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Messages - packrat

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1
Discussion / Re: NotEye tiles
« on: April 05, 2012, 00:22 »
I am not sure whether such an assumption would be created (as one would have to install both DoomRL and NotEye and should know what belongs where), but as you wish. Good luck adding 3D to DoomRL, of course that would be much better, and actually, adding FPP graphics (at least of NotEye or DOOM2 quality) to a game with good 2D tiles is not that hard to do :)

2
Discussion / Re: NotEye tiles
« on: April 04, 2012, 02:31 »
Sure, it is pointless to do this for NotEye's 2D tile mode, as it would take lots of work and it still would not look as good as DoomRL itself. But the point is to use the DoomRL tiles with NotEye's first person perspective mode (and also Isometric and Mini-tiles). So the player would get a worse Tile mode, but they would get NotEye's other modes.

Overlays and recoloring are not a problem for NotEye (as long as it can guess everything relevant from the ASCII map, there are some cases where guessing is difficult, but it would work in most cases). It could even smoothen the water edges just as DoomRL does, for example (but I am not sure whether it is worth the trouble to reinvent the wheel).

Quote from: Creaphis
If you could code a utility that would extract graphics from a legitimate Doom2.wad and convert them for use with NotEye that would be something.

Ah yes, I see it's easier than I thought. NotEye should be able to do the extraction itself, via a Lua script.

3
Discussion / NotEye tiles
« on: April 03, 2012, 15:00 »
Hey,

congrats for officially releasing the tile version of DoomRL!

Would it be OK for me to try to improve the DoomRL support in NotEye by using them?

I know that Kornel was against that in the past, but I suppose this was because tiles were not released yet by then.

I would have to extract the tiles somehow (I think they are inside the executable and thus NotEye cannot use them directly).

Thanks for keeping compatibility with the system console, this makes it compatible with NotEye too! From an old post I expected that the compatibility would be lost once the tile version is released.

If you don't know what I am talking about: DoomRL-NotEye video, old thread

4
Discussion / Re: NotEye version 4.0
« on: January 08, 2012, 22:17 »
I have also created a video which shows NotEye + DoomRL in action:

http://www.youtube.com/watch?v=qw7y4_JDkRM

5
Discussion / NotEye version 4.0
« on: December 29, 2011, 04:10 »
Hi,

although the DoomRL NotEye tileset project seems to be abandoned, NotEye version 4.0 supports recording and viewing videos, and sharing a game through a network. Could be useful for DoomRL tournaments or whatever.

Of course, as with previous versions, you can view DoomRL in 3D or with a very basic tileset, or make it look just as it would use on DOS (even on newer versions of Windows which cannot even make a fullscreen console).


Screenshots from an older version

Hopefully could be useful for someone here. Happy new year!

6
Discussion / Re: Necklace of the Eye
« on: June 30, 2010, 11:56 »
I get no comments here, but I think DoomRL looks quite interesting while played via NotEye... So I add some screenshots:

   

   

It's hard to do any interesting tactical moves in the FPP mode. But playing DoomRL in 3D for a change should be quite fun.

(Pity that DoomRL seems to want to lose the ASCII mode in the future...)

7
Somebody might want to use that while we are waiting :) Also, the tools are supposed to work with anything.

However, this should be more interesting, as it can return DoomRL to its roots:

Necklace of the Eye

8
Hi,

here you can find my utility to solve the problems with running console roguelikes fullscreen under Vista. I hope it works with DoomRL and other Chaosforge games.

(The problem was mentioned here, but that thread is locked and I could not post there.)

9
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 23, 2008, 15:43 »
Inspired by comment about weapons reloaded with corpses, most of these weapons probably make no sense, but anyway:

Staff of Pain [3/3]: summons lost souls, reloaded with former human corpses

Holy Cross: attack damages everyone (every demon and undead) around, reloaded with medikits

Acid Launcher: like rocket launcher, but reloaded with barrels [ why do "barrels of acid" explode BTW? ]

Acid Gun: shotgun which can be reloaded from acid pools

And maybe this...

Reflector: uses power cells, when used, all fireballs and plasmaballs aimed at you this turn will return to their authors

10
Requests For Features / Re: Revenant and Doom 3 monsters.
« on: January 19, 2008, 09:10 »
Invisible demons (AKA spectres?) are also missing, aren't they?

I agree in general about NO to Doom 3, but if we have a 'former human commando' which was not in any Doom, why not a chainsaw zombie? (BTW former humans were actually called Zombieman, Shotgun Guy, and Heavy Weapon Dude in Doom 2.)

11
Are these calculations of DS damage okay? I've tried playing with shotguns just now (trying to do Angel of Light Travel with only one weapon picked to conserve slots, this time I picked combat shotgun -> double shotgun), and from my experiences, the double shotgun is less useful now than in the previous version. Maybe the damage is good at close range, but it is not that good at 4-5 spaces, and useless if your target is at the edge of your (normal) vision range or further (as it is usually when you first meet an enemy). And it eats ammo fast. I guess I could try with both CS and DS. Or return to the non-advanced pistol.

12
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 26, 2007, 03:56 »
Thanks for your explanation, BDR. Do I understand correctly that 140 is 140% of 100, and if I have 2 speed mods this gets reduced to 0 (140% * (1000-600-200-200)) but works as 100 because this is the minimum? Do these 2 speed mods need to be on both guns, or the main one is enough? And how fast is a rapid weapon?

Anyway, here is my analysis:

Dual Gunner 1 allows you to shoot 2 / 1.4 ~= 1.4 times faster. Dual Gunner 2 allows you to shoot 1.4 time faster than Dual Gunner 1.

Suppose I already have SoaG 2 (600 energy to shoot). Taking SoaG 3 reduces energy to 400, which gives 1.5x attack speed, which is better than Dual Gunner 1. If I already have a speed mod, this is even better (1.6x attack speed). (Of course dual gunner survives longer without reloading, OTOH I think dual reload takes more time, wastes some ammo, and does not give SoaG's damage bonus.)

Now, when I have SoaG 3, I can take Finesse or a speed mod, each of them reduces energy by 100. So, the first one gives 1.33x speed, the second 1.5x, and the third 2x. So if I have already one speed mod, Finesse 1 gives more shots than Dualgunner 1, and Finesse 2 is even better. (Using only Dualgunner and 4 speed mods also makes sense, but makes it impossible to use any other mods on the pistol(s) which have these speed mods, and if they are required on both... 8 speed mods are hard to find.)

With SoaG 3 and Finesse 2, there is a choice of Whizkid or Dualgunner, I guess Dualgunner is better here (I picked Whizkid because I logically expected Dualgunner's speed to be based on the main pistol's speed, of course I could use a rapid pistol as the other one, but there is no guarantee to find one).

13
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 25, 2007, 16:02 »
I am not sure how attack speed is calculated, and if Dual Wielding is worth it.

I won AoMR win Level 2 Finesse, Level 3 Son of a Gun, and a advanced pistol (2d10) [2/17] (D3R3S1M3). Does that mean that I had 100 / (100-20-60-10) = 10 shots per turn? Would any dual wielding be better than that?

14
Requests For Features / Re: Odd new level: Hell's Museum
« on: January 14, 2007, 17:40 »
Original DOOM (II) had this secret level with Nazis and Commander Keen, so adding such a level to DoomRL too is not not in place. I know that the dopefish is the standard ID Easter Egg, but I don't know enough details about that (how it has been used), so I don't know whether dope fish steak would be acceptable.

15
Discussion / Renaming former humans
« on: September 16, 2006, 21:05 »
I am for using the names from original Doom. BTW it's "sergeant" not "seregant". I have no idea for a Doomlike name for the commander.

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