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Messages - n9103

Pages: [1]
2
Announcements / Re: DoomRL 0.9.8.9 - Released!
« on: January 17, 2008, 03:46 »
Well, apparently there's a problem with them as the don't display, either in FireFox, or using the IETab plugin.


How would it be overpowered to prevent accidentally losing an Arti before ever picking it up, or in many cases before even seeing it?
I'm not talking about while you're wearing/using, but while it's sitting on the ground.

3
Bug Reports / Re: Unknown Crash
« on: January 17, 2008, 03:38 »
Well, I picked the title for a reason as I'm not really sure.
All I know is that it was my 2nd game and I was on the third level of AoB.

4
Bug Reports / Unknown Crash
« on: January 17, 2008, 01:16 »

                                  Game saved. Press <Enter> to exit.





                                                                               A
n unhandled exception occurred at $0046BB40 :
ERangeError : Range check error
  $0046BB40  TLEVEL__VISIBLE,  line 434 of dflevel.pas
  $0046726F  TBEING__SENDMISSILE,  line 1292 of dfbeing.pas
  $00462108  TBEING__FIRE,  line 537 of dfbeing.pas
  $004638FB  TBEING__AISCAN,  line 724 of dfbeing.pas
  $00463E86  TBEING__ACTION,  line 777 of dfbeing.pas
  $00463FE7  TBEING__CALL,  line 789 of dfbeing.pas
  $0046E32D  TLEVEL__TICK,  line 782 of dflevel.pas
  $0040F30A  TDOOM__RUN,  line 275 of doombase.pas
  $004019A0  main,  line 22 of doomrl.pas

Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>



Not sure what caused it.

5
Announcements / Re: DoomRL 0.9.8.9 - Released!
« on: January 16, 2008, 23:14 »
Just wanted to give a shoutout to the K-Man for the awesome release, and to let him know that the live-feed has lost it's love!

EDIT:
Impression after 1 1/2 plays (crashed in 2nd) :(

Chaingun no longer seems a viable build due to a complete lack of captains and former humans once you hit hell.
Could've been my particular case that just happened to not generate any between 15 and 20 (yes, I blue'd the levels until 20 of course.)

Also, Arti Boots should prevent all floor damage.

Other than potentially losing my favorite build *sigh* It's a nice release.
Hope I can find Arti non-Chainguns to encourage me to try other playstyles.

PS: I really hope that Artis are invulnerable to explosions... it would just be wrong to lose one, without knowing what it even was, due to a stray shot.

6
Announcements / Re: DoomRL 0.9.8.8 - Released!
« on: December 30, 2007, 22:41 »
The desktop AA settings are usually right next to Application-specific (aka full-screen) settings.
If you find one, you should be really close to the other.

Additionally, there should be font settings for the shortcut (cause you're running the batch file to play, right?)
Perhaps one or two of the other fonts will look better for you than the default in your case.

7
Announcements / Re: DoomRL 0.9.8.8 - Released!
« on: December 29, 2007, 19:08 »
To those complaining of desktop-level Anti-Aliasing (AA), there are global settings that can be adjusted for every video card made in the last 7+ years.
They might be a bit hidden, but they're there.
Try looking for a brand-specific control panel item (Nvidia/ATI/Intel, etc)

Additionally, you might want to change the font smoothing from ClearType to standard, and/or disable smoothing completely with the checkbox. (Properties>Appearance>Effects...)

8
Requests For Features / Re: Making a game actually winnable.
« on: July 11, 2007, 04:27 »
If your biggest complaint is the Viles (and I don't blame you) perhaps something along the lines of Viles don't rez other Viles would be more suitable, and be less potentially balance disrupting.

9
yea, my bad.
I thought of that as what you meant, then somehow turned it to mean that you were talking about the destination tile...
Dunno, probably can be blamed on sleep deprivation.

10
Would still easily lead to rooms where the only exit is a corridor with the teleporter.

11
Bug Reports / Re: game crash - unknown reason
« on: July 07, 2007, 21:32 »
I also get frozen shortly after changing levels.
Mine typically happens between 3 and 4.
I've used MIDI and mp3, and even done a complete wipe and install (of the game directory).
No matter the combination of the above, I still get the freeze.
(This includes a fresh install and no altering of .ini file at all, at some point.)

The game isn't playable anymore for me, as nothing I've done in the last two dozen games will get me past the freeze, and only stupid deaths in the first few levels (almost always the damn Arena) is ever recorded.

PLEASE find out what's causing this!

12
DiabloRL / Re: Shout at Diablo
« on: April 20, 2007, 17:51 »
nokturnal, you haven't played Titan's Quest then....
Then D2, much less D1, seems like a gimped TQ. :P

13
Off Topic / Re: Oh. My. Gods.
« on: April 19, 2007, 09:11 »
Mention a word about it, and we'll ass-rape you like Ares was so good at doing!
:P

14
Discussion / Re: Fallout: Mods, 3, RL
« on: April 19, 2007, 09:08 »
I don't know if I'd call FO3 alive and kicking...
Bethesda (the people who brought you Oblivion) bought the IP (intellectual property) rights to FO, and let Interplay keep a license, on the conditions that they have to start full-scale development of a FO MMO (uhm, that could be bad...) within 2 years, and publish it within 4.

While it would be foolish for interplay to let FO get away from them, I also don't think they much care, since they've sat on it for how many years now?


I think the outcome (whatever it may be) will be the same if something similar happens to the Dungeon Keeper IP.

15
Pre-0.9.9 / [E|91%] YASD
« on: April 18, 2007, 18:04 »
Well, even with a nearly undamaged Red Armor and 100% Health, you simply *don't* wade into the otherside of The Wall!

Died immediately after using a Large Health Pack!
*longtime player, first time poster*

--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 John Romero, level 4 Demon Sergeant, killed by a hell knight
 on level 7 of the Phobos base.
 He survived 39291 turns and scored 3613 points.
 He was too young to die!

 He killed 105 out of 115 hellspawn. (91%)
 He held his right to remain violent.

 He stormed the Chained Court.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He faced The Wall.

-- Statistics ------------------------------------------------

  Health 0/50   Experience 4837/4
  ToHit +6  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Eagle Eye      (Level 2)
    Intuition      (Level 2)

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [2/4] (33%)
    [b] [ Weapon     ]   rocket launcher (4d4) [0/1]
    [c] [ Boots      ]   steel boots [2/2] (98%)
    [d] [ Prepared   ]   chaingun (1d6)x5 [40/50]

-- Inventory -------------------------------------------------

    [a] double shotgun (6d3)x2 [2/2]
    [b] 10mm ammo (x100)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x100)
    [e] rocket (x4)
    [f] rocket (x10)
    [g] power cell (x50)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] power cell (x30)
    [k] small med-pack
    [l] small med-pack
    [m] small med-pack
    [n] large med-pack
    [o] large med-pack

-- Kills -----------------------------------------------------

    34 former humans
    11 former sergeants
    2 former captains
    11 imps
    13 demons
    10 lost souls
    6 cacodemons
    2 hell knights

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 On level 3 he battled through the complex.
 Afterwards he fought on Hell's Arena.
 On level 4 he battled through the complex.
 On level 5 he battled through the complex.
 He then stormed the Chained Court.
 On level 6 he battled through the complex.
 On level 7 he battled through the complex.
 Afterwards he witnessed the Wall.
 There he finally was killed by a hell knight.

-- General ---------------------------------------------------

 Before him 65 brave souls have ventured into Phobos:
 57 of those were killed.
 4 of those were killed by something unknown.
 And 4 couldn't handle the stress and commited a stupid suicide.

--------------------------------------------------------------

Just for the record, I think any Beta mortems should either be in a separate forum, or be tagged in the subject line.
Not fair for those of us not fortunate enough to have access :P

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