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Messages - SPTX

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31
Releases / Re: Evolustuff [1.0.0]
« on: May 02, 2013, 14:04 »
Yes, it was intended... by laziness I guess. Whenever I thought about doing it, I saw how it would complicate the code.

32
Releases / Re: Evolustuff [1.0.0]
« on: May 02, 2013, 12:58 »
What difficulty are you guys playing on btw? I gave the enemies a health boost in hurt me plenty and a bigger one in UV and nightmare all depending of the highest damage values your weapons achieved.
Lower difficulties have their health unchanged.

33
Releases / Evolustuff (1.0.3)
« on: May 01, 2013, 06:34 »
Each time you kill something that grants you XP, one of your equipped item (weapon, armor, boots) will strengthen with 1 of the following :

Weapon :
fire speed
reload speed
magazine size
accuracy
damage dice
damage side
number of shots
ammunition cost of shots
damage type
explosion size (only for weapons already having splash damage)
special (flags, ie : regenerating ammo)

Armor/boots :
durability
resistances
armor rating
speed bonus
knockback resistance
special (flags again, such as no durability, no breaking...)

note on automated mode :
Automated mode will always (randomly) choose for you what will upgrade. Denying automated mode will give you a small chance (7%) to choose by yourself what item you wish to see upgraded. However it slows the gameplay down a bit since you have to go through a confirmation process.

Due to the inherently imbalanced nature of such a mod, I put most of my efforts to keep it balanced (early version made me steamroll the game at any difficulty)
Actually, I think I put more hours playtesting and tweaking than actually writing stuff.

The mod is RAW (how do I maek wad?)

download mirror [1.0.2]

34
Modding / Re: How to check for a weapon's group?
« on: April 29, 2013, 13:30 »
And and I was going to use variables... stupid me.

35
Modding / Re: How to check for a weapon's group?
« on: April 28, 2013, 15:58 »
I don't understand what you mean by "items[item_id].group".
Not to mention that I need to compare my equipped item to a particular group. ie : if the player has a shotgun or a melee weapon equipped, function doesn't happen.
I really need to do it from the equipped weapon.

36
Modding / How to check for a weapon's group?
« on: April 28, 2013, 06:38 »
I tried using
Code: [Select]
if player.eq.weapon.group == "weapon-melee"But does the following error
Code: [Select]
Unknown property "group" requested on object of type TItem!
Why is that so? the property works when creating a new weapon, it's also there using the table logger from there, so it definitely exists. I am really confused.

37
Modding / Re: Oldschool sprites for DoomRL
« on: April 22, 2013, 12:58 »
That's also the only way to do it for now.

38
Bug Reports / [0.9.9.7] lua error on deimos lab
« on: April 13, 2013, 15:34 »
Happens upon kill the shamblers.


----------------------------------------------------------------------
Timestamp   : 13/04/2013 23:31:03
Error level : ERROR
Message     : Lua call OnKillAll caught ELuaException!

Call path     : levels.deimos_lab.OnKillAll
Call params   : ()
Error message : Call(levels.deimos_lab.OnKillAll) Lua error : lua\levels\\deimoslab.lua:179: attempt to index local 'special1' (a nil value)
----------------------------------------------------------------------


39
Modding / Re: Changing the ammo system?
« on: April 13, 2013, 04:47 »
Wow sorry, I misread and talked out of my ass to boot.
Try making your weapon group either weapon-shotgun or weapon-explosive.

40
Modding / Re: Changing the ammo system?
« on: April 13, 2013, 03:59 »
It's the IF_SHOTGUN flag indeed, the rocket launcher has it for that matter.

41
Modding / Re: What are the items numerical IDs?
« on: April 13, 2013, 03:06 »
Okay, that's quite messy on top of being big. I am going to make a text file out of this for easy referencing.

42
Modding / What are the items numerical IDs?
« on: April 13, 2013, 02:37 »
I need the id to be numerical rather than a string and numerical IDs aren't listed on this page : http://doom.chaosforge.org/wiki/Modding:sID
On the same matter, how do you assign a numerical id to your own items?

43
Modding / Re: some questions (sprites and logging)
« on: April 12, 2013, 15:15 »
Someone wants to play as the Cyberdemon or Mastermind? :P
Well technically they are like, 80% ready to go, the 20 remaining percent being the sprite (for which I still have to figure a workaround) and overriding the player's default attack (that 1d3 fists thing)

44
Modding / Re: some questions (sprites and logging)
« on: April 12, 2013, 05:27 »
If you could make it so that the player could have to F_LARGE flag attributed too, it would be perfect (for me)

45
Modding / Re: some questions (sprites and logging)
« on: April 12, 2013, 02:55 »
I asked for the same thing about sprites (twice). Hopefully someone will answer this time around.

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