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Messages - Jorge Alonso

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It's a bug!:

Spoiler (click to show/hide)

- Odd sentence in the history section:
Code: [Select]
On level 5 he finally killed by a soldier.- Misterious post-mortem sentences in the messages section:
Code: [Select]
Argh!!! Lava! You die!... Press <Enter>...
 The former human misses you. You dodge! The missile hits the former human.
But in the map you can see there are no one nearby to shoot me!

Announcements / Re: DoomRL RELEASED!
« on: March 06, 2012, 08:43 »
Level 2, AoB: I pulled a lever, and the lava filled the floor. I tried to run away, but eventually I died. But the mortem said I was killed by a soldier!

EDIT: It's a bug! I put it in the alredy existent "Death by lava = "Killed by a soldier".

Announcements / Re: DoomRL RELEASED!
« on: January 04, 2012, 23:07 »
You cand drop an item on top of an opened door. Then, if you try to close the door, the game says that there is no door to close.

Requests For Features / Re: Survivors
« on: April 28, 2008, 10:19 »
If I see a survivor, I shoot him: He could become a zombie! Trust no one! ;-)

...and random monster too. Imagine The Wall with mancubus :-)

Bug Reports / Re: Playing DoomRL 0989
« on: February 16, 2008, 02:54 »
- I finish the A100 challenge alive (Health 21/50), but in the postmortem says "killed by something..." Also, in the player info screen, it only says "level 100", but not that I won the challenge.

- A100 (ultraviolence) is very monotonous, and in a lot of levels don't appeared imps, demons, lost souls, pain elementals or former commandos. In the last levels you know that you don't go up a XP level, so I run to the exit.

Bug Reports / Re: Playing DoomRL 0989
« on: February 11, 2008, 08:03 »
A100, ultraviolence:
Code: [Select]
There is a lever here.
 You pull the lever... Game saved. Press <Enter> to exit.
                                                         +An unhandled e
xception occurred at $00483BE9 :                         ####+####+#
ERangeError : Range check error
  $00483BE9  TROOM__ADDBEING,  line 174 of doomroom.pas
  $00483475  TROOM__RECLEVER,  line 97 of doomroom.pas
  $0045103E  TPLAYER__DOUSE,  line 706 of dfplayer.pas
  $004523E4  TPLAYER__AICONTROL,  line 956 of dfplayer.pas
  $00463E7C  TBEING__ACTION,  line 776 of dfbeing.pas
  $00463FE7  TBEING__CALL,  line 789 of dfbeing.pas
  $0046E32D  TLEVEL__TICK,  line 782 of dflevel.pas] (100%)
  $0040F30A  TDOOM__RUN,  line 275 of doombase.pasl (2d5) [8/8] (D1M1A1)
  $004019A0  main,  line 22 of doomrl.pas                    Phobos Hell  Lev48

Bug Reports / Playing DoomRL 0989
« on: February 11, 2008, 00:02 »

- Playing A100, no music in first level, and this text :-)

"Welcome to the Doom Roguelike... The smell of a massacre... In the
State of Denmark there was the odor of decay..."

I save the game and play another day, and at restored, level 32, no music in this level. In level 33, no music; in 34, no music...

- The evolution of traits in the postmortem of A100 gets out of the screen.

- Look to this strange way of LoF: There are an * that appear out of the line!:
Code: [Select]
%%#   %
I had cateye level 1.

Requests For Features / Re: Closing doors on items.
« on: January 24, 2008, 00:11 »
I think this is fixed on new version, and this text it's because the door is destroyed.

Requests For Features / Re: seeing lava/acid under items
« on: January 24, 2008, 00:09 »
Well, I also think that acid/lava must destroy items, so...

Requests For Features / Re: seeing lava/acid under items
« on: January 23, 2008, 00:44 »
I agree.

Requests For Features / Cell-gun
« on: January 17, 2008, 09:00 »
Cell-gun: It's like a plasma gun, but when R-eloaded, its next shoot will be like a BFG shoot. (So you get a plasma gun, that also works like a BFG with only one shoot; but if you R-eload and don't shoot, you know that when you need to use it like a plasma gun, you must wasted a BFG shoot.)

Requests For Features / A coffeebreak game
« on: January 17, 2008, 08:53 »
I think DoomRL is too long, 25 levels + special levels, so it isn't a coffeebreak game. I would like a shorter game... for a coffeebreak. Maybe only 6 levels, full of action, and PX-levels must grow faster.

Requests For Features / New system of icons for monsters
« on: January 17, 2008, 03:25 »
By "icon", I mean the letter and color asigned of every monster. I wish a icons' system in which I can see directly the health state of every monster, instead using the look command. I think in two posibilities:

- A normal human is "H", and when he has <50% of health, his icon change to "h".

- A normal human is "h" (or "H"), and his color depends of his health state: Less health, more red his color is.

Requests For Features / Get experience by doing
« on: January 17, 2008, 02:58 »
I know that this idea, at actual state of the code, will be hard to implement, but it could be useful if someone try the 7-days-RL. The *crazy* idea is:

- You shoot to your enemies with the pistol, then you get experience in "son of a gun".
- You reload your shotgun with enemies in your LoV, then you get experience in "reloader".
- You run when there are enemies in your LoV, then you get experience in "hellrunner".
- You carry so much mods in your inventory, then you get experience in "whizkid".
- And so on.

Between levels, the experience screen is show and then you see:

- Son of a gun: 120%
- Reloader: 100%
- Hellrunner: 10%
- Whizkid: 0%
- Etc.

So you know you can level up "son of a gun" or "reloader", but only one trait (or nothing).

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