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Messages - tinyrodent

Pages: [1] 2 3 ... 6
Discussion / Re: Quick questions thread!
« on: March 02, 2012, 14:09 »
In the new version I went through my usual chaingun + 3A and instead of 'assault rifle' it now says 'assault chaingun'. Is this schematic now available to other weapons as well?

Yes check the Assemblies page in your game:

Spoiler (click to show/hide)

Discussion / Re: Quick questions thread!
« on: March 01, 2012, 20:20 »
I use FullscreenMiniMapSize = 6

Discussion / Re: Quick questions thread!
« on: March 01, 2012, 19:43 »
maybe just make it impossible for them to be next to each other when the player isn't in sight.

The movement freeze doesn't seem to require them being next to each other. I've observed it on many occasions like the screenshot above.

Discussion / Re: Quick questions thread!
« on: February 29, 2012, 10:33 »
Internally the sprites are referenced by names and not numbers

This function will dump out all of the sprite constants:
Code: [Select]
local function dumpsprites()
local t = {}
for k,v in pairs(_G) do
if (string.sub(k,1,6) == "SPRITE") then
core.log(k .. " = " .. v)

And here they are:
Spoiler (click to show/hide)

Discussion / Re: Shotgun knockback effects reduced in 0.996
« on: February 29, 2012, 09:31 »
Most shotguns give good knockback in 0.996. But I made a nano-shrapnel assault shotgun and it was completely worthless. No knockback at all, and very weak damage.

Discussion / Re: Quick questions thread!
« on: February 28, 2012, 19:46 »
Not sure if this should go in the Modding forum, but it seemed too small to warrant a new thread.
Is there any way to find out what sprite number each item uses, or is it just trial and error to find the ideal number?

For this I would recommend something like:
Spoiler (click to show/hide)

Then in the .run function of your module:
Code: [Select]
It will dump out all of the properties of all of the items in log.txt. So you'll see stuff like:
Spoiler (click to show/hide)
which of course includes the "sprite" property.

Discussion / Re: Quick questions thread!
« on: February 13, 2012, 12:01 »
Make the assembly after getting WK2, then you can add one additional mod.

The order of mods has no effect as of

Discussion / Re: AoSh vs Cyberdemon?
« on: February 12, 2012, 23:47 »
I should have said blue armor... arena master does plasma damage according to the wiki.

Discussion / Re: AoSh vs Cyberdemon?
« on: February 12, 2012, 15:04 »
If you don't complete Hell's Arena then Chained Court is super easy with shotguns. Open a door, shoot until you hear a pain sound then duck out of sight and wait for enemy to come near. Repeat until all formers are dead. Then shoot a door open across from the lava and wait for enemy to appear, kill it. I often complete this without taking any damage. Then grab all 4 berserk and the chainsaw for a super long lasting buff through the next levels.

The other Chained Court map is more difficult but still within reason. Use the same approach on the right side of the room first, try to kill enemies on the door or blast them into the lava so that the arena master can't revive them. Grab the agility mod and maybe put it on your boots. Then lead enemies from the left. Grab berserk and use red armor to fight the arena master. You can't dodge his ranged attack so rush in close and blast him.

Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: February 02, 2012, 13:05 »
Do you mean the enemies got into the item stores on the left of the map? That wasn't supposed to happen. :) I'll see what can be done to prevent it. Also the stuff going into player's inventory, is probably a playground bug which can be fixed.

Discussion / Re: Need AoB Advice
« on: January 29, 2012, 14:00 »
Maybe soften them up with a few shotgun blasts around the corner first?

Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: January 23, 2012, 19:11 »
Ok I successfully made the mod work with either or by wrapping the proto references. But I've struggled in vain to find any way of properly detecting the environment during module init:
Code: [Select]
local v
if (rawget(_G,"IF_FARHIT") == nil) then
v = 5
v = 6

module = {
    id          = "playground",
    name        = "Hell's Playground",
    author      = "tinyrodent",
    webpage     = "none",
    version     = {0,1,0},
    drlver      = {0,9,9,v},
    type        = "single",
    description = "Experiment with all weapons, armor, mods, and enemies ",
    difficulty  = true,

I believe what's happening is that the module init code is called more than once - and the early call doesn't have the globals such as IF_FARHIT set yet. A later call detects it properly. Is there another way to distinguish from during the early call? I tried all of the different globals and none of them seem to work.

Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: January 23, 2012, 11:29 »
Thanks for the reply. What's the status of HereticRL? ;)

Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: January 23, 2012, 09:10 »
I'm kinda hoping for more sulf-sufficient modders and throwing fully-usable code at people won't turn them into that, after all.

I don't agree. Throwing fully usable code at people with the source included can do just that. At the moment there is very little mod source code available that will run on without fixes. Even the simplest wiki examples don't work, and other offerings such as Dead Simple haven't been updated.

Meanwhile there are gigantic holes in the modding documentation including Generator, AI, User Interface, Core, etc. Some stuff can be reverse engineered but not easily.

The changelog refers to two additional module types "Episode" and "Total conversion". What are the details of these?

Is it possible to make a mod which is simply DoomRL + added features? For example a new challenge; or smarter enemies; or additional badges; etc.

What are the plans for modding in and beyond?

Modding / Re: Uniques/exotics/assemblies/artifacts test
« on: January 22, 2012, 21:25 »
New playground zip uploaded to original post

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