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Messages - Cora

Pages: [1]
Requests For Features / Re: DoomRL Russian translation
« on: January 12, 2013, 13:47 »
Can help too.

Modding / Re: Question about additional levels
« on: March 15, 2008, 14:00 »
I agree with blade.

Requests For Features / Re: Strafe
« on: February 06, 2008, 08:34 »
I have another solution:
maybe player could select before move where to strafe - you press CTRL+right(left) and if enemy does shot - you evade to that direction.

Discussion / Re: Sanity check : Special level format
« on: February 05, 2008, 16:07 »
very edible)

anyway, will world see a complete manual?
heh... and what about AI modification? scripting? SDF variables? console.writeln?

Requests For Features / Re: Strafe
« on: February 05, 2008, 15:32 »
Very hard to implement, or if implemented could do a lot of nasty things. Example: you evade a fireball from imp and see... arachnotron... arachnotron gets 1000 energy and... you die

Requests For Features / Re: Revenant and Doom 3 monsters.
« on: January 15, 2008, 14:31 »
If you hide behind the wall, revenant still will shot a missle and this missle, doing an semi-circle path hit a character.

Discussion / Re: DooM 2D
« on: December 01, 2007, 05:14 »
It's bug of 1.3 version, here is patch to fix it. I hope it would work with english version.)
it's not a bug) it's a joke from creator of the game)

very good game. I love to shoot BFG when someone swimming)

Requests For Features / Re: Chaingun Overhaul
« on: October 20, 2007, 02:32 »

Off Topic / Re: Vision code. Need help=)
« on: October 19, 2007, 07:16 »
Raytracing? hmmmm)))good idea. But lights are dynamic) so if I will do recounting for each move it will be buggy ver)

I have an idea about precounting one time and then only deleting old and adding new light sources. But still need test

Off Topic / Re: Vision code. Need help=)
« on: October 17, 2007, 05:40 »
LOS is quite easy and mirrors too(but not so). But light... I used LOS algoritm for light, and it quite working, until you use small number of spotlights. But when it just Line Of Light on map (like sun) or when there is a lot of spotlights...=D

Off Topic / Vision code. Need help=)
« on: October 17, 2007, 04:38 »
Khem, I have no idea were to write my question (if you want call it idea, minds etc.), so I write here

I need help to deal with damned vision code in RPG RL-based(square field+trun based) graphic MMORPG (still project anyway=))

so here is the problem:

We have - transparency rate (0..10000 where 10000 is fully transparent and 0 is no light pass)
Also - light sources, such as lamp, torch... even candle in the hand of player=) which have light power and light range
And... mirrors)
This all in 2d array

Need to get a lumen array (how much is each square is lighted), and vision array (with counting of range - so more distant objects will have less value then close ones).

PS transparency and mirrors work for light in the same way than for player

I know that this is madness... but I need it) So any Ideas?

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

khem... or your answer is not to my post, or you don't understand me correctly
let me explain:

wall is not a "corridor wall" it's a wall tile on map, so teleport cannot be placed if near him placed a wall tile/
so even this placement:
is incorrect

Discussion / Re: Request for Ideas : 2D combat in space
« on: July 09, 2007, 08:48 »
I'm(with a small team of 3 friends) now actualy working on smthing like space simulator. Main part of the game is physics, 3-D with collisions AND active parts. Let me describe:
if you have a ship with "Auto-hiding reverse engine", phys engine can open or close it. It seems to be overuse of physics, BUT if other pilot will shot them out, he'll not hurt your ship, but destroy your "blah-blah engines". Same with other parts, which can destroy enemy after YOUR explosion. Also lots of other stuff, like rocket box in the ship, heat from engines etc

Still work on the phys continues, because it still somewhat buggy, but already 3D))

game play will be in this game 2D (I think it'll hold battle heat better then 3d gameplay) but you can rotate your ship on "front-rear" line

(PS project C#)

May be placing teleport to a "place with no walls nearby" will fix this problem very fast

Requests For Features / History of your character
« on: July 04, 2007, 05:27 »
It will be good if you at start not only choose first trait but also choose your past (only once, ofcourse=)). This will affect you directly and your traits too. Examples:

1) Son of the demon - your father was a demon, and you fell the bloodlust, so each time you're in berserk you'll do (Trait|Berserkrer*2+2) more damage from any weapon. Comentary|(may be not 2, but 1. because of h-t-h will have a great damage, or may be not berserker but brute, to make it more valuable, for not h-t-h like this - Trait|Brute+1)

2) Green beret - before you come here, you have been trained to survive in a legendary Green Beret Camp, were you've learned that you can use ALL that you see to feed you up. Yep I say ALL. So you can eat corpses THAT LAST Comentary|(red %) and restore by doing this (Trait|Ironman+1) HP. Comentary|(not so much to destroy the game ballance, but sometime it'll help you to survive=) also it'll set an ironman trait more valuable)

3) Telepath - your head is a great sensor, so when you're near to a wall you can see (Trait|EagleEye+1+1 commentary|(wall)) squares from your position even if there is wall. Commentary|(If you like barrels, this is for you)

4) Western boy - you've lived in the Texas, saw many western films, and trained yourself. In result you recharge any weapon twice faster (MovesNeeded|Reload DIV 2) Comentary|(Trait|Reloader affects MovesNeeded|Reload)

5) Jog - you're from india, were you trained to not feel the pain. So you'll deal (Trait|Hellruner+1) less damage from lava and acid

6) Gladiator - you know how to use armor, so it can take (Trait|ToughAsNails*20%+20%) more damage

7) Sniper - you trained as sniper, but you get HERE... Old practice helps you, and you can deal with (Trait|SonOfABitch*10%+10%) chance maximum damage. Comentary|(according to EACH bullet)

Your comentaries...

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