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Messages - shark20061

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61
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 19, 2013, 12:02 »
He was too young to die!
 He killed 1487 out of 1487 hellspawn. (100%)
He opposed the Nightmare!
 He killed 1472 out of 1472 hellspawn. (100%)
How did Tormuse end up killing *less* enemies on Nightmare than I did on ITYTD????

EDIT:  BTW, why does my mortem say version 0.8.0, when the file I downloaded says 0.9.0 and the thread title says 0.9.1?  Am I playing the wrong version or is there a typo somewhere?

Typo.

62
Discussion / Re: Ultra Keybindings - 3 Technical Questions
« on: April 18, 2013, 15:04 »
The boots' sid is: unboots

63
Discussion / Re: Quick questions thread!
« on: April 18, 2013, 10:31 »
There aren't more than those two options for the tile multiplier since it's an integer.  You can try playing in full screen with a smaller resolution:

Code: [Select]
StartFullscreen       = true
FullscreenWidth       = 1024
FullscreenHeight      = 768

or for widescreen monitors:

Code: [Select]
StartFullscreen       = true
FullscreenWidth       = 1280
FullscreenHeight      = 800

There's nothing you can do for windowed mode unfortunately.

64
Releases / Re: The Elevator of Dimensions (0.9.0)
« on: April 18, 2013, 10:09 »
If I can make a suggestion, I think it would be nice if the mortem tells you how many casualties you've suffered.  It would be nice to have that benchmark for how well I did.  :)

It does if you complete it:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
 Module : Elevator of Dimensions (0.8.0)
--------------------------------------------------------------

 Shark, level 16 Marine
 Toured the world with 71 clones in the Elevator of Dimensions.
 He survived 100580 turns and scored 82285 points.
 He played for 4 hours, 59 minutes and 58 seconds.
 He was too young to die!

 He killed 1487 out of 1487 hellspawn. (100%)
 This ass-kicking marine killed all of them!

-- Awards ----------------------------------------------------

  Tourist (Bronze)

(snip)

65
Discussion / Re: Quick questions thread!
« on: April 15, 2013, 11:30 »
Quick question! As saving on special levels doesn't work (crashes).

I am AoMR and I have 1 phase shift. If I tele into Contamination area will I be able to go out without trying to aim with barons' ballz to destroy the wall or when I clear it I'm trapped and have to suicide with Q and save no stats?

Heh, ninja'ed.
But yeah, if you do not have a way to get out (Homing Phase, Hell Staff or another phase pack, explosives), you WILL be trapped.

EDIT: There IS a missile launcher on the level.  You should see if that works.  EDIT 2: (Totally forgot about the AoMr part, oops. :( )

Question:

Is the wiki experience table correct and updated??

This part especially on the last levels:

23    600000
24    800000
25    900000

Seems like a huge step from 23 to 24. (200k?? :O )

I think 24 is now 750,000 XP (tehtmi?)  Values for 23 and 25 I believe are correct.

And regarding the experience another question:

Do we get fewer xp from each enemy the more level ups we get? Or not?

XP earned is the same regardless of character level.

66
2. Onyx mod pack found from Scavenger skill is plain white color in inventory. Surely this is not correct ??
(2nd screenshot.)

Onyx packs ARE white when listed in inventory.  (This is because they are white on console mode.  On the ground in graphics mode they are black, but black wouldn't show up on a black background very well in console mode...)

67
Only admins can actually delete pages.  However, I see what happened and I'm trying to fix it.  I feel like what the original person was trying to do could have been done differently to avoid the conflicts created.

You can use the tutorial at Wikipedia to learn how to edit the DoomRL wiki, they use the same software.

68
Pistol alt-reload teleports you to stairs, if you want. May be in future I write "massacre" for knife alt-fire ...

Code: [Select]
OnAltFire = function (self, firer)
  if not firer.flags[BF_INV] then
    firer.flags[BF_INV] = true
    level:nuke()
    firer.flags[BF_INV] = false
  else
    level:nuke()
  end
  return true
end,


Just tried it. Great, indeed.

The super medkit is a good idea. Would you mind adding super nuke, non-homing phase device, portable invulnerability globe, zerk pack, envirosuit, light amp, & tracking map ? :)

Btw, I found myself short of ammo several times, why does this stupid blaster need reload ? it feels so weak :(

Since we have a testing thing going on, I'll supply my favorite debug items:

PDA - Full map visibility
Code: [Select]
register_item "automap" {
name = "PDA",
weight = 0,
sprite = items.map.sprite,
type = ITEMTYPE_PACK,
desc = "A handheld device that contains a built in scanner system.  Just activate it to reveal the level.",
OnUseCheck = function (self, user)
level.light[LFEXPLORED] = true
level.flags[LF_ITEMSVISIBLE] = true
level.flags[LF_BEINGSVISIBLE] = true
return false
end,
OnUse = function (self, user)
--Nothing!
end,
}

player.inv:add("automap")

The all powerful Mining Laser:
Code: [Select]
register_item "mininglaser" {
name = "Mining Laser",
weight = 0,
sprite = items.plasma.sprite,
type = ITEMTYPE_RANGED,
desc = "Fires a highly focused laser that burns through anything in its path.",
damage = "7d6",
damagetype = DAMAGE_PLASMA,
psprite = items.plasma.psprite,
group = "weapon-plasma",
ammo_id = "cell",
fire = 9,
acc = 12,
ammomax = 50,
altfire = ALT_SCRIPT,
altfirename = "Rapid Mode",
altreload = RELOAD_NONE,
missile = {
sprite = SPRITE_FIREBALL,
color = GREEN,
delay = 20,
miss_base = 0,
miss_dist = 0,
flags = {MF_RAY, MF_HARD},
sound_id = "plasma",
},
flags = {IF_NOAMMO, IF_FARHIT, IF_UNSEENHIT, IF_DESTRUCTIVE},
OnFire = function (self, firer)
self.shots = 0
return true
end,
OnAltFire = function (self, firer)
self.shots = 4
return true
end,
OnFired = function (self, firer)
self.shots = 0
end,
}

player.inv:add("mininglaser")

Portable Invulnerability (Toggle):
Code: [Select]
register_item "inv_toggle" {
name = "Super Shield",
weight = 0,
sprite = items.smed.sprite,
type = ITEMTYPE_PACK,
desc = "Enables and Disables a super shield, making you invulnerable or removing invulnerability.",
OnUseCheck = function (self, user)
if (player.flags[BF_INV] == false) then
ui.msg("The shield is now ON!")
player.flags[BF_INV] = true
else
ui.msg("The shield is now OFF!")
player.flags[BF_INV] = false
end
return false
end,
OnUse = function (self, user)
-- HA! Nothing here, all happens in use check to make it not use any time!
end
}

player.inv:add(inv_toggle)

Super Nuke:
Code: [Select]
register_item "supernuke" {
name = "Nuke Detonator",
weight = 0,
sprite = items.nuke.sprite,
type = ITEMTYPE_PACK,
desc = "When you just feel the need to blow up every last monster on the level...",
OnUseCheck = function (self, user)
ui.msg("You push the nuke button!")
player.nuketime = 100
return false
end,
OnUse = function (self, user)
--Nothing again!
end
}

player.inv:add("supernuke")

The rest will be exercises for the readers!  (The basic framework for the rest is either in the module or in this post.)

69
Discussion / Re: Quick questions thread!
« on: April 10, 2013, 21:32 »
The processing only applies to area effects, like shotgun blasts and explosions (including nukes).  I don't see any general way to exploit this yet.

70
Discussion / Re: Quick questions thread!
« on: April 10, 2013, 20:54 »
I've been pondering this simple question for a while:
If you kill yourself and spidermastermind at the same time, without nuking yourself, (ex: BFG10k or rocket launcher point blank) is it a victory, partial or loss?

The answer to that question depends on where you happen to be standing relative to the mastermind.

The game processes spaces (EDIT:) row by row, from left to right in each row, starting from the top row going down.

If your space is processed before the Mastermind's, you lose (you'll see the mastermind destruction message after pressing enter for your own 'you die' message).

If the Mastermind's space is processed before yours, it is a standard victory.

So if you plan on doing this, you'll want to be BELOW (or directly RIGHT) of the mastermind, so that its space is processed before yours.

71
Post Mortem / Re: [H|99%|YAVP] Damn you, random mod drops!
« on: April 06, 2013, 20:31 »
I'll point at the wiki for details about how scavenger works now.  4 Uniques now give guaranteed mods in this version.

72
Modding / Re: A couple questions
« on: April 04, 2013, 20:35 »
I have this :
Code: [Select]
function Repercussions.OnLoaded()
ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH")
if ui.msg_choice == "S" then player.eq[SLOT_WEAPON] = "SPTXlostsoul"
elseif ui.msg_choice == "H" then player.eq[SLOT_WEAPON] = "SPTXformerhuman"
end end
However the procedures aren't executed when chosen. What am I doing wrong?

Note that the player.eq[SLOT_WEAPON] procedures work properly when used alone. Is ui.msg_choice really returning S or H?
I tried with
Code: [Select]
if ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH") == "S" then player.eq[SLOT_WEAPON] = "SPTXlostsoul"which yielded the same non-result.

Maybe it doesn't like the uppercase letters.  Try lowercase letters for the choice.

Also, how do I put characters in bold (like the mod install asks with armor boots weapon [abw])?

Use "@<" to make the text bolder and "@>" to stop bolding.

Code: [Select]
"Do you want to become a Lost @<S@>oul or a Former @<H@>uman?"

73
Modding / Re: Changing the ammo system?
« on: April 04, 2013, 20:26 »
Thanks. Could you tell me what the names of the built in ai types are?

There's:
 former_ai (Used on all former-type enemies, including elite versions),
 baron_ai (Hell Knights and Barons),
 lostsoul_ai,
 demon_ai,
 melee_seek_ai (The previous ai for lost souls),
 cyberdemon_ai,
 jc_ai,
 melee_ranged_ai (Used for most enemies, like Imps and Cacodemons),
 ranged_ai,
 flee_ranged_ai (Unused and broken),
 archvile_ai,
 sequential_ai,
 teleboss_ai (e.g. Lava Elemental and Shambler),
 spawnonly_ai (e.g. Pain and Agony Elementals),
 mastermind_ai

74
Modding / Re: A couple questions
« on: April 01, 2013, 19:08 »
...you can just call DoomRL.CreateEpisode()

Edit:
Apparently you can't call DoomRL.CreateEpisode, but you can still replicate it pretty closely.  See here
Isn't it DoomRL.OnCreateEpisode()?

75
Modding / Re: A couple questions
« on: April 01, 2013, 18:59 »
Most stats should be on the wiki, but you can also just use a value directly while registering your item:
Code: [Select]
register_item "yourid" {
  ...
  <item_property> = items.<itemid>.<desiredproperty>,
  ...
}

or after registering the item:
Code: [Select]
items.yourid.<item_property> = items.<itemid>.<desiredproperty>

This should work for most properties.

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