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Messages - yaflhdztioxo

Pages: 1 2 3 [4] 5 6 ... 18
46
Modding / Re: How work with generator?
« on: May 06, 2013, 18:23 »
Generators have changed significantly.  And they've always been one of the newer, least understood features.  We're doing what we can when we can but the modding community is limited and only a small group of people have shown any interest in documenting things...

That said, you're not completely blind in the Generator department--Shark20061 has documented the functions and written descriptions when possible over at http://doom.chaosforge.org/wiki/Modding:generator_API.  The generators themselves are declarable objects and I don't think anyone has studied them enough to really know how they work.  They are:
Code: [Select]
gen_tiled
gen_maze
gen_caves
gen_caves_2
gen_arena
gen_warehouse
gen_archi
gen_city
gen_single
gen_single_plus
gen_lava

Defining your OWN generators is doable but I honestly don't know much about that.  If you are interested I'll make you a deal--come to IRC and release a mod that showcases level generators and in return I'll help you figure them out with some source diving.  Otherwise you'll have to wait for me or someone else to get round to it...

47
Timers, like the ones I use in Skulltag and Elevator to generate explosions, are NOT DoomRL constructs.  They are queues I spin up and manage myself.

Inserting new events into my event queues is done whenever I feel like it.  I usually manage my event queue with the OnTick hook.  It exists for Level, Module, Challenge, and Core (Lev and Mod being the two you're most likely to use).  That 'timer' runs once every tick (once every 0.1 seconds) which is usually good enough for my needs.  Other things that could be abused to make timers include affects (which is action based instead of tick based but which is much harder to make work) and a being's OnAction (also action based but since it is tied to a being it really only makes sense to time things here in a manner akin to cooldown).  Unfortunately the PLAYER does NOT trigger OnAction hooks, a shame since that would be a perfect answer to a lot of non-absolute timing schemes.  Were the player OnAction hook working I'd move most of the Skulltag effects to that timing system in a heartbeat.

48
Releases / Re: Evolustuff [1.0.0]
« on: May 03, 2013, 17:23 »
I can vouch for souls being farmable.  I used that to upgrade the BFG without burning through all my ammo...  I also think that the armor resistances, weak as 1% is, aren't actually being added or preserved properly. 

Beyond that, sure it's unbalanced, but who cares?  It's a blast :)

49
Releases / Re: Evolustuff [1.0.0]
« on: May 01, 2013, 18:45 »
Impressive.  Although it crashes in console mode :/

I'll try to figure out why later.

50
Modding / Re: How to check for a weapon's group?
« on: April 28, 2013, 16:42 »
The weapon will have an item ID.

items[ self.eq.weapon.id ].group

51
Bug Reports / Re: Does enemy-spawning enemies give xp?
« on: April 28, 2013, 12:43 »
I should clarify; enemies that can, based on randomness, NOT be there don't give experience (I haven't gotten around to playing the Containment Area but I imagine those enemies--if they are indeed spawned from thin air--are at least ALWAYS spawned).  That way you'll generally follow the same experience gain path for a given difficulty, some minor deviation aside.

If you got experience from, say, pain elemental spawns that would be very exploitable.  Levers are less exploitable since they run out of charges but it could still boost your level beyond what is expected.  You can debate the merits and the downsides; I'm not going to pretend it's a bulletproof system, just that it's not a bug.

52
Bug Reports / Re: Does enemy-spawning enemies give xp?
« on: April 28, 2013, 11:39 »
Not a bug.  Enemies that come out of nowhere should never give experience.

53
Modding / Re: How to check for a weapon's group?
« on: April 28, 2013, 07:39 »
That's on prototypes, not items themselves.  The way to access it is items[item_id].group

I don't know why it isn't be exposed as a read-only item property but it's not. I just mod here.

54
Bug Reports / Re: DoomRL typos
« on: April 24, 2013, 20:31 »
Asking first was clearly an accident.  Bug fixed :)

55
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 23, 2013, 06:02 »
Clearly experience gains need to be further decreased...

56
Modding / Re: Oldschool sprites for DoomRL
« on: April 22, 2013, 18:19 »
I am hesitant to encourage this.  KK has expressed as far back as 0991 his disapproval of people distributing new mods via replacement wads.

57
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 20, 2013, 21:50 »
Some good feedback.  I never considered prosperity could be a game breaker; in the Skulltag Arena it always seemed to be one of the least popular runes.  Would simply scaling its benefits to 150% or 200% be enough?

I think spawning more enemies on N! would drag the game on for too long.  The same logic leaves me wary of adding a toughness or health tweak, but I could fiddle with adding a todamall bonus (+1 for UV +2 for N!).  That should make the swarms more dangerous without majorly impacting the bosses.  I would have thought the speed penalty the player gets on N! would be enough to prevent the player from stemming the swarm... It stopped me :/.  On the flip side should ITYTD be made easier, and if so how?

I'm going to nix the boss enemies for Level 3 idea though; gotta keep SOME unique things for WolfRL after all.  Which I should probably start working on again soon.  If elite guards doesn't work I may consider a mini-hans or two.

58
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 20, 2013, 13:29 »
Things learned:
* Berserker build isn't suicide like I thought it would be
* Nobody remembers level 2; nobody's commented on it in any way and apparently apparu forgot about it completely :)
* Level 3 is too tedious.  Do you think elite beings (like the elite formers you run into on Ao100) would help?
* Nobody plays Skulltag Invasion, so nobody gets the 'gibberish' names on Level 4
* I may be too generous with the mod packs (perhaps that's something I can scale by difficulty)
* Perhaps the boss should actually REMAIN invincible for a while after his fire attacks so that he can use his specials... actually that might be too tedious and annoying.
* Nightmare is too easy.

If you want to see what the final boss can do, well, the code IS editable.  Skipping waves is pretty easy, and you can then manipulate your doomguy on spawn to be the build you want.

59
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 19, 2013, 17:25 »
Quote
...wishing I had gone with an Army of the Dead build...
MAd is the easiest by far, though the lack of hellrunner does cause some problems against the boss enemies.

Quote
Castle Wolfenstein... got a bit tedious...
Any suggestions?  It's meant to be a breather level but if it's boring I can try sprucing it up.

Quote
I was thankful that knockback seemed to be turned off for that level
Yeah, even for me that would have been too evil.  If you think the battlelord and overlord are a problem I can tweak them; I did not have too many problems with them on a MAd build, but that was non-N!.

Quote
I dealt with the Arch-Lich...  He was tough, but I wore him down eventually.
By being careful, out of sight, and not dying you missed some of my favorite boss features :(.  Making the last boss tough but fun is a critical goal for me.

Quote
BTW, why does my mortem say version 0.8.0, when the file I downloaded says 0.9.0 and the thread title says 0.9.1
080 is a typo; should have been 090.  I did push a minor update recently as 091 but it didn't have anything in it that would have made a huge difference for your game.

Quote
How did Tormuse end up killing *less* enemies on Nightmare than I did on ITYTD????
The final boss is the only enemy who can spawn more enemies.  Shark must have run into a lot more Added Fun Stuff than Tormuse.

60
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 19, 2013, 05:29 »
...how!?

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