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Messages - bricks

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1
DiabloRL / Re: DiabloRL Beta Testers needed!
« on: June 04, 2010, 13:54 »
I'd like to help.  Sounds like fun.

2
Modding / Re: Modding wishlist
« on: April 29, 2010, 14:42 »
Not very Doomish, but so very necessary for a solid Bioshock mod...

46.  Flags for setting creatures as nonhostile, so they can be designated to attack under certain conditions.
47.  Some way to designate sides in a fight, including a setting for solo fighters.
48.  Flags for setting creatures as "defensive" - attack opponents if their charge (ward? master?) is attacked.  (Could probably be faked if 46 was implemented.)

3
Requests For Features / Re: Grenade Launcher/Bouncing weapons
« on: April 13, 2010, 19:51 »
If NetHack can bounce wands we can bounce grenades ;)

I would like fully customizable weapons.  For every action the modder can define everything the weapon and missile could possibly do.  It'd be a lot of work and most weapons would never need that level of customization but there's going to be some crazy weapon somewhere that will need a hook to run every tick it is equipped or something...

Second this.  The grenade thing (traveling a fixed distance, rolling, bouncing off walls) should probably get its own treatment since its a pretty basic desire, but there's a level of control that just currently isn't there.

Forgot to mention - we could use a sticky thread for modding feature requests, although I'm not sure that Kornel wants that just yet.

4
Discussion / Re: Your favorite weapon?
« on: April 13, 2010, 09:22 »
Definitely shotgun, but that's because a) normal/combat/double give a lot of utility and b) it's the only weapon-type, aside from rocket launcher, I really have an understanding of.  My pistol/rapid-fire runs have ended stupidly.  I think it's that middle bit of the game that I struggle through the most with pistol/rapid-fire, since in the first case, I'm hoping for a unique and decent levels, and in the latter case, I am praying for an early plasma rifle.

5
Bug Reports / Re: [0.9.9.1] (Win) Traits Screen
« on: April 03, 2010, 11:00 »
I doubt it, since it seems very much like a hold-over from the normal trait screen (aka on level-up).  I haven't played Ao100, but this could cause problems if you can't take any more traits.  It's also pretty unintuitive, and it made me wonder whether the trait menu was horribly bugged and just handing out free traits.

6
The immunity to blast damage is making sense now.  Every time I got directly hit with CD's rocket, I took no damage but still was knocked back, and I imagine that what happened is that it calculated knockback, pushed me a few squares away, and then noticed that I was now outside the "direct hit" tile and didn't deduct health because I had MFa.  So now, taking traits/armor that reduce knockback is potentially detrimental to the player.  Ugh.

There are a lot of leftover properties in the code, from what I understand.  I haven't gotten expl_color to work, either, but I think miss_base and miss_dist do have an effect on accuracy - I'm just not sure how or what.  The tutorial glosses over those pretty heavily.

7
Requests For Features / Re: Second Pistol Master Trait
« on: April 03, 2010, 10:17 »
I kind of have a problem with weird vision-altering mechanics, since the algorithm right now is still pretty shaky.  Still, I see the need for it in this context, since it's currently hard to play the sniper game in anything other than an empty room with pillars.  Hallways would just be a nightmare.  Unfortunately, I can't think of a solution other than giving the player the first move when an enemy moves into sight (or you move into its sight), and that seems pretty imbalanced.  But it would give you a way to fire around corners without eating a heaping bowl of damage.

8
Yeah, an init setting would make sense.  Anyway, lots of other sound-related things already show up as messages, which suggests to me that certain sounds simply haven't been implemented.  Once the game becomes more moddable, adding this in would be pretty easy, but I think it makes sense as a standard feature.

The fact that bloodied tiles/doors still show up for visited tiles bothers me, I've often wondered whether that was intended or just a weakness of the engine.  But thanks for the tip!

9
First:  The trait screen makes me a little crazy, since I have to constantly scroll up and down to see what blocks what.  When hovering over a trait, it should darken (or otherwise indicate) traits that the selected trait would block.

Second:  I usually play shotguns, and I always play with sound muted.  I'd love if I could "scout" with the combat shotgun and have a text message played in addition to the sound.  I guess learning the sounds of the different baddies is sort of an acquired skill, so if all I got was a message that said "You hear something scream!" or similar, I'd be satisfied. 

10
Requests For Features / Re: Second Pistol Master Trait
« on: March 31, 2010, 10:10 »
Another idea for a trait:  "Aimed" shots ignore armor and always deal maximum damage.

11
Modding / Re: Shotgun-style weapons not aiming properly?
« on: March 31, 2010, 09:57 »
Thanks for the quick reply.  Now I need to figure out a way to force the player to unload a weapon...

12
Modding / Shotgun-style weapons not aiming properly?
« on: March 30, 2010, 14:23 »
Having a bit of a headache with this.  I've been trying to create a simple combat shotgun-like weapon, and while most everything functions properly, I cannot freeaim (outside of the adjacent squares) and I have to use "tab" to change target.  Is this a bug, or am I missing some important flag or property?  I've tried a bunch of silly things and even resorted to making up constants without success.  It almost seems like the shotgun is treated as a melee weapon, even though it is firing properly.

I also noticed the "Quake2" level has this problem.

13
I was happy to find a sniper weapon pack for the first time, but when I applied it to my plasma rifle, I didn't notice a considerable improvement in accuracy.  On inspection in the inventory, the accuracy rating for the plasma rifle didn't increase (should it?) and a lot of shots passed right through the target (should they?).  I may be misinterpreting this one.

Also, the CD's missiles stopped hurting me after a few hits, though I still had some knockback.  I saw another post suggest this was due to Fireangel, which I also took.  Gooselord has figured it out.  Damage is being calculated after knockback.

Forgot:  Version 0.9.9.1, running whatever the most recent Windows version is.

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