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Messages - tehtmi

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46
Hi. This bug was also discovered by one of the beta testers, so we already have a fix for when the new version comes out.

Anyway, thanks for reporting the bug, and sorry for the trouble it caused you.

47
Somehow, the VisionBaseValue in your game got set to 15.  (This is normally supposed to be 8.)  When you picked up the goggles, your vision range got too high for the game to handle, causing the crash.

I've added a safeguard to make sure that a high vision range will not crash to game (though it still isn't supported -- sorry modders).

VisionBaseValue isn't supposed to ever change.  However, it is stored in the save game.  It appears to be possible that trying to load an invalid or corrupt save game file could set VisionBaseValue to a garbage value that would not get reset unless you quit the game or loaded a valid save.  To avoid the possibility of such a thing occurring in the future, I've removed this value from the save game.  (If it needs to be added back, we can be more careful about ensuring it is set properly when starting a new game.)

Thanks for the assistance!

48
If you have the save file available, could you post it please?  I think I know the immediate cause of the crash, but the save file could help determine how the game got into such a state.

49
Bug Reports / Re: [0.9.9.6] Small pahfinding error
« on: November 04, 2012, 00:46 »
DoomRL's AIs don't do full A* searches; normal enemies especially can abandon the search fairly aggressively (which is happening in this case).  I believe this is mainly a speed consideration, as it is possible for many enemies to be on the level at once and running too many searches can slow things down.

Of course, it is possible to make up the speed difference in other ways (such as running searches less frequently), but I don't believe this is a high priority at the moment.  The current search parameters seem to get enemies where they're going most of the time.

50
Discussion / Re: Your actions
« on: June 27, 2012, 20:27 »
Most or all things in the game use the same (pseudo-)random number stream, so levels generated after the first would change depending on how the earlier levels were played.  Given the amount of random calls during level generation both in Lua, the valkyrie library, and to a lesser extent in the DoomRL core, it would be a significant task (though not insurmountable) to get them all running on a separate number stream.

I think providing the seed to the user has some nice niche uses.  Besides what is suggested here (allowing exploration of a challenging situation), I've also seen this feature requested so that people could share an initial seed and then compete to see who could tackle it best.

51
Bug Reports / Re: DoomRL typos
« on: June 26, 2012, 20:44 »
You can fix problems on the wiki yourself.  In fact, doing so is encouraged!  (You can log in with you forum username and password.)

There is a lot of out-of-date information, and probably plenty of outright mistakes as well. ;)

52
Discussion / Re: Your actions
« on: June 26, 2012, 20:41 »
Indeed turn means 0.1s.  This is old terminology that used to be everywhere, but has since been eliminated from most places.  It does get confusing anyway though as seconds can mean game seconds or real seconds.

I got rid of the N! speed thing a few versions ago since it didn't have a meaningful effect (except causing GH to nuke himself that one time).  The way it used to work was the same as the way the scout bonus works now... a percent modifier applied to the time cost of all actions.

(You can check the number of elapsed turns in game from the @info screen.)

On topic: I'd probably start running, east, north-east, south-east. (And then die shortly in all likelihood.)

53
Those are just blood covered I think?  I hardly ever do regular CC.

This is correct.  All the walls are destructible except for the walls around the very edge of the map.

54
0.9.9.6 / Re: [U|AoB|YAAM] Gargulec Cross
« on: June 12, 2012, 22:13 »
Wait a second.
Now, where's my Gargulec Medal?
I suspect this is the reason:
Quote
[mod] -- TR#---: Difficult medals give you easier medals of the same series if you haven't already received them (game_hunter)
(It used to be that the harder medal always completely canceled easier ones.)

Also, awesome job. :)

55
Discussion / Re: Quick questions thread!
« on: June 07, 2012, 20:27 »
Is pistol-whipping still disallowed on strongman badges etc., or has that already been fixed? I think I read that it is fixed, but I'd hate to be wrong about it.

If you actually kill an enemy with your fists, it shouldn't matter what weapon you have equipped, the kill is supposed to count as fists.  However, if an enemy dies that you didn't kill directly (e.g. self-death, friendly-death, lava), the kill will count as your currently equipped weapon.  So, running around with a weapon equipped is not advisable when going for Strongman badges.  Without digging into the code again, I'm not quite 100% sure though.

Also, there might be a bug with calculating which weapon was used to kill an enemy when Juggler is equipped in the current version.  I don't remember if that was fixed before or after release.

56
Modding / Re: Modding Tutorial (WIP)
« on: June 07, 2012, 20:21 »
I also would like a "cheat sheet" with all of the objects in DoomRL listed with their id's (you know, small med pack=smed, jackhammer=ujack, et. cetera)

You will like this page.

57
Discussion / Re: Old versions
« on: May 27, 2012, 18:38 »
0.9.9.4 through present is still hosted on chaosforge, just not linked:
doomrl-win-0994
doomrl-linux-i386-0994
doomrl-linux-i386-0994-nosound
doomrl-linux-x64-0994
doomrl-win-0995
doomrl-linux-i386-0995
doomrl-linux-x64-0995
doomrl-osx-x64-0995

I've also hosted what I have on my machine on dropbox.  This includes most versions back through 0.9.8.5, although I had to repackage most of them, so my apologies if there are any mortems, config changes, etc I forgot to revert.
doomrl-win-0985
doomrl-win-0987
doomrl-win-0988
doomrl-win-0989
doomrl-win-09810
doomrl-win-099
doomrl-win-0991
doomrl-win-0992

Older versions than 0.9.8.5 probably exist somewhere, but these are all the public versions I have.

58
Bug Reports / Re: [0.9.9.6G Win] Vaults have wrong tiles
« on: May 25, 2012, 10:16 »
Yes, this is something we'll fix.

59
It is worth mentioning that though 0.9.9.6 can be played in Graphical mode, it can still be played in the classic console (non-graphical) mode as well.  I don't think we ever intend so drop support for our console users.  The download size of the low quality version is not even too much larger than the old versions of the game.

You can control whether or not to use graphics by editing config.lua or running with the -console command-line option.  A batch file called doomrl_console.bat is provided to do this automatically in Windows distributions.

60
Discussion / Re: Quick questions thread!
« on: May 22, 2012, 04:44 »
Pushing barrels into lava used to be my favorite form of suicide. Used to be...

It could be again. It was restored in 0.9.9.6.  ;)

Sounds sensible enough, but no. I know of at least 2 times I got killed on lava (CC + HoC), and there's not a single suicide in my mortems...

I believe this is mistakenly reported as "killed by a soldier" in 0.9.9.6, but it should still count toward the running total displayed at the bottom.

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