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1
Releases / Re: The Inferno Module
« on: May 07, 2022, 23:03 »it seems that the corpses that spawn in the river are undestroyable
I guess this is a bug. I think they actually are theoretically destroyable, but their hp gets reset each time they move. I should be able to fix it though. (There used to be no way to do this correctly back when I first did this, but at some point I remember asking Kornel to add a way for mods to deal with tile HP, but I forget to use it here. Also possible that back when I original wrote this stuff that DRL wasn't correctly setting HP at all so corpses might have had 0 HP, although I don't remember for sure...)
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By the way, one thing I forgot to mention, but in the previous game, you may notice that I got 5 Shambler kills. That's because (apparently) the switch that summons the Shambler can be activated as many times as you want. I'm not sure if that's a particularly wise thing to do, but I thought I'd mention it in case it's a bug. (Come to think of it, I didn't check if they each give you experience; hmm...)
Yes, this is a bug :)
Also, some answers from earlier posts I hadn't addressed yet.
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I didn't realize that this mod adds extra assemblies until the end, when I happened to glance at the assembly screen. I stumbled across the Scout Armour assembly by accident, by putting random mods on my armour. I never figured out what the "targeting system online" message meant, though.
I sort of forgot about the assemblies. These were added from a very early version back when vanilla DRL probably had fewer assemblies as well. I think I was trying to have them affect different things to give interesting choices. I think I had the recipes listed in a spoiler in the main post (since there is no real way to find them except trial and error which is sort of silly), but it got edited out at some point (probably an accident). If you want to see the recipes, I think they're still listed at the bottom of the readme file.
The effect isn't supposed to be very secret either, but I'll spoiler it in case you want to try to find out for yourself.
Spoiler (click to show/hide)
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I discovered that getting melee kills while invisible (like with using the Shadow Aegis) doesn't wake enemies up!
I don't think I intended this, but not sure if I want to fix it... Maybe I should. (Melee probably doesn't need the help I guess?)
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I was four kills shy of YAAM, thanks to some guys that spawned during my fight with the Simulacrum. *Sigh...* :|
I put this on my list to fix.
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I don't know if anyone is still maintaining this mod, but I see a couple of minor errors. The final kill count is correct, but the in-game kill count from the @ screen got messed up when I went down one of the blue stairs while there were still enemies on the level. It showed 23 unkilled enemies for the rest of the game, even though I killed everything.
Yes, this is another thing that is sort of unfixable for now. The @ screen kill count was new (in 0.9.9.7 IIRC?) and broke a bunch of weird stuff Inferno was doing with enemies (similar to the issue with spectres messing up the kill count, although that was fixable). Final kill count is correct because Inferno was expecting to get around this issue by just ignoring the game's kill counting and doing everything itself, but @ screen kind of ruined that. There will probably be a future version of Inferno that runs against a new build of DRL that might fix this.
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Also, I notice that I'm credited as getting the Betrayal Token twice.
I also made a note to fix this.
Probably won't have time this weekend, but I'm being inspired a little bit, so I'll try to get out some updates pretty soon. I have some updates from last year as well that I haven't uploaded yet (a little bit of level generation stuff, and also making the mod work properly with "0.9.9.8 beta" AKA the open source GitHub version).
2
Releases / Re: The Inferno Module
« on: May 05, 2022, 23:26 »
Impressive! Always enjoy seeing new mortems here. I was working on this some more last year (although I don't think I uploaded any changes), so I probably still will get around to a new version. I was also trying to practice on UV, but it's hard for me. I don't think I've gotten past Acheron. (I can only blame rust so much.)
I think I've known forever that Acheron tends to be a difficulty spike. I may want to adjust it, but I haven't had any ideas that have really struck me. (It's already been revamped once...)
Yes, nightmare spectres are fast, but not that fast. There is something else they do. I believe the game tries to hint at it, but it's probably easy to miss. (Assuming things are working properly.)
Hint:
Explanation:
I got overwhelmed at Acheron. I haven't quite gotten a handle on how to take care of the Arch-Viles quickly enough before they ressurrect everything; I'll have to reconsider my approach next time. In any case, I burned through all my med packs on that level and I was forced to homing phase out. I left 46 enemies behind on that level; up 'til that point, I had a perfect 100% kill ratio. Oh well...
I think I've known forever that Acheron tends to be a difficulty spike. I may want to adjust it, but I haven't had any ideas that have really struck me. (It's already been revamped once...)
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In the end, I was done in by a pair of Nightmare Spectres that I didn't even see coming. Somehow, both of them went from being invisible to biting me in the space of the one second I spent reloading my tactical shotgun. How the heck fast are those guys?!? I know their whole deal is that you can't see them until they're close, but I really was totally unaware they were there until I was dead. They must've gotten a triple move on me, and/or they have some kind of variability in how far away they can be seen from or something. I could have saved my life with my last large med pack, but I really didn't think I was in imminent danger of dying.
Yes, nightmare spectres are fast, but not that fast. There is something else they do. I believe the game tries to hint at it, but it's probably easy to miss. (Assuming things are working properly.)
Hint:
Spoiler (click to show/hide)
Explanation:
Spoiler (click to show/hide)
3
Releases / Re: The Inferno Module
« on: April 12, 2022, 18:01 »
I don't understand.
What is the problem? Do you want a 0.9.9.7-compatible version? I can release one, but it will take a little time to assemble.
Or is it a problem with hosting? Re-uploading is going to do nothing. Do you need it hosted somewhere else for some reason?
What is the problem? Do you want a 0.9.9.7-compatible version? I can release one, but it will take a little time to assemble.
Or is it a problem with hosting? Re-uploading is going to do nothing. Do you need it hosted somewhere else for some reason?
4
Releases / Re: The Inferno Module
« on: April 11, 2022, 11:38 »
The links seem fine to me. What problem are you having?
5
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: April 06, 2022, 20:14 »
I don't have the actual release of 0.9.2 (it looks like the only "official" version I have is maybe 0.8.1), but I have dev copies of add's mods that were in the old Chaosforge svn repo (although maybe not the absolute latest versions). Not sure what changes this entails besides some updating to account for changes in the base game. This doesn't work with DRL 0.9.9.7, but it mostly works with the github version. So, I could maybe post a Windows binary of my github fork with a fixed version of dev Elevator, or I could try to downgrade dev Elevator to 0.9.9.7 (maybe not that hard, but I don't really remember all the changes off the top of my head). Or you could wait and see if someone else like Tormuse can share the actual release of 0.9.2.
6
Releases / Re: Tourist mod: walk through Hell like a Boss! + Infinity module
« on: March 15, 2022, 18:26 »
When I tested it, the problem I saw is that the next time you go down stairs after loading the game it will crash. Not sure this is the same as what you're seeing (but it could be related).
I've attached a version with my fix for this, and it didn't seem to crash in the quick tests I run. If you run into more issues, it would help if you could attach a save.
(Basically, the bug is due to the way the mod was tracking which floor you were on; this wasn't saved, so after loading, it would be out of sync with the game's internal count.)
I've attached a version with my fix for this, and it didn't seem to crash in the quick tests I run. If you run into more issues, it would help if you could attach a save.
(Basically, the bug is due to the way the mod was tracking which floor you were on; this wasn't saved, so after loading, it would be out of sync with the game's internal count.)
7
Bug Reports / Re: bug report doomrl
« on: April 21, 2021, 09:28 »
Are you trying to run in graphics mode? If so, does the game work in console mode (-console or edit config.lua)?
If there's anything in log.txt, can you share it?
Not super familiar with Linux, but you might try fiddling with the graphics settings and double checking the dependencies as well.
(Seems like it's probably an error in the TDoomIO constructor forcing the object to be destroyed, although I'm not sure what exactly why this would cause a crash in the destructor, but that's not really the issue.)
If there's anything in log.txt, can you share it?
Not super familiar with Linux, but you might try fiddling with the graphics settings and double checking the dependencies as well.
(Seems like it's probably an error in the TDoomIO constructor forcing the object to be destroyed, although I'm not sure what exactly why this would cause a crash in the destructor, but that's not really the issue.)
8
Releases / Re: The Inferno Module
« on: December 26, 2017, 11:41 »
Sorry about that, I'll fix it when I get home this evening. (Busy with holiday things...)
Edit: Links in the first post have been updated. Still need to release 0.16.0, but I'll try to get to it soon.
Edit: Links in the first post have been updated. Still need to release 0.16.0, but I'll try to get to it soon.
9
Releases / Re: The Inferno Module
« on: May 09, 2017, 01:54 »
These values are rough estimates, and also not always consistent from run to run. (Although the current iteration of 0.16 should be more consistent than early 0.16 or previous versions.)
Early 0.16 numbers are clearly broken. It is basically impossible to get past level 8 or 9 even at the end of the game. UV gives quite a lot of levels early on, but later you basically stop leveling up. Lower difficulties give far less EXP, so it was basically impossible to level up. (Admittedly, these numbers are a bit conservative.)
Early 0.16 UV (not finished place-holder values):
Early 0.16 HNTR (not finished place-holder values):
The current iteration spreads out the early levels more than UV in early 0.16, but HNTR is still faster early on. Both UV and HNTR are much faster to gain levels later on. There is much less of a different between UV and HNTR (meaning UV enemies give much less experience than HNTR enemies).
There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.
Current 0.16 HNTR
Current 0.16 UV
For 0.15, I'm reporting fairly conservative numbers again. HNTR numbers should only a bit more generous in 0.15, but the current numbers are spread out more evenly across dungeon levels. UV EXP levels for 0.15 will be much higher, as I wasn't doing any adjustment for the massive number of enemies. I believe that UV was giving out too much experience in this version.
0.15 HNTR
0.15 UV
Early 0.16 numbers are clearly broken. It is basically impossible to get past level 8 or 9 even at the end of the game. UV gives quite a lot of levels early on, but later you basically stop leveling up. Lower difficulties give far less EXP, so it was basically impossible to level up. (Admittedly, these numbers are a bit conservative.)
Early 0.16 UV (not finished place-holder values):
EXP level | Dungeon level |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 9 |
7 | 14 |
8 | 22 |
9 | never |
Early 0.16 HNTR (not finished place-holder values):
EXP level | Dungeon level |
2 | 4 |
3 | 6 |
4 | 9 |
5 | 13 |
6 | 19 |
7 | never |
The current iteration spreads out the early levels more than UV in early 0.16, but HNTR is still faster early on. Both UV and HNTR are much faster to gain levels later on. There is much less of a different between UV and HNTR (meaning UV enemies give much less experience than HNTR enemies).
There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.
Current 0.16 HNTR
EXP level | Dungeon level |
2 | 3 |
3 | 5 |
4 | 7 |
5 | 10 |
6 | 12 |
7 | 15 |
8 | 17 |
9 | 19 |
10 | 22 |
11 | 24 |
12 | never |
Current 0.16 UV
EXP level | Dungeon level |
2 | 3 |
3 | 5 |
4 | 7 |
5 | 9 |
6 | 11 |
7 | 13 |
8 | 15 |
9 | 17 |
10 | 19 |
11 | 21 |
12 | never |
For 0.15, I'm reporting fairly conservative numbers again. HNTR numbers should only a bit more generous in 0.15, but the current numbers are spread out more evenly across dungeon levels. UV EXP levels for 0.15 will be much higher, as I wasn't doing any adjustment for the massive number of enemies. I believe that UV was giving out too much experience in this version.
0.15 HNTR
EXP level | Dungeon level |
2 | 2 |
3 | 2 |
4 | 5 |
5 | 6 |
6 | 8 |
7 | 10 |
8 | 13 |
9 | 15 |
10 | 18 |
11 | 21 |
12 | 24 |
13 | never |
0.15 UV
EXP level | Dungeon level |
2 | 2 |
3 | 2 |
4 | 3 |
5 | 4 |
6 | 5 |
7 | 7 |
8 | 8 |
9 | 10 |
10 | 12 |
11 | 14 |
12 | 15 |
13 | 17 |
14 | 19 |
15 | 22 |
16 | 24 |
10
Releases / Re: The Inferno Module
« on: May 01, 2017, 01:39 »
Currently they do give experience. I guess that's a point in favor of making them count for blue text.
11
Releases / Re: The Inferno Module
« on: April 30, 2017, 03:22 »
Got through with the video. (Thanks again for making it!)
I've made fixes for the mancubus sound issue and the issue with cinder lava being hidden by an item.
You also mentioned it was weird that the blue text appeared even though there were still enemies spawning. I've gone back and forth on this before. I feel like current behavior sort of matches classic DRL, as it's possible there for enemies to spawn after the level is clear by the summon lever, and it works roughly the same way. I also was a little bit concerned that people might think be in a position where they believe they've cleared the whole map, but actually there is a untriggered spawn hiding somewhere, and a felt that would be frustrating. (It's also kind of hard to implement things so that the level won't turn blue, but that's not really the point...)
I've made fixes for the mancubus sound issue and the issue with cinder lava being hidden by an item.
You also mentioned it was weird that the blue text appeared even though there were still enemies spawning. I've gone back and forth on this before. I feel like current behavior sort of matches classic DRL, as it's possible there for enemies to spawn after the level is clear by the summon lever, and it works roughly the same way. I also was a little bit concerned that people might think be in a position where they believe they've cleared the whole map, but actually there is a untriggered spawn hiding somewhere, and a felt that would be frustrating. (It's also kind of hard to implement things so that the level won't turn blue, but that's not really the point...)
12
Releases / Re: The Inferno Module
« on: April 26, 2017, 23:41 »I encountered a serious bug that ended the run prematurely.
First off, very sorry :((( I think I was able to fix it, but this was a pretty bad oversight.
But, thank you for playing! I'm excited to watch the video, but don't have time tonight. Seeing how people approach the game is always interesting to me (and, hopefully, useful as well). And the written feedback is also very welcome :)
I also don't think you were playing with all the latest development changes from sourceforge, but I'll comment in more detail.
I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good. Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either. :| (I guess there's some variability in how experienced you are by that point)
Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.
Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.
The new version should have a more even spread of experience levels per dungeon level and hit somewhere in the 11 to 13 range at the end of the game. That means a lot fewer levels overall compared to previous versions of Inferno, though, so I may be too harsh. (For example, I think you'll hit UV Blood Temple at about 4.5 with this curve if YAAMing.) There is still some variability, though.
Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died
I didn't notice this before. Should be fixed now. (Looks like this got revamped somewhat in 0.9.9.7.)
and the fact that is says "Level 0" for all event descriptions.
I think should already have been fixed if you were playing the latest...
Another minor thing: The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres. I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear. (ie. each time they phase in and out, the game considers them a new monster)
That's pretty accurate. But, I did revisit spectres, so this should have already been fixed in the latest version. However, there's still a similar problem if you visit a basement before clearing a level. Probably most people won't do this, though, so it is not as big of a problem. Probably not possible to fix either (although the mortem should adjust the numbers to account for enemies that "shouldn't count").
Aside, I'm pretty happy with where things stand now for the next release (horrible bugs notwithstanding). Things have stalled a little bit, as I've been trying to find some more time to do proper test runs, but I hope to do a proper release soon. My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.
13
Releases / Re: The Inferno Module
« on: March 06, 2017, 22:32 »I'm not quite sure what you mean here; is there a mostly running version posted somewhere?
Currently, some assembly is required, but you can run it if you want. Go to the code tab of the previously linked sourceforge repository. There should be a "download snapshot" link that will give you a zip. Combine the contents with the sounds folder from 0.15.1 raw version and you should get a working build. (Folder named inferno.module.)
Do you need help testing?
Currently, it's getting constantly updated as I'm working on it, so it might not stay completely stable. Testing is always greatly appreciated, but it's more useful after I get more work done and am closer to finishing. At that point I will probably upload a real build to dropbox and solicit testers. (But feel free to try it out anyway if you want to.)
14
Releases / Re: The Inferno Module
« on: March 06, 2017, 02:33 »
So, I've been AWOL for... a while. Um, sorry about that :(
But, development on Inferno has restarted. You can follow the progress here: https://sourceforge.net/p/drlinferno/
Currently, porting to 0.9.9.7 is still ongoing. (However, the current tip should run mostly successfully in 0.9.9.7 without major issues.)
It's been a while since I worked on it, but things seem to be going smoothly so far. Not sure how much time I'll have to spend on it, but I'm hoping for an official 0.9.9.7-compatible release in the near future.
But, development on Inferno has restarted. You can follow the progress here: https://sourceforge.net/p/drlinferno/
Currently, porting to 0.9.9.7 is still ongoing. (However, the current tip should run mostly successfully in 0.9.9.7 without major issues.)
It's been a while since I worked on it, but things seem to be going smoothly so far. Not sure how much time I'll have to spend on it, but I'm hoping for an official 0.9.9.7-compatible release in the near future.
15
Modding / Re: A couple questions
« on: April 05, 2013, 20:57 »Speaking of it, I don't seehow to return the value from the function call after calling it.This is probably what you want:
Code: [Select]
function Repercussions.OnLoaded()
local choice = ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH")
if choice == "S" then
player.eq.weapon = "SPTXlostsoul" -- SLOT_WEAPON works as well, but this is the more standard way
elseif choice == "H" then
player.eq.weapon = "SPTXformerhuman"
end
end
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How come I didn't find anything about it on the internet, is it exclusive to the Pascal engine?I believe this is valkyrie (the chaosforge-roguelike-pascal library) specific. P.S. there are codes to switch to any color http://doom.chaosforge.org/wiki/Modding:Color
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Side question : I'll need to check which weapon has been equipped later-on. How do?Example
Code: [Select]
-- make sure the player has a weapon at all (will be nil if nothing is equipped)
if player.eq.weapon then
if player.eq.weapon.id == "SPTXlostsoul" then
do_one_thing()
elseif player.eq.weapon.id == "SPTXformerhuman" then
do_another_thing()
end
end