- May 13, 2024, 14:28
- Welcome, Guest
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.
Pages: 1 [2]
16
Bug Reports / [0.9.9.3] Not consistent aimer
« on: May 04, 2011, 09:25 »
As I can't screenshot in text while I'm aiming, I've made a pulpit screenshot:
http://img843.imageshack.us/img843/2994/zrzutekranu2g.png
OS: Linux
version: doomrl nosound 0.9.9.3
http://img843.imageshack.us/img843/2994/zrzutekranu2g.png
OS: Linux
version: doomrl nosound 0.9.9.3
17
Requests For Features / More acid please! Discussion about Acid Spitter
« on: May 04, 2011, 09:12 »
OK, here's maybe strange request, but it's request about making the Acid spitter, the cool gun, more useful, as I found it in the Vaults and it was totally useless till the end of the game:
two basic ideas;
1) as there is totally no acid about 20 lev (I didn't find any), nor acid barrels, only lava - after finding it all lava becomes acid, or make it liquid spitter, and possible lava as well acid.
2) allow add nano mod to this weapon
Or mabye something else you may think of to make this weapon more usable, as it's a pity to be unable to use such a fun gun... :'( Any?
two basic ideas;
1) as there is totally no acid about 20 lev (I didn't find any), nor acid barrels, only lava - after finding it all lava becomes acid, or make it liquid spitter, and possible lava as well acid.
2) allow add nano mod to this weapon
Or mabye something else you may think of to make this weapon more usable, as it's a pity to be unable to use such a fun gun... :'( Any?
18
Requests For Features / Resting & jumping idea
« on: May 04, 2011, 07:51 »
Status "tired" always pisses me off, as it's removable only with healing with medpack or so what is not logical. I suggest to create option of resting, which, if not interrupted, would wait, let's say 25 turns and "heal you" to the status cautious. If any monster will be in sight, or you will get attacked, the rest is interrupted. Ofc you can't rest on lava/acid etc.
Jumping: thing which annoyed me most in normal doom was unability to jump... Sometimes in doomrl it would be nice to have jumping as well, it could be unlocked with Hellrunner trait, or be possible with 2. level of Hr trait. What for? to avoid such situations (screenshot below), and allow avoid one-tile obstacles like lava. How far you may jump should be defined with armour you carry, -25% speed modifier makes you unable to jump, 0 is 2 tile jump, and every +25% bonus adds you one extra tile to the reach. Jumping actions should take long, and have quite nice dodge chance, for actions like... Hell! 3 BH and 4 Archatrons! using my tactical armor and boots to jump behind the corner (4 tiles far), as I'm only 20% of health! This would be cool.
Screenshot:
There is shotgun shell (x8) lying here.
There is shotgun shell (x8) lying here.
###############################################
#...........#.................................#
#...........#.................................#
#......0....#.........................0.......#
##############+#################...===....%#.................................#
#..............|.@....=/.......#..=====..../0......................0.........#
##########+#############.......#..=====....############....#####+#############
#......=======.........#.......#..=====....#...................#...........===
==========================.=...#...===.....#......%............#........======
=========================================================....%./==============
=======#######==========================================.==================..#
#....................#....=.============================================...0.#
#.##################.#.###/###.#....===.....##########..#=======.######...####
#.#..............%.#./.#...%.#%#...=====...#.................................#
#.#............%.%.#.#.#...%.#.#...=====...#.................................#
#.#................#.#.#.....#.#...=====...#.%...............................#
#.#................#.#.#.....#.#....===......................................#
#.########/#########.#.#######./...........#............%....................#
#>...................#.........#.........>.#.....%......0....................#
##############################################################################
Ilya Bely Armor : Malek's Armor [3/3] (100%)
Health: 96% Exp: 10/65% Weapon: modified plasma rifle (1d7)x6 [40/40] (A1)
cautious Phobos Hell Lev6
Annoyed rocketed wall:
You see : bloodstone
Boom! There is shotgun shell (x8) lying here.
##############################################################################
#......................0.......#...........#.................................#
#.............................0#...........#.................................#
#..........................%...#......0....#.........................0.......#
##############/#####.###########...===....%#.................................#
#..............@......=/.......#..=====..../0......................0.........#
##########/###########.#.......#..=====....############....#####+#############
#......=======.........#.......#..=====....#...................#...........===
==========================.=...#...===.....#......%............#........======
=========================================================....%./==============
=======#######==========================================.==================..#
#....................#....=.============================================...0.#
#.##################.#.###/###.#....===.....##########..#=======.######...####
#.#..............%.#./.#...%.#%#...=====...#.................................#
#.#............%.%.#.#.#...%.#.#...=====...#.................................#
#.#................#.#.#.....#.#...=====...#.%...............................#
#.#................#.#.#.....#.#....===......................................#
#.########/#########.#.#######./...........#............%....................#
#>...................#.........#.........>.#.....%......0....................#
##############################################################################
Ilya Bely Armor : Malek's Armor [3/3] (100%)
Health: 96% Exp: 10/65% Weapon: modified missile launcher (6d6) [3/4] (T1)
cautious Phobos Hell Lev6
And went farther...
Jumping: thing which annoyed me most in normal doom was unability to jump... Sometimes in doomrl it would be nice to have jumping as well, it could be unlocked with Hellrunner trait, or be possible with 2. level of Hr trait. What for? to avoid such situations (screenshot below), and allow avoid one-tile obstacles like lava. How far you may jump should be defined with armour you carry, -25% speed modifier makes you unable to jump, 0 is 2 tile jump, and every +25% bonus adds you one extra tile to the reach. Jumping actions should take long, and have quite nice dodge chance, for actions like... Hell! 3 BH and 4 Archatrons! using my tactical armor and boots to jump behind the corner (4 tiles far), as I'm only 20% of health! This would be cool.
Screenshot:
There is shotgun shell (x8) lying here.
There is shotgun shell (x8) lying here.
###############################################
#...........#.................................#
#...........#.................................#
#......0....#.........................0.......#
##############+#################...===....%#.................................#
#..............|.@....=/.......#..=====..../0......................0.........#
##########+#############.......#..=====....############....#####+#############
#......=======.........#.......#..=====....#...................#...........===
==========================.=...#...===.....#......%............#........======
=========================================================....%./==============
=======#######==========================================.==================..#
#....................#....=.============================================...0.#
#.##################.#.###/###.#....===.....##########..#=======.######...####
#.#..............%.#./.#...%.#%#...=====...#.................................#
#.#............%.%.#.#.#...%.#.#...=====...#.................................#
#.#................#.#.#.....#.#...=====...#.%...............................#
#.#................#.#.#.....#.#....===......................................#
#.########/#########.#.#######./...........#............%....................#
#>...................#.........#.........>.#.....%......0....................#
##############################################################################
Ilya Bely Armor : Malek's Armor [3/3] (100%)
Health: 96% Exp: 10/65% Weapon: modified plasma rifle (1d7)x6 [40/40] (A1)
cautious Phobos Hell Lev6
Annoyed rocketed wall:
You see : bloodstone
Boom! There is shotgun shell (x8) lying here.
##############################################################################
#......................0.......#...........#.................................#
#.............................0#...........#.................................#
#..........................%...#......0....#.........................0.......#
##############/#####.###########...===....%#.................................#
#..............@......=/.......#..=====..../0......................0.........#
##########/###########.#.......#..=====....############....#####+#############
#......=======.........#.......#..=====....#...................#...........===
==========================.=...#...===.....#......%............#........======
=========================================================....%./==============
=======#######==========================================.==================..#
#....................#....=.============================================...0.#
#.##################.#.###/###.#....===.....##########..#=======.######...####
#.#..............%.#./.#...%.#%#...=====...#.................................#
#.#............%.%.#.#.#...%.#.#...=====...#.................................#
#.#................#.#.#.....#.#...=====...#.%...............................#
#.#................#.#.#.....#.#....===......................................#
#.########/#########.#.#######./...........#............%....................#
#>...................#.........#.........>.#.....%......0....................#
##############################################################################
Ilya Bely Armor : Malek's Armor [3/3] (100%)
Health: 96% Exp: 10/65% Weapon: modified missile launcher (6d6) [3/4] (T1)
cautious Phobos Hell Lev6
And went farther...
19
0.9.9.3 / [M|100%|YMFFW] Yet my first full victory, hurray! Testing out new version.
« on: May 04, 2011, 07:47 »
GH: Added mortem tags. I agree that some commentary would help the OP.
--------------------------------------------------------------
DoomRL (v.0.9.9.3) roguelike post-mortem character dump
--------------------------------------------------------------
Ilya Bely, level 12 Human Private, nuked the Cyberdemon.
on level 26 of the Phobos base.
He survived 149201 turns and scored 137759 points.
He played for 2 hours, 41 minutes and 16 seconds.
He didn't like it too rough.
He killed 651 out of 651 hellspawn. (100%)
This ass-kicking marine killed all of them!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 10
Levels visited : 9
Levels completed : 9
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Champion Medal
Hell Armorer Badge
Technician Bronze Badge
Armorer Bronze Badge
UAC Bronze Badge
Veteran Bronze Badge
Brick Bronze Badge
Lava Bronze Badge
Reaper Bronze Badge
Reaper Silver Badge
Reaper Gold Badge
Gatekeeper Bronze Badge
Scavenger Bronze Badge
Scavenger Silver Badge
Scavenger Gold Badge
Arena Bronze Badge
Arachno Bronze Badge
-- Graveyard -------------------------------------------------
###########################################################
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
........................................||.................
..............................X.........}|.................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
...........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 50/50 Experience 69576/12
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Finesse (Level 2)
Son of a bitch (Level 3)
Reloader (Level 2)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
SoB->SoB->TH->Rel->Rel->TH->MAc->SoB->Fin->Fin->WK->WK->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [7/7] (90%)
[b] [ Weapon ] modified plasma rifle (1d9)x8 [40/40] (A1F1P2)
[c] [ Boots ] plasteel boots [4/4] (100%)
[d] [ Prepared ] nuclear BFG 9000 (8d8) [8/40]
-- Inventory -------------------------------------------------
[a] modified missile launcher (6d6) [4/4] (T1)
[b] BFG 9000 (10d8) [90/100]
[c] Acid Spitter (10d10) [0/10]
[d] red armor [4/4] (61%)
[e] modified red armor [6/6] (152%) (BP)
[f] Malek's Armor [3/3] (100%)
[g] rocket (x14)
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] envirosuit pack
[p] envirosuit pack
[q] envirosuit pack
[r] technical mod pack
[s] shockwave pack
[t] Hell Staff
-- Kills -----------------------------------------------------
94 former humans
64 former sergeants
23 former captains
106 imps
56 demons
119 lost souls
52 cacodemons
29 barons of hell
1 Cyberdemon
31 hell knights
35 arachnotrons
1 John Carmack
2 former commandos
7 pain elementals
10 arch-viles
2 mancubi
10 revenants
2 bruiser brothers
5 shamblers
1 lava elemental
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 4 he stormed the Chained Court.
On level 4 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 10 he entered Hell's Armory.
On level 10 he assembled a tactical armor!
He destroyed the evil within and reaped the rewards!
On level 11 he assembled a nanofiber armor!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he ventured into the Halls of Carnage.
On level 15 he encountered the Phobos Hellgate.
On level 17 he found the Malek's Armor!
On level 19 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 20 he found the Hell Staff!
On level 21 he entered the Vaults.
On level 21 he found the Acid Spitter!
He cracked the Vaults and cleared them out!
On level 22 he was foolish enough to enter the Mortuary!
On level 22 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 23 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
He nuked level 25!
He defeated the Cyberdemon and found the TRUE EVIL!
Then finally in hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
The missile hits John Carmack. The missile hits John Carmack. The missile
hits John Carmack. The missile hits John Carmack. The missile hits
John Carmack.
Chain fire (full) -- Choose target or abort...
You see : John Carmack (heavily wounded) [m]ore | pool of blood
The missile hits John Carmack. The missile hits John Carmack. The missile
hits John Carmack. The missile hits John Carmack. The missile hits
John Carmack. The missile hits John Carmack. The missile hits John Carmack.
The missile hits John Carmack. John Carmack fires! You are hit!
Fire -- Choose target...
You see : blood
You feel vulnerable again.
Fire -- Choose target...
You see : blood
You hear the scream of a freed soul! You feel relatively safe now.
Congratulations! You defeated John Carmack! Press <Enter>...
-- General ---------------------------------------------------
He's the first brave soul to have ventured into Hell...
--------------------------------------------------------------
20
Requests For Features / Veteran missions, possibly a nice wariant of multiplayer and single player
« on: May 04, 2011, 07:00 »
Hi! I'm new to this forum, and my joining to this society I'd like begin with some feature requests of mine, generally crazy ideas. The first one is veteran missions idea. I know, that it's frequently proposed, and that's why it's such subject. I'd like to propose an interesting system.
Concretes:
You have 3 slots for multiplayer veteran mission soldiers.
You may choose to save your soldier to attempt some multi-play after fully winning the game.
All level traits/exp is saved than, and so is equipment.
There is an infinite source of frequent usable items, like med-packs, enviro suits etc., + ammo, normal mods and normal weapons, which player may take to his equipment. Also he may remove any items he wants, change dressing etc. Just manage his equipment with possibitlity to grab any common item.
Now, ready soldier may be sent on a veteran mission, farther in single player or multiplayer. I can think of numerous enjoyable missions to pass, and if any1 is interested, I will post some.
Veteran may be sent in normal or locked mode - if he dies in normal mode on the mission - he's deleted, but if he survives he gains exp and eq he got on the mission. Locked mode makes no risk to loose him, but there's no gain if he succeeds.
The point is, to allow players somehow compare their win characters in an interesting way - fighting. This may be cooperative, or even 6v6 capture the flag, with team-coloured base defender monsters and attacking monsters, upgradeable base, possibility to leadership them... Second type of games, like matches like CTF could be attendable only at locked mode, as there ressurects of players is rather a must. Like in some deathmatches...
Multiplayer terms:
adjustable turn ticking, I guess range 0.5-5sec is enough, of course the turns could tick faster, if every1 sends what he chooses to do. Quite difficult would be realising that someone may have turn faster than somebody, as his actions consumed less time. I suggest just skipping turns for those who were slow... In fact it isn't such a problem...
Second matter is a map. C'mon, it's very little, I guess it's much too little for multiplayer, so I suggest map scrolling... about the map, how about some map looping options and height map as in dwarf fortress?
Some resurrects, with time delay.
Some cool options for matches, like proposed before (in this post) monsters as minions, maybe with some leadershipment, or even own scripting of their AI (but this rather for geeks :P)
If you will like the general concept of saving veterans after clearing hell for further missions, and it's partially accepted, I may think of a better mechanisms, and generally work on this idea, add some complete missions, styles of game (Deathmath, ctf are the most basic), etc.
If only project was in C++, I would also offer programmer contribution :-)
Zenfur from Poland, I hope to stay around you guys for some time.
I've had some problems with submiting this theard, if I made some multiplies, please delete them.
Concretes:
You have 3 slots for multiplayer veteran mission soldiers.
You may choose to save your soldier to attempt some multi-play after fully winning the game.
All level traits/exp is saved than, and so is equipment.
There is an infinite source of frequent usable items, like med-packs, enviro suits etc., + ammo, normal mods and normal weapons, which player may take to his equipment. Also he may remove any items he wants, change dressing etc. Just manage his equipment with possibitlity to grab any common item.
Now, ready soldier may be sent on a veteran mission, farther in single player or multiplayer. I can think of numerous enjoyable missions to pass, and if any1 is interested, I will post some.
Veteran may be sent in normal or locked mode - if he dies in normal mode on the mission - he's deleted, but if he survives he gains exp and eq he got on the mission. Locked mode makes no risk to loose him, but there's no gain if he succeeds.
The point is, to allow players somehow compare their win characters in an interesting way - fighting. This may be cooperative, or even 6v6 capture the flag, with team-coloured base defender monsters and attacking monsters, upgradeable base, possibility to leadership them... Second type of games, like matches like CTF could be attendable only at locked mode, as there ressurects of players is rather a must. Like in some deathmatches...
Multiplayer terms:
adjustable turn ticking, I guess range 0.5-5sec is enough, of course the turns could tick faster, if every1 sends what he chooses to do. Quite difficult would be realising that someone may have turn faster than somebody, as his actions consumed less time. I suggest just skipping turns for those who were slow... In fact it isn't such a problem...
Second matter is a map. C'mon, it's very little, I guess it's much too little for multiplayer, so I suggest map scrolling... about the map, how about some map looping options and height map as in dwarf fortress?
Some resurrects, with time delay.
Some cool options for matches, like proposed before (in this post) monsters as minions, maybe with some leadershipment, or even own scripting of their AI (but this rather for geeks :P)
If you will like the general concept of saving veterans after clearing hell for further missions, and it's partially accepted, I may think of a better mechanisms, and generally work on this idea, add some complete missions, styles of game (Deathmath, ctf are the most basic), etc.
If only project was in C++, I would also offer programmer contribution :-)
Zenfur from Poland, I hope to stay around you guys for some time.
I've had some problems with submiting this theard, if I made some multiplies, please delete them.
Pages: 1 [2]