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Messages - Simon-v

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61
Modding / Re: Angel of Patience (0.9.9.4)
« on: September 21, 2011, 04:06 »
My bad. Fixed.

62
Modding / Re: Mod Ports (from older versions)
« on: September 13, 2011, 04:15 »
I have modified the source of Angel of Patience and posted an updated version in the relevant thread. With that, i am back to actively maintaining it again.

63
Modding / Re: Angel of Patience (0.9.9.4)
« on: September 13, 2011, 03:27 »
I have updated the package and the first post. The mod is brutal as ever to play, especially starting about halfway through, when the tougher enemies start showing up (oh god, nightmare demons). Have fun.

64
I like them, but I think they sound too much like the UC and DoomRL themes, particularly parts 1-2.
Part 1's silences also sound a bit forced.
I wanted to create a feeling of deja vu when you reach both the Arena and UC, and the music is supposed to escalate as you overcome wave after wave of the Arena.

Is it currently possible to use them all in the Arena or would it have to be Arena/CC/TheOtherPlace?
Afraid not, but hopefully The Kornel will implement it in the first beta of 0.9.9.5. I would disrecommend using them for different levels, though, as the results will be unpredictable.

edit: well, they made me want to hear UC theme again, and listening to that I wonder why I don't play melee more often :)  Is there any Contra influence in that one (2:24, and a similar bit earlier)?
Not that i know of (and i specifically went and listened to every Contra track to make sure). Contra kicks ass, though.

65
Modding / Re: Mod Ports (from older versions)
« on: September 12, 2011, 08:00 »
I've looked through the code of the port and tweaked it a bit. It seems to work fine. I'm going to release an updated version eventually (a work-in-progress can be found here: http://dl.dropbox.com/u/23785083/DoomRL-Sandbox/0994/patience.module.zip. In any case, thanks for reminding me how cool (and utterly infuriating to play) this little project of mine was.

66
Without the usual long preambles (see previous posts if you'd like to see what they were like), and with great humility over the apparent impatience (which directly led to the unfortunate double post), i present my misplaced attempt at the theme themes for Hell's Arena, aptly named Rounds of Hell (parts 1-3) for what happens to be peer review.

Of exactly one person.


(More details are to be found in the first post).

67
Here's my own. Please note that it uses a combination of the suggested MP3s, Sonic Clang's remixes and my own music; You will either need to edit it to match your sound files or get all the files mentioned.
Code: [Select]
-- Simon-v's Custom Music File
-- Includes a mix of Sonic Clang's Classic Doom 3 remixes,
-- the MP3 tracks from http://www.sirgalahad.org/paul/doom/
-- and my own music tracks.

Music = {
start = "mp3/doom_the_roguelike_theme.ogg", -- Simon-v
interlude = "mp3/d1inter.mp3", -- Paul's Stuff
bunny = "mp3/d1end.mp3", -- Paul's Stuff
intro = "mp3/e1m1.ogg", -- Sonic Clang
hellgate = "mp3/e1m8.ogg",

level2 = "mp3/e1m2.ogg",
level3 = "mp3/e1m3.ogg",
level4 = "mp3/e1m7.ogg",
level5 = "mp3/e1m5.ogg",
level6 = "mp3/e1m6.ogg",
level7 = "mp3/e1m4.ogg",
level8 = "mp3/e1m9.ogg",
level9 = "mp3/e1m1.ogg",
level10 = "mp3/e1m2.ogg",
level11 = "mp3/e1m3.ogg",
level12 = "mp3/e1m4.ogg",
level13 = "mp3/e1m5.ogg",
level14 = "mp3/e1m6.ogg", -- Sonic Clang
level15 = "mp3/e2m2.mp3", -- Paul's Stuff
level16 = "mp3/e2m4-e4m6.mp3",
level17 = "mp3/e2m6-e4m7.mp3",
level18 = "mp3/e2m7-e3m7-e4m5.mp3",
level19 = "mp3/e2m9-e3m1.mp3",
level20 = "mp3/e3m2-e4m2.mp3",
level21 = "mp3/e3m8.mp3",
level22 = "mp3/e2m2.mp3",
level23 = "mp3/e2m4-e4m6.mp3",
level24 = "mp3/e2m6-e4m7.mp3", -- Paul's Stuff

spec1 = "mp3/e1m4.ogg", -- Sonic Clang
spec2 = "mp3/e1m9.ogg", -- Sonic Clang
spec3 = "mp3/hells_weapons.ogg", -- Simon-v
spec4 = "mp3/e3m2-e4m2.mp3", -- Paul's Stuff
spec5 = "mp3/e2m7-e3m7-e4m5.mp3",     -- Paul's Stuff
spec6 = "mp3/of_skull_and_bone.ogg", -- Simon-v
spec7 = "mp3/e2m4-e4m6.mp3", -- Paul's Stuff
spec8 = "mp3/unholy_cathedral.ogg", -- Simon-v
spec9 = "mp3/something_wicked.ogg", -- Simon-v
spec10 = "mp3/e3m5.mp3", -- Paul's Stuff
spec11 = "mp3/too_hot_down_here.ogg", -- Simon-v

boss = "mp3/e2m8.mp3", -- Paul's Stuff
boss2 = "mp3/final_showdown.ogg",     -- Simon-v
victory = "mp3/d1readme.mp3", -- Paul's Stuff
}

EDIT: I have updated the first post with a note regarding the notation used, which, admittedly, can be confusing.

68
Requests For Features / Re: Boss theme music
« on: August 04, 2011, 15:01 »
If Kornel says he wants it, i'll do it.

I was already requested by Kornel to compose a series of three tracks for Hell's Arena, all sharing the same theme, but with different levels of intensity. Perhaps something like this is already planned?

69
Discussion / Re: [VIDEO] DoomRL Tutorials
« on: July 28, 2011, 06:01 »
Hah. Thanks for the mention, man.

70
After a while i got tired of posting separate threads for every song (and the community got tired of replying to every one of them). Thus, this Doom the Roguelike: The Album All-In-One Mega Thread was created, merging in all the others.

I even went and edited my posts to better reflect their new context. Unfortunately, some posts that aren't mine still look weird and out-of-place, but it's not too bad compared to the mess that was here previously.

(Our apologies to thelaptop for taking over his thread and driving him out of business! :P )

71
Discussion / Of Skull And Bone (Song)
« on: July 21, 2011, 04:26 »
Without the usual long preambles (see previous posts if you'd like to see what they were like), i present my misplaced attempt at the theme for the City of Skulls, aptly named Of Skull And Bone for what happens to be peer review.

Of exactly one person.


(More details are to be found in the first post).

72
...And this is why i insist stealth-fixing bugs is bad practice.

73
Forum / Re: Forum Ranks
« on: July 08, 2011, 11:09 »
Currently the distinction between Chaosknights and Chaosites is not, well, distinct enough. Since the former is more privileged than the latter, i propose that the Chaosites get a lighter, paler nick color.

* user was beaten up for this post

74
Modding / Re: Modding wishlist
« on: July 08, 2011, 10:38 »
84. More error-checking for common modding mistakes and better, more helpful error messages and backtraces. I've lost count of the number of times i couldn't find why the hell was the bloody thing crashing in core.lua, when in fact it was something wrong with the map array and its associated translation. Anything that helps us find the cause of the crash without performing a tedious line-by-line audit is a blessing, and will be much rejoicing within the modding community.

75
Modding / Mod organization in future versions
« on: June 29, 2011, 07:44 »
This is the thread in which the modding community shall establish the guidelines for mod loading and organization, to be implemented in (one of) the next versions of DoomRL. It is a follow-up to the related IRC discussion, placed here by KK's request for further refinement and future reference.

Following are my general ideas on how it should work. The community is to add/modify/remove on them.


When the game is launched, a "Modifications" entry would appear in the main menu. When selected, the game would scan the "mods" directory for *.zip, *.pk3 or *.wad files. Those of the files which contain a mod would be displayed in the menu. This can be achieved by having a meta.txt file in the root of the archives, containing:
  • The mod title;
  • The mod author's name, as well as additional credits;
  • A one-paragraph description;
  • The name of the main mod file (usually "main.lua", but could be anything);
  • The mod's version;
  • The DoomRL version for which the mod is intended;
  • A software license under which the mod is released;
  • The mod type ("EP" or "TC", see below).
The mod menu will look much like the challenge select screen, with mod titles on the left and the description, the credits, the mod version and the DoomRL version of the selected mod on the right.

Once a mod is selected, the game will check if its version is the same as the mod's intended version. If not, a warning will be displayed, among the lines of "This mod is intended for a different version of DoomRL. It might work, but could crash or have bugs that will make it unplayable. Do you wish to run it anyway? (y/n)"

If the mod is an "episode" type (i.e., running on top of DoomRL without the need of a custom doomrl.wad), then it would simply load and run as normal, presenting the difficulty selection and trait selection screens.

If the mod is a "total conversion" (i.e., requires its own custom doomrl.wad to run), then selecting it would reload the game and get to the title screen.

A mod can also be run by supplying the "-mod filename.wad" switch on the command line. In such case the game will act as if the mod was selected from the modifications menu. Note that since all the mods are placed in a single directory, there is no need to supply a pathname on the command line.

Mod makers would (obviously) be required to package their mods appropriately.

As most mods are expected to have more than one file, there would need to be a core.include(str path, bool packaged_mod) directive or similar to replace lua's dofile() directive. The core.include would look for files relatively to the mod package, not the DoomRL directory, allowing mod makers to not worry about predicting where their mods will be placed.

If the mod contains sound.lua, music.lua and/or musicmp3.lua, those files will be parsed as well, replacing the default files.

Optional: A mod server in the form of a simple web page listing the mods by their meta attributes with download links and instructions to put the files into their "mods" directory without unpacking.


If When this makes it into the game, my Mod Loader Script will be obsolete (which is a good thing).

Things that still need to be covered: TC making. Should the mod include the recompiled doomrl.wad or a directory with the contents of such? Will doomrl.wad be available for modders along with modification and packaging tools? Should the mod file internal directory structure replicate the structure of doomrl.wad (which i know nothing about)? Should non-TC mods follow that structure as well, for uniformity's sake?

Things to look into while we're at it: the modding wishlist.

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