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1
Bug Reports / Some music doesn't play on Linux (fix)
« on: March 28, 2021, 15:34 »
This bug has already been mentioned here, years ago: https://forum.chaosforge.org/index.php/topic,7188.0.html
I had this issue on Linux too. I fixed it by running the following script, which strips all the metadata and cover art from the mp3s:
Then configure the musichq.lua file to point to the newly created directory with the fixed mp3s:
I had this issue on Linux too. I fixed it by running the following script, which strips all the metadata and cover art from the mp3s:
Code: [Select]
#!/bin/bash
mkdir -p mp3_fixed
for f in mp3/*.mp3; do
ffmpeg -i $f -vn -codec:a copy -map_metadata -1 "mp3_fixed/$(basename $f)"
done
Then configure the musichq.lua file to point to the newly created directory with the fixed mp3s:
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!)
Music = {
start = "mp3_fixed/doom_the_roguelike.mp3",
interlude = "mp3_fixed/d1inter.mp3",
bunny = "mp3_fixed/d1end.mp3",
intro = "mp3_fixed/cde1m1.mp3",
hellgate = "mp3_fixed/cde1m8.mp3",
level2 = "mp3_fixed/cde1m2.mp3",
level3 = "mp3_fixed/cde1m3.mp3",
level4 = "mp3_fixed/cde1m7.mp3",
level5 = "mp3_fixed/cde1m5.mp3",
level6 = "mp3_fixed/cde1m6.mp3",
level7 = "mp3_fixed/cde1m4.mp3",
level8 = "mp3_fixed/cde1m8.mp3",
level9 = "mp3_fixed/cde1m1.mp3",
level10 = "mp3_fixed/cde1m2.mp3",
level11 = "mp3_fixed/cde1m3.mp3",
level12 = "mp3_fixed/cde1m4.mp3",
level13 = "mp3_fixed/cde1m5.mp3",
level14 = "mp3_fixed/cde1m6.mp3",
level15 = "mp3_fixed/cde1m7.mp3",
level16 = "mp3_fixed/cde1m9.mp3",
level17 = "mp3_fixed/cde1m2.mp3",
level18 = "mp3_fixed/cde1m3.mp3",
level19 = "mp3_fixed/cde1m4.mp3",
level20 = "mp3_fixed/cde1m5.mp3",
level21 = "mp3_fixed/cde1m6.mp3",
level22 = "mp3_fixed/cde1m7.mp3",
level23 = "mp3_fixed/cde1m9.mp3",
level24 = "mp3_fixed/cde1m2.mp3",
level25 = "mp3_fixed/cde1m3.mp3",
hells_arena = "mp3_fixed/cde1m9.mp3",
the_chained_court = "mp3_fixed/rage.mp3",
military_base = "mp3_fixed/cde1m9.mp3",
halls_of_carnage = "mp3_fixed/cde1m9.mp3",
hells_armory = "mp3_fixed/hells_weapons.mp3",
spiders_lair = "mp3_fixed/cde1m3.mp3",
city_of_skulls = "mp3_fixed/of_skull_and_bone.mp3",
the_wall = "mp3_fixed/the_brick_song.mp3",
unholy_cathedral = "mp3_fixed/unholy_cathedral.mp3",
the_mortuary = "mp3_fixed/something_wicked.mp3",
the_vaults = "mp3_fixed/dark_secrets.mp3",
the_lava_pits = "mp3_fixed/too_hot_down_here.mp3",
phobos_lab = "mp3_fixed/cde1m5.mp3",
deimos_lab = "mp3_fixed/hells_weapons.mp3",
containment_area = "mp3_fixed/the_brick_song.mp3",
abyssal_plains = "mp3_fixed/of_skull_and_bone.mp3",
limbo = "mp3_fixed/something_wicked.mp3",
mt_erebus = "mp3_fixed/too_hot_down_here.mp3",
tower_of_babel = "mp3_fixed/cde1m8.mp3",
hell_fortress = "mp3_fixed/final_showdown.mp3",
dis = "mp3_fixed/cde1m8.mp3",
victory = "mp3_fixed/d1readme.mp3",
}
2
Discussion / DoomRL on Alacritty
« on: March 28, 2021, 14:48 »
The Linux version of DoomRL comes with launchers for 3 popular terminal emulators (xterm, gnome-terminal and konsole). However, I happen to like none of those, so I made my own for Alacritty, my terminal emulator of choice, which is hardware-accelerated and highly customizable. I made it so that it resembles DoomRL as I remember it (on Windows) as closely as possible. Perhaps this is interesting for others, so I wanted to share it...
Aside from Alacritty, you'll just need to have the Fixedsys Excelsior font installed. Then put the following files (the launcher and the according config file, respectively) in the DoomRL directory:
doomrl_alacritty
doomrl_alacritty.yml
I added some screenshots in the attachments.
Enjoy!
Aside from Alacritty, you'll just need to have the Fixedsys Excelsior font installed. Then put the following files (the launcher and the according config file, respectively) in the DoomRL directory:
doomrl_alacritty
Code: [Select]
#!/bin/sh
set -eu
/usr/bin/alacritty --config-file ./doomrl_alacritty.yml -e ./doomrl -console
doomrl_alacritty.yml
Code: [Select]
env:
TERM: xterm-256color
window:
dimensions:
columns: 80
lines: 25
title: DoomRL
dynamic_title: false
font:
normal:
family: Fixedsys Excelsior
style: Regular
bold:
family: Fixedsys Excelsior
style: Regular
italic:
family: Fixedsys Excelsior
style: Regular
bold_italic:
family: Fixedsys Excelsior
style: Regular
size: 24.0
colors:
normal:
black: '#000000'
red: '#ff0000'
green: '#00ff00'
yellow: '#ffff00'
blue: '#0000ff'
magenta: '#ff00ff'
cyan: '#00ffff'
white: '#ffffff'
cursor:
style: Underline
unfocused_hollow: false
thickness: 0.1
I added some screenshots in the attachments.
Enjoy!
3
Post Mortem / [HNTR|97%|YAVP] First run in MANY years.
« on: March 27, 2021, 15:24 »
Went with HNTR, seemed fitting for a warmup run after many years; what a nostalgia trip! Last time I played it was something like 8 years ago, I believe. And yep, I'm still feelin' it!
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Total Biscuit,
level 11 Human Private Scout,
defeated the Mastermind at the City of Dis.
He survived 107349 turns and scored 100911 points.
He played for 2 hours, 29 minutes and 29 seconds.
He didn't like it too rough.
He killed 611 out of 629 hellspawn. (97%)
He held his right to remain violent.
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 7
Levels completed : 5
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Armorer Badge
Hell Champion Medal
Technician Bronze Badge
Gatekeeper Bronze Badge
UAC Bronze Badge
Skull Bronze Badge
Arena Bronze Badge
Arachno Bronze Badge
-- Graveyard -------------------------------------------------
###########################################################
####............................X...#####################>#
###...............####...............######################
##.......####.....####.....####.......#####################
#........####.....####.....####........####################
.........####.....####.....####.........###################
.........####..............###...........##################
................................%.........#################
..####.............................###....#################
.&####............................####....#################
..####............................####....#################
..####............................####....#################
..........................................#################
.........####..............#.............##################
.........####.....####.....##...........###################
#........####.....####.....####........####################
##.......####.....####.....####.......#####################
###...............####...............######################
####................................#####################>#
###########################################################
-- Statistics ------------------------------------------------
Health 81/50 Experience 51916/11
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 2)
Hellrunner (Level 2)
Reloader (Level 2)
Juggler (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
Rel->Rel->SM->HR->Fin->Jug->MSh->Fin->WK->HR->WK->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6/6] (192%) (ABP)
[b] [ Weapon ] missile launcher (6d6) [0/4] (A1T3)
[c] [ Boots ] plasteel boots [2/2] (91%) (A)
[d] [ Prepared ] double shotgun (10d3)x2 [2/2] (B2P1)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] red armor [6/6] (200%) (BPT)
[c] shotgun shell (x50)
[d] shotgun shell (x50)
[e] shotgun shell (x50)
[f] shotgun shell (x50)
[g] shotgun shell (x50)
[h] rocket
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] phase device
[n] phase device
[o] envirosuit pack
[p] thermonuclear bomb
[q] shell box (x99)
[r] rocket box (x17)
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 50%
Fire - internal 0% torso 25% feet 25%
-- Kills -----------------------------------------------------
122 former humans
57 former sergeants
17 former captains
65 imps
53 demons
200 lost souls
22 cacodemons
9 hell knights
11 barons of hell
15 arachnotrons
4 former commandos
14 pain elementals
7 revenants
5 mancubi
3 arch-viles
2 bruiser brothers
1 shambler
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 5 he assembled a fireproof armor!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he assembled a tactical shotgun!
On level 9 he entered Hell's Armory.
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
Not knowing what to do, he left.
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he assembled a nanofiber armor!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Fire -- Choose target...
You see : a Spider Mastermind (mortally wounded) | blood | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
Fire -- Choose target...
You see : a Spider Mastermind (mortally wounded) | floor | [ m ]ore
The missile hits the Spider Mastermind.
Boom! Boom! You dodge! Boom! Boom! Boom! You are hit!
Fire -- Choose target...
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
The missile hits the Spider Mastermind.
Boom! You dodge! Boom! You dodge! Boom! Boom! You dodge! Boom! Boom!
Fire -- Choose target...
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
He's the first brave soul to have ventured into Hell...
--------------------------------------------------------------
4
Discussion / libfmod? (linux version)
« on: October 09, 2014, 10:26 »
Hey guys. Recently, I've ditched windows in favor of linux (mint 17), and I've been trying to get a bunch of games to work on this, including DoomRL.
So far so good, everything works, except that the sound seems to be a little glitchy when the setting is default (sometimes, sounds or songs won't play). So I wanna try the fmod setting. Problem is, I've no idea where to find the required libfmod. Can't seem to find it even on the official site, oddly enough. Someone have an idea where to find this? Thanks.
EDIT: I'm on a 64bit system by the way.
So far so good, everything works, except that the sound seems to be a little glitchy when the setting is default (sometimes, sounds or songs won't play). So I wanna try the fmod setting. Problem is, I've no idea where to find the required libfmod. Can't seem to find it even on the official site, oddly enough. Someone have an idea where to find this? Thanks.
EDIT: I'm on a 64bit system by the way.
5
Requests For Features / Cornershooting, sound and radarshooting
« on: May 01, 2013, 21:46 »
Okay, we've all been chattering and complaining about em briefly here and there, but I think these 3 things are really important issues to address, since they are essentially exploits, but since they're exploited so widely, so much of the game's balance became built on the existence of them, and every sensible player embraces cornershooting, radarshooting and detecting enemies using their sound, and views them not as an exploit, but as a basic tactic.
Therefore I think we cannot go and just remove these "features" for it will seriously screw up not only the balance but also the basic gameplay experience. Instead, the game (not just it's balance, but it's mechanics) should IMO embrace these as features. Here are my suggestions on how this can be effectively realized...
Cornershooting
The 3 main issues here are, 1) you can shoot but not look behind a corner, 2) enemies cannot hit you, 3) afaik you still cannot cornershoot from every angle with a shotgun (which most clearly of all shows how it's more a bug than anything).
What I propose is that when you stand at a corner, you should be able to see what is behind it, and you should also be able to shoot enemies from there no matter in what direction.
Enemies CAN see and hit you when you're standing behind a corner, however, there is a certain chance that they hit the wall instead. This would adopt cornershooting as a feature similar to sidestepping, and one that can be properly balanced.
Sound and radarshooting
Listening to sounds to detect enemies and get an idea of their location also plays a very important tactical role, but it's OP, since it's essentially like a free Int2 where the exact location is not explicitly shown, however the exact location can technically be inferred. To clarify, if for instance an AI were to play this game, sound would be an actual Int2 since it can measure it's sound on each audio channel and logically infer the exact location of any sound source. Ultimately the exactness just boils down to "how well you can listen".
Here, I would suggest that you can only hear the sound of entities that are currently within the character's vision (or intuition) range.
To give this a counterbalance (and because this would almost completely destroy the merit of radarshooting), if an enemy gets hurt within a certain distance beyond your vision range, it's sound should be played, and an intuition-like indicator should appear for 1 turn on the position where the sound was heard. This makes sense too, since cries of pain are louder than random murmurs.
Notice that both of these features have a numerical value to be decided, ie. the cornershooting hit chance and the radarshooting distance, so that would mean that they would be under proper control and they can be precisely balanced out.
Discuss!
Therefore I think we cannot go and just remove these "features" for it will seriously screw up not only the balance but also the basic gameplay experience. Instead, the game (not just it's balance, but it's mechanics) should IMO embrace these as features. Here are my suggestions on how this can be effectively realized...
Cornershooting
The 3 main issues here are, 1) you can shoot but not look behind a corner, 2) enemies cannot hit you, 3) afaik you still cannot cornershoot from every angle with a shotgun (which most clearly of all shows how it's more a bug than anything).
What I propose is that when you stand at a corner, you should be able to see what is behind it, and you should also be able to shoot enemies from there no matter in what direction.
Enemies CAN see and hit you when you're standing behind a corner, however, there is a certain chance that they hit the wall instead. This would adopt cornershooting as a feature similar to sidestepping, and one that can be properly balanced.
Sound and radarshooting
Listening to sounds to detect enemies and get an idea of their location also plays a very important tactical role, but it's OP, since it's essentially like a free Int2 where the exact location is not explicitly shown, however the exact location can technically be inferred. To clarify, if for instance an AI were to play this game, sound would be an actual Int2 since it can measure it's sound on each audio channel and logically infer the exact location of any sound source. Ultimately the exactness just boils down to "how well you can listen".
Here, I would suggest that you can only hear the sound of entities that are currently within the character's vision (or intuition) range.
To give this a counterbalance (and because this would almost completely destroy the merit of radarshooting), if an enemy gets hurt within a certain distance beyond your vision range, it's sound should be played, and an intuition-like indicator should appear for 1 turn on the position where the sound was heard. This makes sense too, since cries of pain are louder than random murmurs.
Notice that both of these features have a numerical value to be decided, ie. the cornershooting hit chance and the radarshooting distance, so that would mean that they would be under proper control and they can be precisely balanced out.
Discuss!
6
Requests For Features / Traits in player.dat
« on: April 05, 2013, 17:19 »
Just a random little idea that sprung up in me:
Create a new screen in the show player section that shows the total amount of times you've chosen each trait. Who knows, since players get to see a statistical overview of their favourite traits, it may stimulate them to create some more variety in their builds?
Create a new screen in the show player section that shows the total amount of times you've chosen each trait. Who knows, since players get to see a statistical overview of their favourite traits, it may stimulate them to create some more variety in their builds?
7
Discussion / On exploiting dualangels...
« on: April 01, 2013, 08:43 »
A thread from yesterday kinda got me thinking. Yesterday I managed to "earn" a super cheap daredevil gold by completing AoB/AoOC, since I started with a chainsaw, which in turn made it easy for me to get the spear and win nearly effortlessly.
I am guessing that, similarly, it's also easy to get cheap pacifist badges by doing AoPc/AoOC, since usually the only real bother to AoOC is spidie, which is no longer a problem with the guaranteed AoPc nuke.
Dualangels are supposed to be extra challenging, however, certain bonuses and edges you get from the one challenge sometimes hugely benefit you on the other challenge. I am therefore concerned about a pretty serious balance issue here...
thoughts?
I am guessing that, similarly, it's also easy to get cheap pacifist badges by doing AoPc/AoOC, since usually the only real bother to AoOC is spidie, which is no longer a problem with the guaranteed AoPc nuke.
Dualangels are supposed to be extra challenging, however, certain bonuses and edges you get from the one challenge sometimes hugely benefit you on the other challenge. I am therefore concerned about a pretty serious balance issue here...
thoughts?
8
Discussion / Speedrunning!
« on: March 29, 2013, 16:32 »
Post some of yer sharpest times! :]
Just did my first 0997 speedrun: 5 minutes 6 seconds. Not bad.
Just did my first 0997 speedrun: 5 minutes 6 seconds. Not bad.
9
Discussion / High cpu usage?
« on: November 24, 2012, 20:11 »
So I decided to try & pick up DoomRL 0996 (it's AGES ago since I last played this game), and I noticed that the game has a very high cpu usage. And I'm playing this in console mode. Is it just me or wasn't it like that before? My laptop's fan is going crazy over it...
10
Discussion / Idea - Chaosforge's gaming community
« on: April 15, 2012, 18:08 »
Just a little brainfart that came up in me -- how about we start a little CF multiplayer gaming community?
Wherein we can play various games with each other over net play, such as Doom, Quake, Unreal, etc... if we can get someone to set up a private server we might also have our own little TomeNET or Mangband server. Or maybe a Minecraft world. Heck, just whatever people feel like playing.
If you think it's a good idea, perhaps also a seperate irc channel.
As an interest check, maybe leave a message in this thread if you're up for it. If enough people are interested we'll do it.
Wherein we can play various games with each other over net play, such as Doom, Quake, Unreal, etc... if we can get someone to set up a private server we might also have our own little TomeNET or Mangband server. Or maybe a Minecraft world. Heck, just whatever people feel like playing.
If you think it's a good idea, perhaps also a seperate irc channel.
As an interest check, maybe leave a message in this thread if you're up for it. If enough people are interested we'll do it.
11
Requests For Features / Images on the wiki?
« on: February 29, 2012, 13:17 »
Not really a request for the game, but for the wiki this time.
Now that DoomRL has gone graphical, I suggest that the guys behind the wiki start adding images of weapons, items, enemies, special level maps, etc... to wiki pages. That'd be very convenient I think. Good idea?
Now that DoomRL has gone graphical, I suggest that the guys behind the wiki start adding images of weapons, items, enemies, special level maps, etc... to wiki pages. That'd be very convenient I think. Good idea?
12
Bug Reports / [Fixed][0.9.9.6] Death by lava = "Killed by a soldier"
« on: February 29, 2012, 12:02 »
When you die in lava, the mortem will say that you were "Killed by a soldier". Is this known?
13
0.9.9.4 / [M|64%|AoD|YAVP] First AoD run... OH. MY. FUCKING. GOD.
« on: September 02, 2011, 12:23 »--------------------------------------------------------------
DoomRL (v.0.9.9.4) roguelike post-mortem character dump
--------------------------------------------------------------
ParaSait, level 10 Cacodemon Warrant Officer Scout,
defeated the Cyberdemon on level 25 of the Phobos base.
He survived 49566 turns and scored 94819 points.
He played for 1 hour, 2 minutes and 53 seconds.
He didn't like it too rough.
He killed 344 out of 535 hellspawn. (64%)
He was an Angel of Darkness!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 10
Levels visited : 3
Levels completed : 0
-- Awards ----------------------------------------------------
Hunter Bronze Badge
Hunter Silver Badge
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
#..........................................................
#...................................................###....
#...........................................###.....###....
#.............................###...........###.....###....
#......###...#...........}....###....###....###............
#......###...##.......X.......###....#>#...................
#......###...###.....................###.............###...
#....................................................###...
#....................................................###...
#..................##......................................
#.........###......##......................................
#.........###........................###......###.......###
#.........###........................###......###.......###
#....................................###......###.......###
#..........................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 31/60 Experience 47278/10
ToHit Ranged +4 ToHit Melee +4 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Tough as nails (Level 2)
Son of a bitch (Level 2)
Eagle Eye (Level 2)
Intuition (Level 2)
Badass (Level 1)
EE->Int->Int->TaN->EE->TaN->Bad->SoB->SoB->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] blue armor [2/2] (56%)
[b] [ Weapon ] modified chaingun (1d6)x4 [0/40] (T1)
[c] [ Boots ] phaseshift boots [4/4] (90%)
[d] [ Prepared ] rocket launcher (6d6) [0/1]
-- Inventory -------------------------------------------------
[a] modified BFG 9000 (10d8) [10/130] (B1)
[b] green armor [1/1] (100%)
[c] blue armor [2/2] (79%)
[d] blue armor [2/2] (100%)
[e] modified red armor [1/4] (8%) (A)
[f] modified red armor [2/4] (48%) (B)
[g] Medical Powerarmor [4/4] (100%)
[h] small med-pack
[i] large med-pack
[j] homing phase device
[k] power mod pack
-- Resistances -----------------------------------------------
Fire - internal 0% torso 20% feet 0%
-- Kills -----------------------------------------------------
71 former humans
65 former sergeants
18 former captains
81 imps
29 demons
34 lost souls
17 cacodemons
5 barons of hell
1 Cyberdemon
5 hell knights
1 arachnotron
1 former commando
2 pain elementals
3 arch-viles
2 mancubi
7 revenants
2 bruiser brothers
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 4 he stormed the Chained Court.
On level 11 he found the Medical Powerarmor!
On level 13 he ventured into the Halls of Carnage.
On level 15 he encountered the Phobos Hellgate.
On level 17 he found the City of Skulls.
He fled the City in terror!
Level 20 was a hard nut to crack!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
missile hits the Cyberdemon. The missile hits the Cyberdemon. The
Cyberdemon reloads his rocket launcher.
Fire -- Choose target...
You see : a Cyberdemon (mortally wounded) [m]ore | pool of blood
The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
missile hits the Cyberdemon.
Fire -- Choose target...
You see : a Cyberdemon (mortally wounded) [m]ore | pool of blood
The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
missile hits the Cyberdemon. You are hit!
The Cyberdemon reloads his rocket launcher.
You dodge!
The Cyberdemon reloads his rocket launcher.
You are hit!
You use a shockwave pack. The Cyberdemon dies. Congratulations! You
defeated the Cyberdemon! Press <Enter>...
-- General ---------------------------------------------------
157 brave souls have ventured into Phobos:
134 of those were killed.
1 of those @was killed by something unknown.
3 didn't read the thermonuclear bomb manual.
And 7 couldn't handle the stress and committed a stupid suicide.
12 souls destroyed the Cyberdemon...
1 sacrificed itself for the good of mankind.
11 killed the bastard and survived.
--------------------------------------------------------------
So... this was not only my first 0994 full release run, but also my first (serious) AoD run. On top of that, this epic run also finally earned me the 2nd lieutenant rank (as I was missing that one silver badge for it).
4 words: OH, MY, FUCKING and GOD.
Here's the thing... this game probably had the most memorable ammo crisis I've EVER had. Everything was going fine and well. Until I arrived in hell. On hell level 1 I already had like only 2.5 stacks of bullets left. I had been stocking up plasma in hope I would soon find a plasma rifle. Alas, the only thing I eventually found was a single former commando, and his plasma rifle unfortunately fell into the lava. And that was really it as far as plasma rifles went.
Around hell level 4 I think, I ran completely out of bullets. All I had left was a little ammo in my chaingun magazine, which was obviously gone in an instant. So what'd I have then? A rocket launcher with a fair stock of rockets, and a BFG with a fair stock of cells. Should do for a while. Generally for distant enemies, I shot my RL, while for close enemies, I melee'd them (Yes, I sometimes PUNCHED things like revenants to death. With fists.). However, because my rocket launcher caused so much explosions, I basically blew up like any bit of ammo I could get too (I found a chaingun or two to unload for the rest of the game then but that's it).
Then. Around like hell level 7, I came into a level that was quite open, and it mainly had groups of revenants accompanied by *3* archviles. All in the same room mind you. I was already thinking "Haha, what a joke, I'm SO dead". So basically, at that point I wasted ALL of my large meds (I had a lot, like 7 or so), AND all of my BFG cells. So I barely survived it and fleed, with no meds left, and just a few more rockets.
Amazingly at hell level 9 I found an inv globe and the exit right next to it. How godly, but heh, then there was still cybie.
So there I stood. Cybie arena, and fairly freshly invunerable, but all I had left to shoot was a few rockets. I already accepted the fact I was gonna die there, but nevertheless I ran towards the fucker and started blasting him with my rocket launcher. Then the invunerability wore off. And not long after that, click, completely out of rockets. Desperately I switched to my chaingun which had a mere 24 bullets left in the magazine. I emptied those on him too, hoping he wasn't gonna hit me a lot, and hoping I was miraculously gonna kill him with that. Unfortunately, I got him to the point where he was severely wounded, and that's it. I had NO MORE AMMO left whatsoever.
But then, I looked in my inventory, and saw I still had a shockwave pack. It was not likely I was gonna make it with that, but hey, it was my abso-fucking-lutely last hope (aside from fists which would've been a complete joke in any case). So, as a truly heroic kamikaze pilot, I ran towards cybie, and I stopped just 2 steps away from him. I made a little prayer, and used my shockwave pack. And then... BOOM! The unthinkable happened.
Yes, I won the game. Ha. Haha. Hahaha. HAHAHAHAHAHAHA. I WON THE FUCKING GAME WITH COMPLETELY NO MORE AMMO!
So... ahem, yep. 0994 was pretty epic for me so far.
Well, you know what? I need a beer.
14
0.9.9.4 / [H|85%|YAVerySD] Very funny. HAHAHA.
« on: September 01, 2011, 19:25 »--------------------------------------------------------------
DoomRL (v.0.9.9.3) roguelike post-mortem character dump
--------------------------------------------------------------
ParaSait, level 10 Cacodemon Warrant Officer, incinerated by an arch-vile
on level 22 of the Phobos base.
He survived 113615 turns and scored 98588 points.
He played for 1 hour, 55 minutes and 37 seconds.
He wasn't afraid to be hurt plenty.
He killed 556 out of 654 hellspawn. (85%)
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 9
Levels visited : 4
Levels completed : 3
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Champion Medal
-- Graveyard -------------------------------------------------
###########################################################
..%..............%..............X..........%.%.......#.#.##
............%.....%.%.%.%.......A.%...................%.}.#
%...h..A.................%................%..........#^>.##
.....h........%...........%.%.B..............c.......%.^..#
.....h......%.%.%.....%....h........B.h..............#.#.##
...............B%.%%%%.%...OB...%...............%%.......%#
....hh.i.VBBi...##.##.%.......}.BOBh......................#
.%......B.i....B#..%#.........|h}hB...}..O...c............#
.%%..B....B.ABh..B..A..%.......hO....c.h....c..%%.........#
...%.....hB.h.B.#...#......hA..V....ch...B................#
.......%..B...BV##.##..%........h.h..O...............%.%..#
.%%..%%.......i..iBc..i..h..i...............c%%.......%%..#
.................A.c.....i..O..h...........c..%%%.........#
.%...%....c.......................................%..#.#.##
%%......%..............%.......%.h...h..................%%#
.%.....%..............%........%...........%%.....%..#^>.##
.%............%............%%............%.........%..%^"%#
..%...................%.......%..................%..%#.#.##
###########################################################
-- Statistics ------------------------------------------------
Health 0/70 Experience 41116/10
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Ironman (Level 2)
Finesse (Level 2)
Tough as nails (Level 2)
Son of a bitch (Level 2)
Whizkid (Level 1)
Badass (Level 1)
TaN->Fin->Fin->TaN->WK->Bad->SoB->SoB->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] hyperblaster (2d4)x3 [7/40]
[c] [ Boots ] modified protective boots [2/2] (100%) (A)
[d] [ Prepared ] assault rifle (2d5)x2 [40/40]
-- Inventory -------------------------------------------------
[a] modified blue armor [4/4] (135%) (BP)
[b] modified red armor [1/4] (21%) (AB)
[c] modified red armor [6/6] (85%) (P)
[d] red armor [4/4] (100%)
[e] 10mm ammo (x88)
[f] 10mm ammo (x100)
[g] 10mm ammo (x100)
[h] power cell (x10)
[i] power cell (x50)
[j] power cell (x50)
[k] power cell (x50)
[l] power cell (x50)
[m] large med-pack
[n] large med-pack
[o] envirosuit pack
[p] thermonuclear bomb
[q] thermonuclear bomb
-- Kills -----------------------------------------------------
129 former humans
85 former sergeants
19 former captains
134 imps
28 demons
53 lost souls
21 cacodemons
16 barons of hell
18 hell knights
18 arachnotrons
9 former commandos
3 pain elementals
9 arch-viles
3 mancubi
8 revenants
2 bruiser brothers
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 4 he stormed the Chained Court.
On level 4 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he assembled a assault rifle!
On level 9 he entered Hell's Armory.
He left the Armory without drawing too much attention.
On level 10 he found the Grammaton Cleric Beretta!
On level 12 he assembled a hyperblaster!
On level 15 he encountered the Phobos Hellgate.
On level 20 he ran for his life from acid!
Level 22 blasted him with unholy atmosphere!
On level 22 he was foolish enough to enter the Mortuary!
On level 22 he finally was killed by a arch-vile.
-- Messages --------------------------------------------------
You use a large med-pack. You feel fully healed. The former captain fires!
You are hit! You are hit! You dodge! The missile hits the cacodemon.
The missile hits the cacodemon. The hell knight fires! You are hit! The
cacodemon hits you. The cacodemon fires! You are hit! Your red
armor is completely destroyed! The cacodemon fires! You are hit! The
arch-vile raises his arms! You are engulfed in flames! The former
sergeant fires!
Unknown command. Press "?" for help.
You start running! The hell knight fires! You are hit! The former captain
reloads his chaingun.
The baron of hell fires! You dodge! The missile hits the arachnotron. The
hell knight fires! You dodge! Boom! The former captain fires! The
missile hits the cacodemon. The missile hits the cacodemon. Boom! The
missile hits the cacodemon. The cacodemon dies. The arch-vile raises
his arms! The former sergeant suddenly rises from the dead! The arch-vile
raises his arms! You dodge! You die!... Press <Enter>...
-- General ---------------------------------------------------
Before him 155 brave souls have ventured into Phobos:
133 of those were killed.
1 of those was killed by something unknown.
3 didn't read the thermonuclear bomb manual.
And 7 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 11 souls claim to have killed him...
1 sacrificed itself for the good of mankind.
10 killed the bastard and survived.
--------------------------------------------------------------
* ParaSait takes a deep breath through his nose
So. I was doing really well. I was on my way to victory, rushing to cybie with a thermie before something terrible could happen... and then, this.
I was on hell level 8... I picked up a berserk pack... I saw an exit stairs and impulsively took it.
WHY DID I NOT SEE I WAS GOING STRAIGHT INTO THE MORTUARY! WHYYY!!!
... so anyway. That's it for my last 0.9.9.3 run then. One that I probably won't forget.
15
Off Topic / Now Watching...
« on: August 28, 2011, 16:19 »
We're still missing this one. :D Basically same thing as in the now playing threads, just post which movies or series you currently start watching.
Paramount Pictures - Cloverfield
Paramount Pictures - Cloverfield