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16
Modding / Re: WolfRL
« on: December 07, 2016, 19:34 »
With DoomRL being open sourced I have resumed this. It has its own repository on GitHub. Now that makewad and debug doomrl builds are available to the masses it is possible--not fun but possible--to play WolfRL in its current state. With luck as WolfRL needs features I can add them to DoomRL's engine.
17
Discussion / Re: D**mRL Run video to try to promote Jupiter Hell
« on: December 07, 2016, 07:28 »
I hate git. Because I am old and set in my ways of centralized dictatorship.
IRC has been a lot more active this past week too. Maybe it'll become a developer hangout or something. the DoomWorld peeps know too so if a dev over there decides to sign up we'll need some sort of org...
IRC has been a lot more active this past week too. Maybe it'll become a developer hangout or something. the DoomWorld peeps know too so if a dev over there decides to sign up we'll need some sort of org...
18
Discussion / Re: D**mRL Run video to try to promote Jupiter Hell
« on: December 07, 2016, 06:05 »I was surprised when you made the comment that Chaosforge got a cease and desist letter for naming their game DoomRL! :o I just checked and, yeah, the main Chaosforge site lists the game as DRL now. When did that happen? :|
Yesterday. Also this happened:
Quote
https://github.com/ChaosForge/doomrl
19
Modding / Re: How could I make new Assemblies?
« on: June 19, 2014, 18:42 »
If you intend to get started with DoomRL modding the wiki is a useful, if not always complete resource.
IRC is another good resource. You may have to idle for a while but if you have a question that the wiki does not cover there's no better source. Because those guys all have the source.
IRC is another good resource. You may have to idle for a while but if you have a question that the wiki does not cover there's no better source. Because those guys all have the source.
21
Modding / Re: Got an error (crash on startup). Can anyone help? (possibly music related)
« on: April 24, 2014, 21:09 »
Wow. Impressive config. Can't really help debug it though.
I'm assuming everything works if you leave the default config files in place so best I can suggest is redo it based on the 0997 music config until one of the features makes it stop working.
I'm assuming everything works if you leave the default config files in place so best I can suggest is redo it based on the 0997 music config until one of the features makes it stop working.
22
Modding / Re: Modifying constants and a no trait restriction mod
« on: April 21, 2014, 00:04 »
A few of those you could change with some clever editing but essentially what you are looking to do is create a new wad entirely where you are not beholden to the defines of the original game. And that is something you can't do very easily right now. Your best bet is to try asking around IRC.
23
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: February 08, 2014, 23:31 »
Tor, if you'd actually hang around on IRC and play WolfRL you could probably cajole me into finishing and releasing it.
Just a thought.
Just a thought.
24
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: February 06, 2014, 18:19 »
Tormuse SMASH puny game engine.
25
Bug Reports / Re: DoomRL 0.9.9.7 has this freakingfustrating bug.
« on: December 17, 2013, 05:47 »
I'd wager it's a bug in medal or badge assignment but that's just an educated guess. To have any hope of helping you since there's no postmortem I'd need the save in question.
26
Forum / Re: PM system is broken
« on: September 11, 2013, 17:50 »
I've been getting that error periodically when posting normally. If I posted more often I'd be really annoyed by it.
27
Releases / Re: Skulltag Arena
« on: September 10, 2013, 05:44 »
It's all right there in the code :p
Strength = +1 to damage bonus
Resistance = +1 to armor
Prosperity = fiddling with the health cap
Rage = 2/3rd firetime and reloadtime
Regeneration = what the name implies, lower health means faster regen
Reflection = damage dealt to you is also applied to the nearest enemy
Drain = every enemy you kill heals you a little bit based on the enemy's max HP
Haste = boost to speed equiv to a level in HR + you never get tired
Doom = +4 to damage bonus
Guard = +4 to armor
Turbo = Double speed
Partial/Total invis = 2/4 point bonus to dodging (implemented as a PENALTY to all enemy ToHits because there was no dodgebonus property at the time)
Time Freeze = abuse of the timing code to give the player free moves, simulating a freeze in time
Strength = +1 to damage bonus
Resistance = +1 to armor
Prosperity = fiddling with the health cap
Rage = 2/3rd firetime and reloadtime
Regeneration = what the name implies, lower health means faster regen
Reflection = damage dealt to you is also applied to the nearest enemy
Drain = every enemy you kill heals you a little bit based on the enemy's max HP
Haste = boost to speed equiv to a level in HR + you never get tired
Doom = +4 to damage bonus
Guard = +4 to armor
Turbo = Double speed
Partial/Total invis = 2/4 point bonus to dodging (implemented as a PENALTY to all enemy ToHits because there was no dodgebonus property at the time)
Time Freeze = abuse of the timing code to give the player free moves, simulating a freeze in time
29
Bug Reports / Re: Pushing barrels paints a floor
« on: September 05, 2013, 16:42 »
Abusing enemies in order to make them immobile barrels would be a lot of work and I'm not 100% certain it could be done. That's the sort of exploitive coding crazy modders do, not the sort of thing the game and engine proper should do.
I'm of the opinion, but I'm not sure if it is well shared, that if this does get fixed it should be fixed by the fan crew properly once DoomRL reaches the end of its shelf life.
I'm of the opinion, but I'm not sure if it is well shared, that if this does get fixed it should be fixed by the fan crew properly once DoomRL reaches the end of its shelf life.
30
Bug Reports / Re: Pushing barrels paints a floor
« on: September 03, 2013, 19:44 »
Cells cannot 'remember' anything. They are not distinct objects.