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  • December 17, 2025, 02:05
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Topics - Ratha

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I was recently playing and thinking to myself 'its hard to tell the difference between a pistol and a double shotgun', as they all use the same character to display, and a similar color which is hard to distinguish at a quick glance.

My thought was that it would be nice if they all used a separate graphic/character that way you could use color to represent a loaded or unloaded pistol, shotgun, chaingun ect. I find myself constantly scavenging weapons, and then forgetting if i have already unloaded em, and then have to manually use the look command to check. The proposal would solve that problem by say using a lighter color for a partially/fully loaded weapon (more visible so it can be easily seen) and then a darker color of the same shade to indicate a fully unloaded weapon which would stand out less compared to the loaded ones.

Obviously there are problems with this idea, such as finding enough representative characters for each different weapon, and then using a dark and light color to represent unloaded/loaded that wouldnt conflict with some of the uniques and whatnot.

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As a second part to this feature request, id like to see the list of items in the color.ini be somewhat less vague and incomplete. Adding the primary items/weapons/powerups/monsters (leaving out the spoilers/rares) you are likely to run into during the first few levels. It might also help to include the color that the items are by default, that way people could compare what they've already seen with how they want to change it, instead of having to trial and error till they find what they want. Also including a link to the relevant wiki page in the file would save people some trouble i suspect, myself included. >_<

Currently, i think that link is:
http://doom.chaosforge.org/wiki/index.php?title=Modding:sID and or http://doom.chaosforge.org/wiki/index.php?title=Item_IDs

EDIT: Removed question. The "entity IDs" apparently are apparently the 'Name' of the object and not the ID afterall. I tried searching for "item id" and "entity id" and similar stuff on the wiki but couldnt seem to find the right page. Strangely enough a search for "item ids" or just plain "item" results in the proper page.

Currently as of 0.9.9.1 the color.ini says:

// Custom coloring based on entity ID's. Search the DoomRL wiki
// for id's for entities. Colors can be:
// BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY, DARKGRAY,
// LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE

[Colors]
// pistol = "MAGENTA";
// former = "GREEN";

Would appreciate feedback on the idea, and any question answering you guys can do. :)

Thanks.

2
First off i just want to say that this is an amazing little game, ive had fun with it. Now id like to talk about some bugs ive discovered that i didnt see mentioned on the forums.

1: When chain firing a chaingun or plasma rifle, a single tile becomes colored yellow in the lower right hand side of the map while chainfiring. It appears 10 squares away from you diagonally down and to the right. In order to make it appear you usually need to be in the upper-left side of the map and have a valid monster targeted when you do the initial chain-shot.

2: When colorizing text, the text does not always colorize the full sentence. When the line breaks to the next line the phrase loses its color. Often times only one or two words will be colorized. Example below:
Fire -- Choose target...   The missile hits the former sergeant. The
former sergeant dies. <--- Loss of color.

(It should look like: The missile hits the former sergeant. The
former sergeant dies.
)

3: When using the "Light" colors (LightBlue, LightCyan, LightGreen, LightMagenta, LightRed, LightGray and Yellow) the text always appears as white on the bottom line of the main screen, on the top line it appears to be the color that it should be.
LightGreen_1: "* hits you.";
The former human hits you!  <---  Proper LightGreen on the top line and in the message log.
The former human hits you!  <---  White, not Green on the bottom main-screen line?

4: When using the normal colors (Blue, Cyan, Green, Magenta, Red, and Brown) the color appears as its 'bright' counterpart on the bottom line of display, and then on the top line and in the log it is dimmed and appears as its normal/dark color.
RED_1: "* hits you.";
The former human hits you!  <---  Proper Red on the top line and in the message log.
The former human hits you!  <---  LightRed, not Red on the bottom main-screen line?

I would like to use the LightColors for some stuff, but since they all display as white on 1/2 of the main screen they dont catch the eye, and are only useful for the message log. :\

5: The color Black_1 crashes the game when used in the DoomRL.ini even though the color.ini file has Black listed as a valid color.

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Questions about coloring messages in the DoomRL.ini file:
6: Is it possible to color a single word? Like: The former human hits you!

7: Is it possible to use multiple colorizations for a phrase? Using one color to color the phrase, and another to color a specific word:
BROWN_1 = "The former human hits you!"; and then using RED_1 = "hits";
The former human hits you!


Thanks!

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