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1
Releases / Re: The Inferno Module
« on: November 27, 2014, 14:10 »
I'm going to attempt to port this as best I can to 0.9.9.7
Wish me luck!
***EDIT***
Can anyone help me figure out where Level is declared, or if its different, what its been changed to as of 0.9.9.7?
Wish me luck!
***EDIT***
Code: [Select]
Timestamp : 11/27/2014 16:12:36
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $00458748 :
ELuaException : ...doomrl-win-0997\modules\inferno.module\lib_level.lua:7: attempt to read undeclared variable Level
$00458748 TLUASYSTEM__LOADFILE, line 1567 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
$0045411A LUA_VALKYRIE_REQUIRE, line 305 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
$100054E1
$100058A2
$10005AC1
$00458713
$0046D9E6
$0041E6B8
$0041F259
$00401CC5
----------------------------------------------------------------------
Can anyone help me figure out where Level is declared, or if its different, what its been changed to as of 0.9.9.7?
2
Discussion / Re: Main obstacles on Nightmare! difficulty
« on: August 25, 2014, 08:25 »
For the anomaly, I first prepare by trying to get at least 2 phase devices. If I can only get 1, well, its better than nothing. I also do get the rocket launcher. Instead of blasting right, I first take time in the Anomaly to prepare (drop important stuff behind the walls, picking up armor/medpacks). Then I open the door and walk straight out. I have my rocket launcher on me, and blue or green armor (red will absorb too much knockback, as rocket jump is calculated by damage). If the monsters are not directly behind me, I immediately blast LEFT back into the room and slam the door closed and regroup. Taking the monsters out from there is easy, using the door as a way to prevent corpses.
If I fail with the rocket jumps, I whip out my phase devices and prayohprayohpray
Good luck!
If I fail with the rocket jumps, I whip out my phase devices and prayohprayohpray
Good luck!
3
Discussion / Re: What is Apostle?
« on: August 22, 2014, 12:23 »
I do know that nuking the mastermind while invurnable does NOT get you to the Apostle, but it does get you to JC.
I do not know if one needs to wear the berserker armor/Dragonslayer, but according to word around the forums, I do believe you need to wear/equip both beforehand. And getting such a rare drop sequence (DS and Berserker Armor) is hard enough to achieve.
As for the hitpoints, I have heard differently. I have heard/read that the Apostle does do massive damage to you, but his hitpoints aren't much more than a HMP/UV Cyberdemon.
Best of luck, monster hunter!
I do not know if one needs to wear the berserker armor/Dragonslayer, but according to word around the forums, I do believe you need to wear/equip both beforehand. And getting such a rare drop sequence (DS and Berserker Armor) is hard enough to achieve.
As for the hitpoints, I have heard differently. I have heard/read that the Apostle does do massive damage to you, but his hitpoints aren't much more than a HMP/UV Cyberdemon.
Best of luck, monster hunter!
4
Discussion / Re: Which mode do you prefer to Play DoomRL? Tiles, NotEye3D or Console Text?
« on: August 22, 2014, 12:19 »
I enjoy console mode because its classic, you can see the whole map, no annoying mouse, and it allows you to use your imagination a bit more (I feel) than do tiles. I find its easier to play in console and faster, because there are the "default" characters, # is wall, . is floor, monsters are letters, weapons/packs are never letters, and so forth.
I do play the tile version once in a while, and even NotEye every now and then. But all in all, I enjoy the classic roguelike fee of the console version.
I do play the tile version once in a while, and even NotEye every now and then. But all in all, I enjoy the classic roguelike fee of the console version.
5
Requests For Features / Re: More Armor/Weapon Sets
« on: May 31, 2014, 11:48 »
I can understand that Kornel needs to live. Heck, I haven't touched my roguelike games I'm making in over 4 months because of high school graduation, moving, and music.
Okay. Now back to the subject:
I was just thinking, is there a limit to the ammount of variables/weapons/amors that can be declared? For instance, in zilog z80 assembly, there are some limits like you can't have more than 255 nested IF statements (I mean, if you had 256 nested IF's, you need to rethink your life).
I'm just wondering because of the possibility to add more items and other things.
For another set idea (starter), are there ideas around here for item sets that could somehow make long grueling challenges like AAo666 or Ao100 more "spicy"?
Okay. Now back to the subject:
I was just thinking, is there a limit to the ammount of variables/weapons/amors that can be declared? For instance, in zilog z80 assembly, there are some limits like you can't have more than 255 nested IF statements (I mean, if you had 256 nested IF's, you need to rethink your life).
I'm just wondering because of the possibility to add more items and other things.
For another set idea (starter), are there ideas around here for item sets that could somehow make long grueling challenges like AAo666 or Ao100 more "spicy"?
6
Requests For Features / Re: More Armor/Weapon Sets
« on: May 29, 2014, 19:12 »
Cerberus set? boots+armor = something exotic, like fire any rocket launcher like a mancubus.
Seems a bit too overpowered, but good idea!
Reaper set? Necroarmor + Azrael's Scythe = immune to health drain from alternate fire of Scythe.
I do like that idea. I'd personally try to find a way to make it harder to achieve this buff, and the Scythe is already part of the Angelic Set. Perhaps new items?
Cyberpunk: Cybernetic armor + lazer rifle. = grants effects of badass 1.
Thats really cool, actually.
I know alot of people want to keep things like these sets obtainable every single game, and I'm okay with that, but the way I see it, its what keeps me going back to playing it. This time, will I get the Inquisitor set? Will the RNG bless me with a good Cyberdemon placement this time or will it screw me over again? Stuff like that.
7
Requests For Features / More Armor/Weapon Sets
« on: May 29, 2014, 14:11 »
I really like the idea of the Inquisitor, Phaseshift, and other sets. I feel that each set should give you a certain buff when all put together correctly, and each set is different from another. This has the added bonus of giving the player tough choices to go with in situations.
For instance, there could be a Tactical Set, which, when you have the Tac Armor, Tac Boots, Tac Shotgun, and Assault Rifle prepared, you could get a +10% speed boost but you could be vurnable to +1 more damage from enemies or something like that.
There could be Cerberus weapons to go with the Cerberus boots and armor, and nanomachic weapons could fit with the nanofiber armor and such.
Thoughts? Is this possible?
For instance, there could be a Tactical Set, which, when you have the Tac Armor, Tac Boots, Tac Shotgun, and Assault Rifle prepared, you could get a +10% speed boost but you could be vurnable to +1 more damage from enemies or something like that.
There could be Cerberus weapons to go with the Cerberus boots and armor, and nanomachic weapons could fit with the nanofiber armor and such.
Thoughts? Is this possible?
8
Discussion / Just wondering...
« on: May 29, 2014, 09:54 »
So what's the story with version 0.9.9.8?
9
Requests For Features / Re: Pressing 2 Directions at Once for Diagonals?
« on: May 03, 2014, 08:47 »
iirc, you can use the PgUp, PgDn, Home, and End keys for diagonal movement. Thats what I use on my non-numpad laptop when I don't feel like using the full usb keyboard.
10
Requests For Features / Re: New unique items
« on: April 30, 2014, 15:09 »Here's one I've been wishing existed a long time:
Auto-phase device
If it's in your inventory when you die, then instead of dying you are teleported.
Depth: 1+
--Note: It might also heal the player, as no-one want to be teleported only to be immediately shot again before getting a turn.
(I haven't actually read all 57 pages of this thread, so you'll have to forgive me if someone's already posted something similar to this)
This has been discussed before. I would think a depth level of +1 would be too unbalanced, but I do support the idea that in special cases, if you die, you can respawn. What if its if you die in only an extremely special way?
11
Discussion / Porting DoomRL to Android?
« on: February 19, 2014, 10:01 »
I know that this topic is not new, but I found out that there is now a free pascal compiler dedicated to the ARM architecture of many Android devices. Just a thought?
12
Bug Reports / Re: Tac Shotty can't be assembled!
« on: January 23, 2014, 15:09 »
It was a combat shotty.
Its a weird bug, just like that bug I found where no stairs were generated at one point (even saved as ASCII screenshot and searced for the '>' character)
Its a weird bug, just like that bug I found where no stairs were generated at one point (even saved as ASCII screenshot and searced for the '>' character)
13
Bug Reports / Tac Shotty can't be assembled!
« on: January 20, 2014, 10:40 »
Hello,
I was just playing DoomRL 0.9.9.7 on AoMc under HMP, going towards Ammochain. My current traits are:
SoB x2
Rel x2
I pwned the Chained Court, and I got a power and a tech mod there.
However, when I tried to assemble the tactical shotgun using the basic PT mods, I got a message saying "This item can't be modified anymore with this mod!".
I put the Power mod on first, like I usually do. I got the message when trying to put the technical mod on second.
This is the first time this has ever happened.
Bug?
I was just playing DoomRL 0.9.9.7 on AoMc under HMP, going towards Ammochain. My current traits are:
SoB x2
Rel x2
I pwned the Chained Court, and I got a power and a tech mod there.
However, when I tried to assemble the tactical shotgun using the basic PT mods, I got a message saying "This item can't be modified anymore with this mod!".
I put the Power mod on first, like I usually do. I got the message when trying to put the technical mod on second.
This is the first time this has ever happened.
Bug?
14
Discussion / Does the console version work for Mac?
« on: November 25, 2013, 13:48 »
I put DoomRL on one of my friend's macbooks, and it seems that only the graphical version works. If I change the config.lua file to "CONSOLE", DoomRL doesn't launch (at least it doesn't seem to)
Is there "console" support for mac?
Is there "console" support for mac?
15
Bug Reports / Re: DoomRL typos
« on: November 17, 2013, 10:54 »
In the Doomrl Hall of Fame, Archangel of 666 runs are recognized as A100 runs.