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Messages - ZicherCZ

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46
Discussion / Re: The Journey to 100%
« on: October 18, 2017, 12:10 »
What?  That got left in when KK released the source?  Holy crap... he said he didn't like the negative medals...  =.=

Must've been too funny to resist.
Well, since DRL 0997.1 Sneak Repo was already out for some time ...

For the record, Gutts' Sorrow is not the only "new" medal left in the source. I also noticed a "Klear Cross" - those who remember Klear as a forum member might guess what the medal is awarded for, and others can, well, guess too (or code-dive for it).

EDIT: Another such medal noticed - the Purple Heart. A hint here - Tormuse recently stated that he learned something the very very hard way. He would receive the medal in that game (although the requirements are not quite as strict).

47
Discussion / Re: The Journey to 100%
« on: October 17, 2017, 22:57 »
Hold down the wait button (.) for exactly one minute and see how much time passes. Then extrapolate how long you'd have to weigh down your keyboard with a battery or something like that. I'm actually curious.

Why so complicated? Set your RunWait command duration to 10M turns. Get the Dragonslayer. Clear a level, so nothing can disturb you. Use the RunWait command. Grab a coffee or two before the game processes 10M turns.

My guess is that the game samples the input at some fixed rate (24,30,60) times per second.

IMHO, I don't think so. From my experience, the game does not redraw the screen during long RunWaits, until there is actually something to redraw (e.g. a monster enters your line of sight). This makes long runwaiting quite tedious if you grabbed a Tracking map earlier, and the game animates all the monster movements.

EDIT: So I decided to actually test this. I set up the MaxWait parameter to 10 000 000, cleared Phobos base and level 2, and positioned myself to see water (fluids are animated while you're just idling around, but the animation freezes during runwaiting - with that I had an easy visual check that the game was still processing). Then I pressed the RunWait command.

After exactly 10 minutes, the water animation was still frozen, so the game was still processing. I interrupted the runwait and checked the "@" screen. The result is attached - 21 418 426 "turns" have passed. Now, the "turns" in the "@" screen mean 0.1s of ingame-time ticks, a wait command always takes 1.0s of ingame time (= 10 "turns"), and when I started, I was at 3086 "turns".

So in 10 minutes, slightly over 2M of "wait" actions were processed, and 10M turns would pass in ~47 minutes.

My computer is a five years old laptop - more up-to-date machines could probably handle the processing quite a bit faster.

48
Discussion / Re: The Journey to 100%
« on: October 16, 2017, 07:02 »
As to the maximum that stat could be, BerserkLimit is a LongInt, so that means you could have up to 2,147,483,647 on your Berserk timer before the game would be upset with you.

Only in theory. For the Berserker trait, the more turns you already have on your berserk "counter", the smaller are further increases. If you are not yet zerking, you gain 20 turns. If you already are and have n turns remaining, you only gain 10 - (n div 10), minimum 1 turn. This effectively means that the cap is 90 turns - after each next Berserker proc, you would only gain a single turn. This math is valid for both type of Berserkers procs (four hits in a row, and being hit hard enough).
For the record, Berserk Packs give 40 turns and Hatred Skulls give 5 turns per corpse destroyed. These items may surpass the effective cap of the Berserker trait, but of course they are not that common.

49
Discussion / Re: The Journey to 100%
« on: October 15, 2017, 04:08 »
And on my current run (MSs Ao666 around dlev 30 - and with a GCB!) this might well come in handy. Although with a mandatory EE3, I don't know how much difference it'll make. Anybody care to do the math on this one?
At EE3 there would be a noticable difference only if you 1) use running tactics and 2) full-auto mode and 3) your target is at the far end of your LOS. Even then you would still have a 84% hit chance. If a single condition mentioned above is not true, the hit chance goes up to 95%. If two or three of the conditions are not true (or if you fire in single shots, without regard to anything else), there would be no difference at all, and your hit chance is at >98%, the maximum possible.

Well, those were the maths. And since neither the Wiki nor the source code mention any existence of GCB alt-fire, all of the maths may be moot.

50
Century Lounge / Re: [M|100%|ArchAo666|YAAM] Double Promotion
« on: October 04, 2017, 23:48 »
Both patience, and neurosis. Will to waste a lot of free time is required as well.

51
Century Lounge / Re: [M|100%|ArchAo666|YAAM] Double Promotion
« on: September 27, 2017, 10:51 »
Good Lord, Centurial Angelic with Medal of Prejudice?
Yeah, IMHO such an achievement is borderline-impossible, especially with no saving.

52
Century Lounge / Re: [M|100%|ArchAo666|YAAM] Double Promotion
« on: September 27, 2017, 08:32 »
Infernal Asskicker's Badge? Because, you know, 666, the number of the beast, and you are an ass-kicking marine?
Perhaps even Infernal Asskicker's Badge/Medal/Cross for getting a YAAM AAo666 win on HNTR+, UV+ and N! respectively?

53
Discussion / Re: The Journey to 100%
« on: September 26, 2017, 06:21 »
I suppose now that I'm trying to take up coding, I ought to get a copy of the source and see what I can learn from it...

Go for it - the source can provide you with a good number of code-reading exercises.

54
Discussion / Re: Quick questions thread!
« on: September 25, 2017, 08:42 »
i think unholy cathedral on N! is just regular demons?
Eh, damn me - you're correct.

55
Discussion / Re: Quick questions thread!
« on: September 25, 2017, 06:41 »
Now that I think of it, there is a pretty quick way to test the sounds - just assign custom sounds to a nightmare demon, start a N! AoOC game and dive for the Unholy Cathedral. Nightmare demons are guaranteed there.

Too bad I only have a fresh DRL installation (no achievements whatsoever, no challenges unlocked), so I cannot try this myself ...

56
Discussion / Re: Quick questions thread!
« on: September 25, 2017, 05:44 »
It annoys me that nightmare enemies are completely silent, because it allows them to sneak up on you.  I wanna change their sounds, as well as those of the elite former humans and agony elemental, into sounds from PSX Doom/Doom 64 so I gotta ask: What are their internal names as printed in the .lua files?
In the first place, the no-sound of nightmare enemies is a part of why they are considered nightmare. Assigning sounds to these enemies would significantly decrease their deadliness, so if you assign sounds to them and later post your victory mortems here, it would be only fair to admit this fact in those victory posts.

The enemies' internal names are not mentioned in the .lua files, but they are mentioned in the monster definitions in the source code. They are as follows:
Spoiler (click to show/hide)

Note that I didn't actually try to assign sounds to them - they may have sounds blocked deeper in the code, overriding whatever sounds you may want to assign to them. You'll have to test this yourself.

57
Well, Tormuse, we've seen what you can do ...



(image taken from the DRL Comics thread)

58
The more I watch you and your achievements, the more I think that you might the one to get the Quad Angelic legitimately (and with a video for good measure).

Congratulations on yet another awesome run! :)

59
Discussion / Re: Quick questions thread!
« on: September 19, 2017, 06:32 »
I assume discontinuing chainfire boils down to performing any action other than alt-fire?
Not exactly. Once you start chainfiring, you are prompted with a target selection immediately after each turn (no need to press alt-fire again). If you cancel the targetting, chainfire ends.

60
Discussion / Re: Quick questions thread!
« on: September 19, 2017, 02:06 »
Can anyone explain to me the art of chainfiring? I don't think I've ever experimented with that, and I'm currently trying UV AoMC, on which I suspect it may come in handy...

Here's how it works:
On the first (initial) turn the weapon fires 2/3 of its standard shots, rounded up.
On the second (warming) turn the weapon fires a standard amount of shots.
On the third (full) turn and all subsequent turns the weapon fires 3/2 of its standard shots, rounded down, until you stop chainfiring or your weapon runs out of ammo (in this case, of course, you will only fire whatever number of shots you have remaining).

So for example a normal chaingun would fire 3, 4 and 6 bullets respectively, while a F-modded minigun would fire 7, 10 and 15 bullets.

Now, you can switch targets between turns. If you do, however, the weapon will pan from the previous target to the new one, and will fire shots in an arc between these targets - one shot per ~30° of arc. So if you first aimed directly north and then switched to directly east, two shots would be "lost" (fired at 30° and 60° angle respectively, and these can hit targets standing in their path), and only the rest of the volley would hit the new intended target.

Good luck with that UV AoMC.

EDIT: If I read the code correctly, then extra shots granted by Triggerhappy are counted towards the _base_ number of shots (i.e. before multiplications for the initial and full turns of chainfiring).

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