- October 07, 2024, 15:42
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1]
1
Berserk! / Buggy Citizens
« on: April 12, 2008, 16:56 »
Found a bug. Not sure if it’s being reported but here goes.
Apparently not only do citizens stop you from using your crossbow when nearby but you also can’t move on to the next day if there’re any of them left alive on the map. Just on whose side are they on anyway?
Apparently not only do citizens stop you from using your crossbow when nearby but you also can’t move on to the next day if there’re any of them left alive on the map. Just on whose side are they on anyway?
2
Discussion / Just to let you all know that I’m stalking Kornel ;P
« on: March 30, 2008, 07:43 »
http://www.thousandparsec.net/wiki/User:Epyon
http://www.thousandparsec.net/wiki/User:Epyon/3dClient
This is a proposal for Google Summer of Code by Kornel Kisielewicz (the man himself) for Thousand Parsec .
Just thought it might be interesting to some. That and I wanted to say that I really like this proposal. I’ve known of Thousand Parsec for well over two years now and not once I’ve found enough time to find out how to play the blasted thing.
Anyway, thought people might want to know :)
http://www.thousandparsec.net/wiki/User:Epyon/3dClient
This is a proposal for Google Summer of Code by Kornel Kisielewicz (the man himself) for Thousand Parsec .
Just thought it might be interesting to some. That and I wanted to say that I really like this proposal. I’ve known of Thousand Parsec for well over two years now and not once I’ve found enough time to find out how to play the blasted thing.
Anyway, thought people might want to know :)
3
Pre-0.9.9 / [E | 100% | YAVP ] And the time I was glad to find Arch-Viles
« on: December 25, 2007, 06:55 »
First of all a huge thank you to Kornel for a new public release of DooMRL, I’m really grateful for all your work and I hope you get as much out of it as I do :D
[back to complaining] Yeah, I know this is on Easy and I know I’ve being making a fool of myself with the past couple of posts but this was ridiculously easy. As much as I would love to say this is due to some kind of sudden inspiration, it wasn’t. I was playing pretty lousy (you can tell from the mortem). It was probably partly due to the fact that it was late and I was tried but also due to the fact that I could easily get away with it.
The thing that I think made it so easy for me was that with Son of a Bitch and Triggerhappy maxed out I could take out anything in 3 bursts. In fact the only worry I had was running out of ammo. Fortunately (:O) I managed to find 3 Arch-Viles in a midst of all sorts of former solders. So ignoring the Arch-Viles I repeatedly killed all the formers over and over as they got resurrected until I was sick to death of ammo*. I never needed more after that.
In my opinion, though, it wasn’t the fixed Son of a Bitch that made this game as much of a walkthrough as it was. I blame Triggerhappy. Basically Triggerhappy works as two levels of Son of a Bitch in one level and in conjunction with Son of a Bitch it easily pushes the chaingun in to realms of overpoweredness. [/complaining about balance]
Hence I suggest making Triggerhappy only add one more round on your burst of fire.
Ohh and it’s my first win on DooMRL :D
Thank you again, Kornel. I’ll love to see how I would fare in a shotgun only game :D.
*Side note: I’m not sure if this should be a possible tactic or a scum but every time I killed a former captain they dropped one more pack of ammo and a fully loaded chaingun. I imagine if I wasn’t as invincible as I was it might be a problem taking damage from the other two Arch-Viles as I kept on killing the same poor former captain but I just don’t know.
P.S. I’ve noticed what I think is a typo in the help/getting started page: “or tell you that you’re out of ammo (poor sob!).” I assume that was meant to be sod? Also it would be nice if that page would be updated to explain the new tactics system.
--------------------------------------------------------------
DoomRL (v.0.9.8.8) roguelike post-mortem character dump
--------------------------------------------------------------
Jubei, level 11 Human Soldier, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 180945 turns and scored 54473 points.
He was too young to die!
He killed 484 out of 484 hellspawn. (100%)
This ass-kicking marine killed all of them!
He found the Phobos Arena.
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He found the Hell's Armory.
He fought on Hell's Arena.
He became a champion of Hell's Arena!
He witnessed the City of Skulls.
He faced The Wall.
And he cleared it completely!.
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
#.....................................................###..
#.....................................................###..
#.....................................................###..
#....................................###...###.............
#....................................###...###.............
#....................................###...###.............
#..........................................................
#..........................................................
#...............}..........................................
#...............|.................................###......
#..........###..............................###...###......
#..........#>#..............................###...###......
#..........###..............................###........###.
#......................................................###.
#......................................................###.
#...........X..............................................
###########################################################
-- Statistics ------------------------------------------------
Health 59/60 Experience 57540/11
ToHit +3 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Ironman (Level 1)
Finesse (Level 1)
Tough as nails (Level 3)
Son of a bitch (Level 3)
Eagle Eye (Level 1)
Triggerhappy (Level 2)
Iro->TaN->Fin->EE->SoB->SoB->TH->TH->SoB->TaN->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] BFG 9000 (10d8) [20/100]
[c] [ Boots ] protective boots [4/4] (100%)
[d] [ Prepared ] modified BFG 9000 (10d8) [10/130] (M1)
-- Inventory -------------------------------------------------
[a] advanced rocket launcher (6d6) [1/1] (R2S2)
[b] modified chaingun (1d6)x5 [50/50] (S1)
[c] modified plasma rifle (1d8)x8 [52/52] (M1)
[d] red armor [4/4] (100%)
[e] red armor [4/4] (100%)
[f] 10mm ammo (x140)
[g] 10mm ammo (x140)
[h] 10mm ammo (x140)
[i] 10mm ammo (x140)
[j] 10mm ammo (x140)
[k] 10mm ammo (x140)
[l] 10mm ammo (x140)
[m] rocket (x13)
[n] power cell (x70)
[o] power cell (x70)
[p] power cell (x70)
[q] large med-pack
-- Kills -----------------------------------------------------
88 former humans
59 former sergeants
21 former captains
18 imps
57 demons
88 lost souls
54 cacodemons
7 barons of hell
1 Cyberdemon
21 hell knights
8 arachnotrons
8 former commandos
3 pain elementals
9 arch-viles
8 mancubi
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 7 he found Hell's Armory.
On level 11 he ventured into the Halls of Carnage.
On level 13 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 15 he he found the City of Skulls.
He wiped out the City of Skulls.
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
reloads his rocket launcher.
Fire -- Choose target... The missile hits the Cyberdemon.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
fires! You are hit! Your red armor is damaged!
Fire -- Choose target... Find a more constructive way to commit suicide.
You use a large med-pack. You feel fully healed.
You swap your weapon. You are hit! Your red armor is damaged!
You are hit! Your red armor is completely destroyed!
The Cyberdemon reloads his rocket launcher.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
fires! You are hit!
You use a large med-pack. You feel fully healed. The Cyberdemon reloads his
rocket launcher.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
dies. Congratulations! You defeated the Cyberdemon! Press <Enter>
-- General ---------------------------------------------------
He's the first brave soul to have ventured into Hell...
--------------------------------------------------------------
[back to complaining] Yeah, I know this is on Easy and I know I’ve being making a fool of myself with the past couple of posts but this was ridiculously easy. As much as I would love to say this is due to some kind of sudden inspiration, it wasn’t. I was playing pretty lousy (you can tell from the mortem). It was probably partly due to the fact that it was late and I was tried but also due to the fact that I could easily get away with it.
The thing that I think made it so easy for me was that with Son of a Bitch and Triggerhappy maxed out I could take out anything in 3 bursts. In fact the only worry I had was running out of ammo. Fortunately (:O) I managed to find 3 Arch-Viles in a midst of all sorts of former solders. So ignoring the Arch-Viles I repeatedly killed all the formers over and over as they got resurrected until I was sick to death of ammo*. I never needed more after that.
In my opinion, though, it wasn’t the fixed Son of a Bitch that made this game as much of a walkthrough as it was. I blame Triggerhappy. Basically Triggerhappy works as two levels of Son of a Bitch in one level and in conjunction with Son of a Bitch it easily pushes the chaingun in to realms of overpoweredness. [/complaining about balance]
Hence I suggest making Triggerhappy only add one more round on your burst of fire.
Ohh and it’s my first win on DooMRL :D
Thank you again, Kornel. I’ll love to see how I would fare in a shotgun only game :D.
*Side note: I’m not sure if this should be a possible tactic or a scum but every time I killed a former captain they dropped one more pack of ammo and a fully loaded chaingun. I imagine if I wasn’t as invincible as I was it might be a problem taking damage from the other two Arch-Viles as I kept on killing the same poor former captain but I just don’t know.
P.S. I’ve noticed what I think is a typo in the help/getting started page: “or tell you that you’re out of ammo (poor sob!).” I assume that was meant to be sod? Also it would be nice if that page would be updated to explain the new tactics system.
4
Bug Reports / Three minor bugs [FIXED]
« on: August 16, 2007, 17:51 »
I’m playing 0.9.8.7 version of DooMRL with sound on windows 98.
First up – Computer map reveals bits of dungeon floor
There is a protective boots [4/4] (100%) lying here.
Screenshot created.
##############################################################################
#......#.#...............................# 0 #
#...[..#.#...............................#################################+###
#........#...............................#.+........................ #
#......#.#...................=...........#.#........................ #
#......#.#..................===..........#.#......................... 0 #
#........#................|}.==.......}../.#.............^........... #
#........#................+%=........|\..#.#.......................... #
#......#.#####################/#/#/#######.#..|+;...........@......... #
#.....}#.#...../.........................#.#..|\...................... . #
#......|%#.....#.........................#./..|}..................... #
#.....===#..%..#.............|...........#.#........................... #
#.....===/.....#.........................#0#........................ #
#......#=#.....#0.....................0..#.#....................0... #
#./..#####.....#.........................#######+#############################
#....%.../.....#.........................+ 0 " #
#........#.....#########/################# #
#........#.....#...................%.....# > #
#......0.#.....#.........................# 0 ^ #
##############################################################################
PorkChop Armor : blue armor [2/2] (59%) Phobos Base Lev9
Health: 92% Exp: 4/50% Weapon: chaingun (1d6)x5 [50/50]
coward
As you can see there are some spots of the map that I couldn’t have explored but are visible on the map. There were more of those but I didn’t take a screenshot when I first noticed this.
Second – 100 % experience
In one of the play through’s I noticed that I managed to get 100% experience but did not level up. I assume this is just a case of rounding up when converting numbers as I leveled very soon afterwards. Personally I think it doesn’t make much sense to have 100% of experience as that suggests I have all the experience needed to level. It would be nice if this was changed to display 99% in such cases.
And lastly – Dropping equipped weapons with long names blanks the screen
If a weapon with a very long name such as an advance rocket launcher with mods is dropped strait from the equipment screen the screen will temporarily go black. Not really a problem as you just have to go with [more] to get back to the normal game but scared me a bit when it first happened :).
First up – Computer map reveals bits of dungeon floor
There is a protective boots [4/4] (100%) lying here.
Screenshot created.
##############################################################################
#......#.#...............................# 0 #
#...[..#.#...............................#################################+###
#........#...............................#.+........................ #
#......#.#...................=...........#.#........................ #
#......#.#..................===..........#.#......................... 0 #
#........#................|}.==.......}../.#.............^........... #
#........#................+%=........|\..#.#.......................... #
#......#.#####################/#/#/#######.#..|+;...........@......... #
#.....}#.#...../.........................#.#..|\...................... . #
#......|%#.....#.........................#./..|}..................... #
#.....===#..%..#.............|...........#.#........................... #
#.....===/.....#.........................#0#........................ #
#......#=#.....#0.....................0..#.#....................0... #
#./..#####.....#.........................#######+#############################
#....%.../.....#.........................+ 0 " #
#........#.....#########/################# #
#........#.....#...................%.....# > #
#......0.#.....#.........................# 0 ^ #
##############################################################################
PorkChop Armor : blue armor [2/2] (59%) Phobos Base Lev9
Health: 92% Exp: 4/50% Weapon: chaingun (1d6)x5 [50/50]
coward
As you can see there are some spots of the map that I couldn’t have explored but are visible on the map. There were more of those but I didn’t take a screenshot when I first noticed this.
Second – 100 % experience
In one of the play through’s I noticed that I managed to get 100% experience but did not level up. I assume this is just a case of rounding up when converting numbers as I leveled very soon afterwards. Personally I think it doesn’t make much sense to have 100% of experience as that suggests I have all the experience needed to level. It would be nice if this was changed to display 99% in such cases.
And lastly – Dropping equipped weapons with long names blanks the screen
If a weapon with a very long name such as an advance rocket launcher with mods is dropped strait from the equipment screen the screen will temporarily go black. Not really a problem as you just have to go with [more] to get back to the normal game but scared me a bit when it first happened :).
5
Requests For Features / Alternative Fire modes for weapons
« on: August 13, 2007, 07:28 »
Warning: Big post.
Ok, firstly, this might not be Doom-ish feature (strictly speaking) but is definitely done in shoot-‘em-ups so theme-wise I think it could go quite well. Secondly, this seems to me like quite an obvious idea, so I did a little bit of searching and I don’t find anyone suggested it before. Meaning this could be my genius idea that is so simple none dared to think it or something everyone dismissed after a seconds thought as a stupid idea. My apologies if it is the latter.
My idea is to give every (or nearly every) weapon in the game an alternative firing mode (sort of like the overload with the plasma rifle and the BFG but with out the weapon being destroyed). This would inevitably make weapons more versatile (for better or worse) which should be considered when thinking about specific ideas. Hopefully it would mean that a player has a larger wealth of tactical choices to make and would make otherwise very similar weapons differ subtly.
Here are some specific ideas on weapons alternative fires:
Fists –
Fists could be used to perform an enraging deathblow to send Doomguy in to berserk as long as the hit kills that enemy and weapons are not changed afterwards. It should take longer to perform then the usual punching with the fists. I think it will not be too unbalancing to have an unarmed marine go berserk after each kill (if used wisely) since as far as I know fists are only used by Angels of Berserk in the first level (or so) this will make the levels just a bit easer without effecting the rest of the game and giving a bit of variety in possibilities.
Combat Knife –
I think this was already discussed but in terms of a trait, if I remember correctly. I think it could work to allow you to throw the knife at an enemy with the price of not having it equipped after the throw (obviously). The damage should be a bit more then a normal stab with a knife to make it a bit more worthwhile. I think it would be especially good for Angel of Berserk because it would make sense to carry other things then armour and med-packs and would offer more tactical possibilities then currently available.
I’m letting someone else argue over wherever the knife should be recyclable or not after the throw.
Chainsaw –
This idea was also discussed as a trait. A chainsaw could be used to inflict a grievous wound causing the enemy to bleed. The attack should take slightly more time then a normal attack and should be balanced so that it makes sense to use this attack on high health enemies. The bleeding should drain more health then you would have taken off by simply attacking if the enemy survives after a certain time fresh-hold. There is a possibility of abuse if you can run in – attack – and run away, but that’s why I suggest longer time to attack as the enemy (if melee) can retaliate before you move away or (if not melee) shoot after you moved away.
All this assumes that you can gain experience from enemies that bleed to death.
Pistol –
I can’t really think of what would be appropriate for the pistol... I thought of some kind of gangster mode where you would shoot more recklessly to shoot faster but it wouldn’t really be at all any different form just shooting normally except it would use more ammo. Also had an idea of some kind of automatic mode where the pistol would fire bursts like the Chaingun but that would make it too much like a Chaingun in my opinion. Something would be good though as an addition to Angel of Marksmanship...
Shotgun –
An alternative attack could be a form of pistol-wiping (except with a butt of a shotgun) to knock back enemies one space or so. This should do minimal damage but be quite quick to do. I imagine it being used to keep melee opponents at bay to give you some more time to reload. Obviously it shouldn’t stop melee attacks from being effective; it should just give you a bit more room to manoeuvre.
Combat Shotgun –
I imagine a combat shotgun could be set to automatic where you would empty the whole lot of 5 shells at one specific target. It should have reduced damage and take less time to do then to empty the shells one by one. The purpose of this is to allow greater damage output to more enduring enemies at the cost of ammunition.
Double Shotgun –
Another weapon I can’t really think of anything that would be cool and practical to use. I suppose you could have the same thing as you have with the normal shotgun but it would not be nearly as an impressive of an upgrade as with the combat shotgun.
Chaingun –
The chaingun could have an alternative action that will accelerate the spin of the barrels and add one more shoot to the burst of standard 5. This should be caped at 3 extra bursts to guaranty that the plasma rifle will remain a better weapon regardless of the situation. The extra shoots will be lost if any action other then firing or using alternative action will be taken. I see this being useful for situations where you know you aren’t going to stop shooting for a while and could use some extra fire power. The down sides of this action is that you could have (perhaps) better spent the time shooting at enemies if there isn’t that many of then and that it will inevitably use more ammo.
Rocket Launcher –
Yup, don’t really have any good ideas here either. I was thinking of something along the lines of a heat seeking missile but that would not have much of a gameplay effect as (in my experience) rocket launchers don’t miss that often. Another possibility would be to have something along the lines of a grenade mode (where missiles would bounce of the walls) or a mode where you could shoot at the ground but I think something along those lines was already suggested and rejected. I also thought of an idea of a small explosion missile mode where the splash damage area would be smaller but I think that sort of ruins the idea of the rocket launcher.
Plasma Rifle –
An alternative fire for this weapon would be to make a piercing ray of plasma (yes, I know plasma isn’t a laser but that’s really not here or there) to cut through all the enemies in the path. Would be good in corridors as the ray would just travel through one enemy in a straight line and hit who ever is behind and keep on going until it hits a wall or travels a certain distance. Should have reduced damage compared to the normal fire (and if possible minimum knock-back).
BFG 9000 –
I think you and me know this is just begging for some kind of ass-kicking supper-cool fire option.
The alternative fire / effect could be activated by pressing “F” (as in the capital of [f]ire) or if that’s a bit confusing then by pressing “a” for [a]alternative fire / effect (I don’t think the letter “a” is used for anything yet). The alternative effect could be shown as:
Plasma Rifle (1d8)×8 / (XdY)×Z [40/40]
... I think I blabbed enough, I guess I need to know what you people think now.
Ok, firstly, this might not be Doom-ish feature (strictly speaking) but is definitely done in shoot-‘em-ups so theme-wise I think it could go quite well. Secondly, this seems to me like quite an obvious idea, so I did a little bit of searching and I don’t find anyone suggested it before. Meaning this could be my genius idea that is so simple none dared to think it or something everyone dismissed after a seconds thought as a stupid idea. My apologies if it is the latter.
My idea is to give every (or nearly every) weapon in the game an alternative firing mode (sort of like the overload with the plasma rifle and the BFG but with out the weapon being destroyed). This would inevitably make weapons more versatile (for better or worse) which should be considered when thinking about specific ideas. Hopefully it would mean that a player has a larger wealth of tactical choices to make and would make otherwise very similar weapons differ subtly.
Here are some specific ideas on weapons alternative fires:
Fists –
Fists could be used to perform an enraging deathblow to send Doomguy in to berserk as long as the hit kills that enemy and weapons are not changed afterwards. It should take longer to perform then the usual punching with the fists. I think it will not be too unbalancing to have an unarmed marine go berserk after each kill (if used wisely) since as far as I know fists are only used by Angels of Berserk in the first level (or so) this will make the levels just a bit easer without effecting the rest of the game and giving a bit of variety in possibilities.
Combat Knife –
I think this was already discussed but in terms of a trait, if I remember correctly. I think it could work to allow you to throw the knife at an enemy with the price of not having it equipped after the throw (obviously). The damage should be a bit more then a normal stab with a knife to make it a bit more worthwhile. I think it would be especially good for Angel of Berserk because it would make sense to carry other things then armour and med-packs and would offer more tactical possibilities then currently available.
I’m letting someone else argue over wherever the knife should be recyclable or not after the throw.
Chainsaw –
This idea was also discussed as a trait. A chainsaw could be used to inflict a grievous wound causing the enemy to bleed. The attack should take slightly more time then a normal attack and should be balanced so that it makes sense to use this attack on high health enemies. The bleeding should drain more health then you would have taken off by simply attacking if the enemy survives after a certain time fresh-hold. There is a possibility of abuse if you can run in – attack – and run away, but that’s why I suggest longer time to attack as the enemy (if melee) can retaliate before you move away or (if not melee) shoot after you moved away.
All this assumes that you can gain experience from enemies that bleed to death.
Pistol –
I can’t really think of what would be appropriate for the pistol... I thought of some kind of gangster mode where you would shoot more recklessly to shoot faster but it wouldn’t really be at all any different form just shooting normally except it would use more ammo. Also had an idea of some kind of automatic mode where the pistol would fire bursts like the Chaingun but that would make it too much like a Chaingun in my opinion. Something would be good though as an addition to Angel of Marksmanship...
Shotgun –
An alternative attack could be a form of pistol-wiping (except with a butt of a shotgun) to knock back enemies one space or so. This should do minimal damage but be quite quick to do. I imagine it being used to keep melee opponents at bay to give you some more time to reload. Obviously it shouldn’t stop melee attacks from being effective; it should just give you a bit more room to manoeuvre.
Combat Shotgun –
I imagine a combat shotgun could be set to automatic where you would empty the whole lot of 5 shells at one specific target. It should have reduced damage and take less time to do then to empty the shells one by one. The purpose of this is to allow greater damage output to more enduring enemies at the cost of ammunition.
Double Shotgun –
Another weapon I can’t really think of anything that would be cool and practical to use. I suppose you could have the same thing as you have with the normal shotgun but it would not be nearly as an impressive of an upgrade as with the combat shotgun.
Chaingun –
The chaingun could have an alternative action that will accelerate the spin of the barrels and add one more shoot to the burst of standard 5. This should be caped at 3 extra bursts to guaranty that the plasma rifle will remain a better weapon regardless of the situation. The extra shoots will be lost if any action other then firing or using alternative action will be taken. I see this being useful for situations where you know you aren’t going to stop shooting for a while and could use some extra fire power. The down sides of this action is that you could have (perhaps) better spent the time shooting at enemies if there isn’t that many of then and that it will inevitably use more ammo.
Rocket Launcher –
Yup, don’t really have any good ideas here either. I was thinking of something along the lines of a heat seeking missile but that would not have much of a gameplay effect as (in my experience) rocket launchers don’t miss that often. Another possibility would be to have something along the lines of a grenade mode (where missiles would bounce of the walls) or a mode where you could shoot at the ground but I think something along those lines was already suggested and rejected. I also thought of an idea of a small explosion missile mode where the splash damage area would be smaller but I think that sort of ruins the idea of the rocket launcher.
Plasma Rifle –
An alternative fire for this weapon would be to make a piercing ray of plasma (yes, I know plasma isn’t a laser but that’s really not here or there) to cut through all the enemies in the path. Would be good in corridors as the ray would just travel through one enemy in a straight line and hit who ever is behind and keep on going until it hits a wall or travels a certain distance. Should have reduced damage compared to the normal fire (and if possible minimum knock-back).
BFG 9000 –
I think you and me know this is just begging for some kind of ass-kicking supper-cool fire option.
The alternative fire / effect could be activated by pressing “F” (as in the capital of [f]ire) or if that’s a bit confusing then by pressing “a” for [a]alternative fire / effect (I don’t think the letter “a” is used for anything yet). The alternative effect could be shown as:
Plasma Rifle (1d8)×8 / (XdY)×Z [40/40]
... I think I blabbed enough, I guess I need to know what you people think now.
6
Bug Reports / Chainsaw forced in to my hands
« on: July 26, 2007, 15:23 »
I’m playing 0.9.8.7 version of DoomRL with sound on windows 98.
I’m not entirely sure if this is intended or it’s a bug, but the chainsaw is automatically forced in to your hands when you pick it up. This makes sense for the Chain Courts and stuff but not really (in my humble opinion) if you just dropped it to pick it up in a sec when reshuffling your inventory. On a side note, this behavior would be useful for armors when you have none equipped.
P.S. I posted two topics in bug reports (about two different bugs), is this the norm or should I have posted one topic listing both of them in it?
I’m not entirely sure if this is intended or it’s a bug, but the chainsaw is automatically forced in to your hands when you pick it up. This makes sense for the Chain Courts and stuff but not really (in my humble opinion) if you just dropped it to pick it up in a sec when reshuffling your inventory. On a side note, this behavior would be useful for armors when you have none equipped.
P.S. I posted two topics in bug reports (about two different bugs), is this the norm or should I have posted one topic listing both of them in it?
7
Bug Reports / Ammo stacks acting weird after I pick up Backpack [FIXED]
« on: July 26, 2007, 15:21 »
I’m playing 0.9.8.7 version of DoomRL with sound on windows 98 (yeah).
The stacks of ammo begin to act weird after I picked up the backpack. Not in game breaking way, just though I’d mention it since no one else had (I think). Basically, I got things like 70, 50 and 30 stacks of power cells and 140, 100 and 63 stacks of 10mm ammo. I imagine it could eat up inventory space if you don’t notice this... not exactly life threatening but could be irritating.
The stacks of ammo begin to act weird after I picked up the backpack. Not in game breaking way, just though I’d mention it since no one else had (I think). Basically, I got things like 70, 50 and 30 stacks of power cells and 140, 100 and 63 stacks of 10mm ammo. I imagine it could eat up inventory space if you don’t notice this... not exactly life threatening but could be irritating.
Pages: [1]