Chaosforge Forum

  • April 15, 2024, 20:22
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Karry

Pages: [1] 2 3 ... 14
1
Bug Reports / [0.9.9.2] Mods dropping
« on: February 13, 2011, 23:25 »
Trying to mod an assembled weapon will drop the mod you were trying to use on the floor.

2
Bug Reports / Re: [0.9.9.2] BFG ball sequence
« on: February 13, 2011, 23:21 »
Okay, depending on circumstances this effect can be explicitly present for all weapons. Mostly its pretty obvious on BFG, but at times even pistols will kill an enemy before shots are spawned.

Did ANYONE playtested this before putting it out ? At least yourself, Kornel ?  No ? Such an obvious bug, and it was simply ignored ?

3
Discussion / Re: How to change colors in the last version ??
« on: February 12, 2011, 22:56 »
Quote
Or read carefully the header of the file you're modifying
Right. We are all experienced coders, and can tell entities from cells if you wake us in the middle of the night. Right, right.

Shouldnt it be in the readme somewhere ?
In the previous version it was plainly stated in the .ini what was needed to be written, in this one it is not obvious at all.

4
Discussion / How to change colors in the last version ??
« on: February 12, 2011, 20:21 »
I typed
"stairs = GREEN,"
"stairs = GREEN;"
"stairs = 2,"
"stairs = 2;"

to no effect.

5
Bug Reports / Re: [0.9.9.2] BFG ball sequence
« on: February 12, 2011, 20:05 »
Call it what you will, if in any FPS i shot a missile and an enemy died before actual projectile even spawned - i'd call it a bug.

6
Bug Reports / [0.9.9.2] BFG ball sequence
« on: February 12, 2011, 19:43 »
Not 100% sure its a bug, only 99,9% sure, but in this version BFG works in exactly opposite manner than the previous one. When i shoot it, all the barrels and walls and enemies around the supposed point of impact blow up/die, and THEN the plasma ball comes out and flies to the target point, creating a wave.

7
Announcements / Re: DoomRL 0.9.9.2 RELEASED!
« on: February 12, 2011, 18:40 »
Quote
fixes all known bugs
Is that so.

8
AliensRL / Re: opinions on 0.8 changes
« on: June 16, 2010, 15:56 »
Quote
But I liked AliensRL because it completely focused on the gameplay and nothing else.
We must be playing two radically different games, in AlienRL i play - there is barely any gameplay, and what is isnt very good. Its boring, it feels extremely empty since you rarely find actual item interaction, its pretty much undocumented (wtf does Gyro do ? manual doesnt say) and way, way too hard.

It amazes me that some people actually won at this. Maybe there is still some vague potential to be found, but compared to DoomRL this is complete shit in terms of pure gameplay. And yet its 0.8 now...boggles the mind.

9
Requests For Features / Colors. Again.
« on: December 01, 2009, 13:35 »

I've been saying for a long time already, change the shotgun/pistol ammo color, for crying out loud, or at least externalize it into ini.
Same with stairs, main stairs should not be white. After a fierce fight with map revealed it sometimes takes me a good 30 seconds or more to locate the damn stairs, especially if its surrounded by pistols.


10
Discussion / Re: Master Traits
« on: November 14, 2009, 10:33 »
Quote
There isn't the best, it just depends of your play style.
I didnt say "best", i said "useful". Meaning, i dont think that many of them should be in the game at all.

Quote
Ammochain: with it's requirements and without the trait you'll blow up any enemy pn sight with chainfire, but sooner or later(rather sooner) you'll run out of bullets. So this trait is VERY usefull if you know how to use it.
Except that even with 2 EoE _AND_ an accuracy mod you miss with chaingun about 1 in every 7 shots i'd say. Without that - who cares about running out of bullets, if you cant hit anything. Also the bullets are weaker, and going to hell without TAN is a certain death. 3 Revenants rockets are guaranteed to destroy red armour and leave you with 10-15% health. You cant kill a Revenant in that time with weak inaccurate bullets.

Quote
Cateye:also with requirements is rather usefull. You're lurking on the level, knowing that if you see enemy, he doesn't see you.
Except a) you dont actually always KNOW that, and b) there are waaaaaay more tiny maze levels than large hall levels, so it wont be always as useful as it can be.

Quote
Army of the Dead:designed for double shotgun rather, where armor is a HUGE problem. There even if close up into close quaters, 6 times armor is applied( if I'm correct).
What does that change ? For example, i can kill hell knight on average distance with average of 6 shots from combat shotgun. Finesse helps churn out those 6 shots. Now, i'm not at melee distance, it would take about 4 seconds to kill him, and i still get Hellrunner. With double shotgun it will take at least 4 seconds as well, possibly more, but you have to somehow get up close and dont dodge as well.

Okay, Fireangel sounds kinda fun, except that using it to its full potential will pretty much annihilate every useful item in the level, which isnt so great.

Quote
You need to shoot hell knights about three times with a double shotgun from minimal distance to put them down, and about five or six times for barons without this trait. And God help you if they are wearing armor. This trait, however, cuts down the number of required shots significantly.
Didnt actually noticed anything like that. Still kill barons in 3-4 shots minimum with the trait.

11
Discussion / Master Traits
« on: November 14, 2009, 09:18 »
Soo...which of them you find most useful ?
I say that only GunKata is a viable choice, especially since we've been robbed of advanced pistol in AoM, the rest of them are rather iffy.

Ammochain is basically an invitation to suicide.

Army of the Dead...well, the most important thing with shotguns is to close quickly and shoot fast, and you trade that for a few extra points of damage ? Considering that shotguns damage REALLY dissipate with range - thats not a smart thing to do, Revenants will rape you hard if you make this choice.

Vampire doesnt really hurt all that much, but its not of any real use either, especially since you are required to get Badass for it. It gives you 5% a kill, if i'm not mistaken, which is negligeable.

Fireangel - why would you even want that ?

Cateye is very level dependent, soo...

Blademaster is the only one i havent tried yet, but cant imagine it being all that great, how often do you get surrounded anyway ?

12
Discussion / Re: Couple of questions
« on: November 14, 2009, 09:02 »
Quote
Long overdue answer (although you may have figured it out by now): the "knives and fists" challenge is limited to HMP at the lowest
No its not, i got the badge for E.

13
Discussion / Re: Angel of Berserk: You're all screwed.
« on: October 27, 2009, 18:45 »
BTW, will AoB EVER work as advertised ? I.e. with large health spheres giving you berserk ? What, its THAT hard to fix ?

14
Bug Reports / Re: Near-instant death on level start
« on: October 27, 2009, 18:43 »
Quote
you have a shotgun. Use it.
Are you serious ? Have you actually TRIED doing that ? What, you may get two or three at most ?

15
Requests For Features / Re: Follow-up on aiming interface.
« on: October 27, 2009, 11:42 »
Quote
If an enemy is in view, don't use what the player previously aimed at, at all - simply follow normal enemy aim behavior.
^^^ This.
I've died more than once because i just thought than when monster comes into view cursor will jump on the moster. Not good.

Pages: [1] 2 3 ... 14