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Topics - DisaffectedBeta

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1
Discussion / Colorblind Mode
« on: December 26, 2007, 05:56 »
I'd like to say I really appreciate you putting colorblind mode in there, Kornel.  It's especially useful during the pistol angel challenge, since I just focus on the 1's and let the rest rot.  The ammunition is still hard to discern from shotgun ammunition, but it's easier when I can at least guess what it is by what it's sitting next to, or compare its shade it to the nice, bold number colors instead of the skinny { symbols.


2
Bug Reports / I shot the imp, and he 'sploded the internet
« on: December 25, 2007, 07:33 »
Hey.  Play feels a lot smoother.  Yes, it's friendlier to newbies, as I don't die as often :)  When I do die it's often really my fault instead of just partially my fault :)  Good difficulty balance!  And the automodding of basic weapons makes it much more fun, as you don't have to wait for spawns anymore.

Got an error while being an unstoppable dual-wielding pistoleer in the pistol angel challenge level:

Tplayer__dofire 615 dfplayer.pas
tplayer__aicontrol 896 dfplayer.pas
tbeing__action 775 dfbeing.pas
tbeing__call 788 dfbeing.pas
tlevel_tick 744 dflevel.pas
tdoom__run 374 doombase.pas
main doomrl.pas(ced?)

3
Going to resurrect an old beast for a moment so I can stop thinking about it.  I get the feeling that Kornel is nearing some sort of new release, so this is more a philosophical debate than anything.  The light amplification visor: maybe it could extend sight range for a limited period, or maybe show monster blips for a split second?

There, I feel better.

4
Requests For Features / low health warning
« on: September 06, 2007, 08:29 »
I'm moving my idea, inspired by Frozen Depths, over here just in case anyone missed it.  In FD you have a low health warning that forces the player to scroll the text, alerting them that their health is near zero, and cancelling the key buffer.  This helps players who are engrossed in the game snap out of it and look toward healing.

I was happy to read I wasn't the only one who often got into the game enough that I neglected to nurse my health bar.  I'd say a good number of my deaths were preventable because I was paying too much attention to the action and not enough to the tiny red number in the lower left. 

Of course some people will feel that this is unnecessary, and it technically is, just like the auto-run feature is technically unnecessary because some of us can hit the move keys until a monster appears and react to it without any problem.  I'm not one of them, and given the number of people that responded positively, I'd say that it's at least worthy for the suggestion box.

5
Pre-0.9.9 / [E|94%|25] beat it on the easiest level... FINALLY
« on: August 11, 2007, 07:30 »
I'm not sure what that subject bar code thing is supposed to mean.  One is told to read da rulez, but then the rulez don't clearly state what the percentage is (I'm assuming it's kill percentage) or what the number is after the percent (I assume this is level, but is that player level or the last level beaten?) or what the yavp yasp or whatever is supposed to mean.  I'm also not sure what hellspawn I missed...  maybe the cathedral stuff.  It reads as though I died, when I beat the thing.  It's not a post mortem if I win!!


--------------------------------------------------------------
 DoomRL (v.0.9.8.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Whatever, level 9 Imp Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 172147 turns and scored 40899 points.
 He was too young to die!

 He killed 435 out of 463 hellspawn. (94%)
 He held his right to remain violent.

 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 invaded Spider's lair.
 He faced The Wall.
 And he cleared it completely!.
 He wandered into the Unholy Cathedral.
 He was caught in the Mortuary!
 And he managed to clear it!
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..................................................###.....
  #..............##..........................###.....###.....
  #..............##..........................#>#.....###.....
  #..............##..........................###.............
  #..........................................................
  #.................X........................................
  #..........................................................
  #..........................................................
  #......###......................................###........
  #......###......................................###........
  #......###......................................###........
  #..........................................................
  #................##........................................
  #................##........................................
  #................##........................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 147/80   Experience 33828/9
  ToHit +0  ToDmg Ranged +1  ToDmg Melee +1

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Finesse        (Level 1)
    Tough as nails (Level 3)
    Son of a bitch (Level 1)
    Juggler        (Level 1)

  Iro->TaN->TaN->Iro->Iro->TaN->Fin->Jug->SoB->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Angelic Armor [6/6] (100%)
    [b] [ Weapon     ]   BFG 9000 (8d8) [0/100]
    [c] [ Boots      ]   plasteel boots [8/8] (94%)
    [d] [ Prepared   ]   double shotgun (6d3)x2 [2/2]

-- Inventory -------------------------------------------------

    [a] red armor [4/4] (78%)
    [b] chainsaw (4d6)
    [c] advanced rocket launcher (4d5) [1/1] (D1R1S1)
    [d] advanced BFG 9000 (8d9) [8/130] (D1R1M1)
    [e] 10mm ammo (x140)
    [f] 10mm ammo (x40)
    [g] shotgun shell (x64)
    [h] rocket (x14)
    [i] rocket (x14)
    [j] rocket (x14)
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] phase device
    [s] phase device

-- Kills -----------------------------------------------------

    51 former humans
    39 former sergeants
    18 former captains
    32 imps
    35 demons
    50 lost souls
    35 cacodemons
    13 barons of hell
    1 Cyberdemon
    17 hell knights
    16 arachnotrons
    8 former commandos
    9 pain elementals
    5 arch-viles
    7 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 12 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 13 he ventured into the Halls of Carnage.
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 19 he ventured into the Spider's Lair.
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You instantly swap your weapon!
 Run - direction...
 You are hit!
 Run - direction...
 Fire -- Choose target...
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 Run - direction...
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 Fire -- Choose target...
 Fire -- Choose target...
 You wear/wield : a BFG 9000 (8d8) [40/100]
 Fire -- Choose target... You hear the scream of a freed soul!
 Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 235 brave souls have ventured into Phobos:
 219 of those were killed.
 7 of those were killed by something unknown.
 And 9 couldn't handle the stress and commited a stupid suicide.

--------------------------------------------------------------


I managed to get an invincibility sphere before I met the cyber, so he had no chance.  I just unloaded with both my BFG's and he was a crispy critter.  Felt a bit cheap, but I'm happy to say I never savescummed.  Too bad I never have any luck on any of the harder difficulties, despite having trained mostly on the middle of the 5 difficulties.  Bleah.  First time!  Hooray!


6
Requests For Features / Tactics refinement, capslock
« on: July 11, 2007, 06:01 »
I realize I've been making a disproportionate amount of posts.  Let me know if it's too much. 

I've found that the tactics switching thing can be a bit tedious.  Other posts here have talked about decreasing the amount of keypresses to make things better.  I find that, if I'm playing full-on, I tend to run with coward until I encounter something, then decide if I can take it down in a single turn.  If I can, I switch to aggressive to increase my chances of hitting.  If not, or I'm going to be fireballed, I tend to stick to coward and hope that I hit, taking advantage of the increased dodge.  But always, when there are no monsters, I revert to coward, because there's no reason to be otherwise.

Is there an advantage to being aggressive when there are no monsters in sight?  If not, I'd almost say that having different firing buttons for different styles of shots would make more sense than having to cycle through tactics during every encounter.  Something like hitting "f" to target, followed by "f" again to switch to aggressive tactics.  This would leave you open to being hit more often due to the aggressive stance, but since it takes no time to switch tactics during your turn, you would revert back to coward anyway unless there was an advantage again to the increased to-hit of aggressive (then you would just hit "f" twice again).  If you wanted cautious, you'd have a different keypress, and a different one for coward.  These buttons would only work this way during targeting mode (just like tab changes function during firing mode (from tactics to switching aim)).

Should there be a way to disable capslock?  I sometimes accidentally hit it, then sit there getting shot at and wondering why the key I keep hitting doesn't work. 

7
I'm never quite sure how Wikipedia works, but apparently someone is trying to delete the current entry because it apparently has no verifiable sources.  Why they'd pick on a small stub like that I don't know, I guess there aren't enough people to try to get the deletion notice removed, even though some unsourced fanboy entries in wikipedia that manage to resist deletion are relatively horrible.

If anyone knows how to reverse this process, and wants to, I guess now would be the time.

8
Requests For Features / Armor Mods
« on: July 10, 2007, 05:57 »
I'll just put this here:

Armor mods?

Like, something that increases the protection slightly?  Reduces damage for a single type of weapon (vs. bullets, vs. shot, vs. fireballs, vs. plasma, vs. acid, vs. lava).  Something that increases the percentage above 100 (as silly as that sounds). 

I've seen power armor mentioned before, so you could have a mod that increases skills like powered armor would, adding a bit to HtoH damage, or speed, or staying power. 

Reactive armor, that destroys itself while taking full damage from a single hit. 

Deflective armor, which adds a change in vector percenage to the to-hit roll, which will send bullets flying in random directions away from the player (great for being stuck in the middle of crowds).

Maybe this is straying a bit from the Doom forumla, but the weapon mods are fun if you can manage to get an advanced weapon...

9
Bug Reports / autorun difficulties
« on: July 09, 2007, 16:04 »
During the latest version it seems that the autorun feature, while it works pretty well, won't let you run over water.  That's not a big deal, I know why that is, but when I flood the level (which is often, I have this indescribable compulsion to pull levers), I have to slog through them instead of being able to zip from one end to the other.

But the autorun also makes you run into teleporters...  That's not so hot.  It was funny when I ran into it and got zapped to the other side of the screen, but I can imagine that causing some serious problems. 

10
Sorry if any of the below repeated other people's suggestions, I haven't gone through the whole forum yet.

Would it be possible to have a starting tactic toggle?  I don't know if there is one already, but I tend to switch to coward on the first board because that seems to yield the best results.  The one I use the least is probably cautious, unless I've upgraded my character's to-hit modifier.  It'd be nice if I could start all my games with the same tactic without having to cycle through them every time I start.

I don't know the limitations of roguelike designs, but I wonder if there could be a feature that would dump a buffer of keypresses if the character gets wounded.  Maybe I should just change my playing style, but when I'm running across a board to get to the unexplored area, and some enemy has sneaked into the explored zone and starts rapid-firing, I get to watch helplessly as my buffered commands get carried out while the enemy fires.

This isn't a request because I know how hard it would be to implement, but it would be neat to someday see the monsters actually get angry at each other like they did in the original, to help take some heat off the player.

Boots don't seem to do much good, but maybe I'm missing some underlying process that reduces damage.  I seem to always get just as damaged as I do without them, but maybe you need plasteel in order to see any real difference.  I miss chemsuits, where you have a limited time of running over the bad stuff without worrying about damage, like an invincible sphere but longer duration and less benefit.  Maybe getting a chem suit wouldn't be so useful unless it was useable like a first aid kit.

For the colorblind players out there, some of the weapon colors are a bit hard to discern.  I have real trouble differentiating the shotguns from the plasma rifles (and their ammunition).  And the way I can tell the double barrel shotgun from the pistol is that the db shotgun looks slightly brighter.  I imagine it's actually a different color, though.  At least the combat shoguns, advanced weapons and rocket launchers are easy to spot.  I'm willing to help out in this regard, because I realize if you can see in full color it would never occur to you that there was anything wrong for us cripples :)

I think a neat addition would be complex buildings to lay siege to from the outside, like the first level only with harder enemies inside.  That way you could have multiple entry points you could try out, much in the way that some of the red exit buildings have been done.  Has the red exit generation changed?  It seems to be much more regular than it was previously.

Edit: A nice display idea would be to turn the text a different color if your health falls below 30 percent or so.  I tend to be so busy playing I don't notice my tiny health indicator is near to zero.  Another low health option:  Remember in Wolfenstein 3-D when your health got below a certain amount, you could actually drink blood and eat certain corpses?  Sounds a bit gross, but it might be a nice to do when you're desperately low on health.

One final thing, I think the difficulty seems to ramp up pretty drastically.  I was on level 10 and found myself surrounded by three Barons, one Arachnotron, one Hell Knight, with a Mancubus in the distance waiting to take me out if they all failed.  I realize this game has some random elements that can't be tweaked too much otherwise it'll mess up the fun, but was I just lucky all those previous rounds?  The jump was too much, considering I had found next to nothing in the way of weaponry leading up to that moment (chaingun and combat shotgun were pretty much it).  Since the new version I felt as though the scaling had changed, but maybe I just got lucky before. 

The game is always fun, if sometimes frustrating.  I play it WAY too much :)  Thanks Kornel, you've made a gem.

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