehtmi)
[fix] -- TR#---: grammaton Cleric Cross fixed to work with new mastermind. (tehtmi)
[fix] -- TR#---: JC AI bug fixed. (tehtmi)
[fix] -- TR#---: fixed chainfiring on Tower of Babel. (tehtmi)
[fix] -- TR#---: fixed large health globe on Angel of Berserk. (tehtmi)
[fix] -- TR#---: fixed scout's stair sense briefly showing stairs in a certain unintended case. (tehtmi)
[fix] -- TR#---: barrels can once again be pushed into acid & lava (though it isn't advised). (tehtmi)
[fix] -- TR#---: teleboss_ai attack fix (game_hunter)
[fix] -- TR#---: enemy pursuing AI fix (game_hunter)
[fix] -- TR#168: proper error messages if missing files
[fix] -- TR#---: no more cannot resume dead coroutine on program error
[fix] -- TR#265: error and assert can be normally used in modules
[fix] -- TR#105: DoomRL will give now a meaningfull error if console is too small
[fix] -- TR#---: error reports will properly report params passed
[fix] -- TR#---: Linux 64 and Mac OS X player.wad fix

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