Chaosforge Forum

  • April 18, 2024, 18:57
  • 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 - Simon-v

Pages: 1 2 3 [4] 5 6 ... 14
46
Bug Reports / Re: [0.9.9.5] AI exploit - trees
« on: January 16, 2012, 17:17 »
A quick fix for this particular issue could be to allow the trees to be destroyed.

Trees can be destroyed; I've had an imp blow one i was trying to hide behind. One would assume trees are fragile and are similar to crates in terms of damage resistance.

47
I really like The Brick Song.  Something Wicked is still my personal favorite, but this is pretty high up on my list (especially the non-midi versions; the percussion seems louder on my system in the midi version).
Thank you for the kind words. They are always welcome.

The MIDI versions are provided for compatibility reasons only; The difference between the sounding on different systems (and even on the same system with different setups!) is rather great, and it almost never sounds like what the composer intended. For all practical purposes, the binary/rendered versions are preferred.

Can I ask what software you use to make your music?  I've wanted to try my hand at music for a long time, but I haven't been willing to spend any money :x
This comes up fairly often. I guess i should make a FAQ entry or something.

My actual requirements are fairly simple. I need a MIDI sequencer of some sorts that can do some kinds of effects, a MIDI player/renderer that can write to WAV and a collection of high-quality samples for it. For a while now, these requirements were satisfied by TuxGuitar (which behaves a whole lot like GuitarPro (or so i heard), and also provides the benefit of being able to verify offhand that the composition will be playable on real-world instruments), FluidSynth for the rendering and Frank Wen's Fluid, release 3 as the soundfont.

Truth to be told, you don't need any kind of awesome software to create; All you need is enough inspiration and persistence to make a 30-second, four-instrument loop that doesn't suck. Later, when you improve so much that you grow out of your tools, you will know what you need to replace them with.

48
0.9.9.5 / Re: [H|YAAM] My first 0.9.9.5 game
« on: January 06, 2012, 05:34 »
I was a little disappointed when the E1M1 music started again when I got to Deimos; I had hoped it would play the Episode 2 music, since I like the E2M1 song.  The new The Wall song was nice, though.  :)
You got me thinking; following this hint, i rearranged my custom musicmp3.lua to better replicate the structure of levels, made it more Ao100-freindly and added a few comments. I haven't tested it in-depth yet, but i'm pretty sure it'd work if all the referenced files are in place. In any case, i've attached the modified version to this post for your pleasure, and might eventually put it in the music thread. I've put a link to the file in my music thread.

P.S.: Thanks for the compliment. I appreciate it.

49
Without the usual long preambles (see previous posts if you'd like to see what they were like) and just in time for New Year and DoomRL 0.9.9.5, i present my misplaced attempt at the theme for The Wall, aptly named The Brick Song, for what happens to be peer review.

Of exactly one person.

(More details are to be found in the first post).

P.S.: This track had 52 drafts before reaching RC state. Talk about a coincidence.

50
Requests For Features / Re: Light Sources and Running
« on: December 27, 2011, 14:17 »
Additional thought: To make it super-clear, the floor could be a different color in such rooms. (With a different color for each light level.)
Not strictly necessary, since the change in vision radius is immediately and painfully obvious (Berserk! shows this quite clearly). For the particularly inattentive, a simple message such as "You step into a brightly lit space.", "The light flickers around you." or "You can't see a thing at an arm's distance." would suffice.

51
Discussion / Re: Ubuntu Package
« on: December 15, 2011, 02:39 »
Placing in /opt would would still require you to symlink the doomrl executable to one of the standard places in $PATH in order for it to be found when running "doomrl" from the command line.

For documentation: In addition to man files, the executable (or its wrapper script, if used) should catch "-h|--help" and print out brief usage notes, even if there aren't any at the moment.

Finally, proper multi-user installation packages and such might not be obviously necessary right now, but they have the potential of increasing the game's spread. It is my understanding that this kind of thing is considered desirable by this community.

52
Discussion / Re: Ubuntu Package
« on: December 15, 2011, 01:40 »
From what i've seen, the typical Linux game packaging scheme is fairly straightforward.

The executables are placed in /usr/games/ (example: "/usr/games/doomrl")
The data files are placed in their own subdirectory under /usr/share/games/ (example: "/usr/share/games/doomrl/doomrl.wad" or  or "/usr/share/games/doomrl/music/e1m1.mp3")
Per-user configuration, save and log files are placed a hidden directory in the user's home directory (example: "$HOME/.doomrl/player.wad")

The game needs to check for these locations and be able to regenerate a new set of the per-user configuration files when they are removed in order to work in a multi-user environment. The rest (library dependencies, splitting the game distro between required and optional parts, menu entries, desktop launchers, man files etc.) is normally the job of the packager.

53
Discussion / Re: Ubuntu Package
« on: December 14, 2011, 03:24 »
You weren't kidding about duct tape.

54
Requests For Features / Re: New unique items
« on: November 08, 2011, 09:38 »
Purity Skull
Guaranteed drop at City of Skulls, as long as you have 100% kills on HMP+, replaces a skull dropped by Agony Elemental.
"This skull seems to stare at you with intent. What kind of intent you aren't entirely sure..."
Gibs corpses in a range of vision+2. Deals 2d*corpses gibbed* damage to every live being on the map.

Not sure if 2d damage is high enough, though.
There's the alternative of arch-vile damage like *no. corpses gibbed*d1, but again, not really sure.

As long as the damage is specifically adjusted to not kill any Arch-Viles, why not...

55
0.9.9.4 / Re: [MOD|Patience] [H|YAAM] Angel of Patience win
« on: October 20, 2011, 19:12 »
I, uh, restored the regeneration. Also, you (GH) actually never met any Viles during that run, so the results are somewhat comparable.

Regardless, the scaling on HMP+ is beyond idiotically ridiculous, so this is a damn nice feat anyway.

56
Modding / Re: Angel of Patience (0.9.9.4)
« on: October 20, 2011, 10:08 »
I think you made a mistake there, you wrote HNTR, but the mortem says "He wasn't afraid to be hurt plenty."
Which means HMP, for all I know. ):o

* Simon-v tilts head

* Simon-v blinks

O.o

* Simon-v fixes

(MVm must've helped a lot, because it took him three times less turns to finish it than it took me.)

57
Modding / Re: Angel of Patience (0.9.9.4)
« on: October 20, 2011, 03:24 »
Congratulations! I have updated the ladder with the new results.

Any complaints if I repost this to the mortem board?
Of course not.

58
Discussion / Re: Screenshots: ASCII and Graphics
« on: October 13, 2011, 15:51 »

You enter Phobos Base, level 7. Khe, he, he, this will be a mess... You       
 You see : a large med-pack | floor                                             
                                                         
################       
                                                         
+.0+0.0@.......[.     
                                                         #.#######
+######       
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
 
Simon                      Armor : green armor [1/1] (48%)                     
 
Health: 128% Exp:  4/2%    Weapon: chainsaw (4d6)                             
 cautious               
berserk                             Phobos Base  Lev7 

Why, thank you, game! This med-pack between those barrels is indeed going to help me!


You feel better.                                                               
 There is shotgun shell (x10) lying here.                                       
 ###############################################==
====#########################
 #.....0............#                         ..
======#......                 #
 #.################.###############+#+########+
#======#.....##       0 ##     #
 #.#
[ .          #.# .0......}..........|.......======.....##.   ##   ##     #
 #0# ...
c         #.############################======#.......    ##          #
 #.#...
c.         #|#.............../...#.......==&===#.. ...##          0    #
 #.# ....    |    #.#...............#...#.######
#=====#.##...##...           0#
 #.#  ...
c        #.#...............#...#.#  #=====#.##.....i.   0i        #
 #.#   
+..        #>#}............0.#...#.# cc+"#====@#.........##    ## 0    #
 #.#   
c.        #.||..............#...|.#   } #======...##....##    ##      #
 #.######+#########.#
}..............#...#}#  c}c#======...##......            #
 #..
>............|}|#..............0#...#.#cc   #======............           #
 ############+#+#####...............#...#}######
#======.........|..           #
 #........
c.........#...............#...#|%......======.........0.. ##    ##  #
 #..................#####+#####+###
|############======#....##...... ##    ##  #
 #.....}|...........#..............
}...........|======+..%.##.......   ##     #
 #..................+.........................
}..======.............   ##     #
 #..................#.............
|..............======..............        0#
 #..................#............................======..............         #
 ################################################======########################
 
Simon                      Armor : none                                       
 
Health: 56%  Exp:  2/6%    Weapon: modified combat knife (2d5) (T)             
 cautious                                                   
Phobos Base  Lev2 

Oh, wow. 12 demons in one level? How am i going to fix that, if i can only use a knife?
Spoiler (click to show/hide)


You enter Phobos Base, level 10. Twisted passages carry the smell of           
 death...
You sense a passage to a place beyond...                             
                                                                               
                                                                               
                                                   
#                           
                                                 ..
O###                         
                                               .....}.###
=                     
                                             
........O.==.                     
                                             
=....>=.=.=====                   
                                             
===..=.=======#                   
                                            ..
=#...=...=====#                   
                                            ..
"...===...=====                   
                                           
O......====..======                 
                                           
.......^.@=...#                     
                                           .............##                     
                                            .........#.##                       
                                           
^....#..####                       
                                             ... ..#                           
                                             }. ...                             
                                               ....                             
                                               #..                             
                                                 #                             
 
Simon                      Armor : blue armor [2/2] (61%)                     
 
Health: 100% Exp:  5/23%   Weapon: modified combat knife (3d5) (B)             
 cautious                                                   
Phobos Base  Lev10


So tempting. Do i run or do i try to grab this much-desired power mod?
Spoiler (click to show/hide)

59
Modding / Re: Angel of Patience (0.9.9.4)
« on: October 09, 2011, 05:54 »
I got to round 12 on HNTR, where does that place me on the ladder?
Quite high, actually.

As a side note, the scaling on difficulties above HNTR is utterly broken. Those should not be attempted unless you're suicidal. I'm going to fix that eventually.

60
Modding / Re: Metal Gear RL (0.9.9.1)
« on: October 03, 2011, 06:06 »
While i'd be glad to have MGRL ported, sadly, i don't have as much free time to work on it anymore, having several other projects to take care of. Anyway, Game Hunter said he would like to try to make the port eventually, and i personally would like to release a full MGRL game someday as well.

Pages: 1 2 3 [4] 5 6 ... 14