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1
Discussion / Anywhere I can download 9.9.5 non-graphical?
« on: May 24, 2012, 17:49 »
Hey guys. Well, as interesting as graphical DRL is, I'd still, if possible, like to have the most up-to-date non-graphical version of the game, and I unfortuneately missed the opportunity to download it before Kornel switched to 9.9.6... So I ask, does anyone still have a copy of non-graphical 9.9.5 they could send me?
2
Discussion / Re: AnyDice ... dice probability scripting for fun and profit
« on: December 05, 2010, 01:36 »
Thankyou very much, I've been looking for something like this... Specifically because whilst reading an old forum thread on TVTropes dedicated to the infamous pen and paper RPG FATAL, I noted that to determine a character's birthday, you roll 1d20 + 1d12 -1, which the forumer who mentioned this rightly noting that it would cause a minor bell-curve... With this, I can now see just what that bell-curve actually looks like. Again, thankyou very much... :D
3
Requests For Features / Re: New unique items
« on: November 28, 2010, 21:23 »Virus Gun
Unique Gun
Damage:1d1;
Acc:+2;
ClipSize: 10;
Description: Hopefully those biologists found the way to kill demons.
Special: Every enemy hit with it receives damage each turn. 1 initial +1 for each action. If it gets hit it gets another +1. Valid for first 50 shots.
AltFire: Fires normal 2d4 round;
AltReload: Resets the countdown of the special.
Another random idea.
I fucking love this thing, but it soooo overpowered. Fire into the darkness, hear a Vile gasp, move away, listen as the Vile slowly dies, rinse and repeat...
4
Requests For Features / Re: The Horrible Ideas Thread
« on: November 28, 2010, 20:37 »I am Death Incarnate! difficulty:
In addition to all normal enemy bonuses on UV, enemies deal twice as much damage and take no friendly fire (including splash). All Former Humans are replaced with Former Captains, and all Hell Knights are replaced with Barons of Hell. Finally, the Cyberdemon's rocket launcher is replaced with a quad-fire chaingun (meaning 16 shots at once) and 400 ammo to boot, and is invulnerable to nuclear damage. Enjoy your stay! (Secretly, JC would have the same changes, in case someone thinks they're being clever.)
And before you say anything, no, this wouldn't be pleasant to play at ALL. I just like the Wolf3d reference.
Of course, if you did do that, you'd probably have to make it so that, if you decided to nuke Cybie anyway, that you couldn't go down the stairs untill you'd killed him, because otherwise a player might "skip" cybie, which would probably glitch the game up something chronic...
5
Requests For Features / Re: Better Sound Synthesis Technique
« on: November 28, 2010, 20:33 »
OK, well, in response to this little arguement, I've broken out my Year 12 Physics textbook from last year and there seems to be some confusion among you guys regarding the difference between sound intensity and sound level. The reson for this is that human hearing percieves sounds in a way that is rather mathematically odd, with an increase of ten times the intensity resulting in an increase in the sound level (percieved by the human ear) of 10 decibels, meaning a human doesn't hear the sound as being 10 times louder, even though it it is ten times more intense, which is due to the manner in which the human ear operates.
What is true, however, is that if you double the distance to the source of the sound, you quarter the intensity, rather than halving it (as it is indeed given by I = 1/r2). A doubling of sound intesnity will increase the sound level (in decibels) by about 3 dB, so if you double the distance (and thus quarter the intensity), the sound level will decrease by 6 dB... What the book doesn't seem to say, however, is how much quiter a decrease of 6 dB sounds to the human ear, though according to this website...
http://www.gcaudio.com/resources/howtos/loudness.html
...we percieve an increase of 10 dB (meaning an increase of ten times the intensity) as being roughly twice as loud and a 20 dB increase as four times as loud...
The bottom line here is that, laptop and thomas, neither of you is exactly right.
Laptop, it is indeed neccessary to put in ten times the power (as intensity is given by Watts per square metre) to make a sound the human ear will percieve as being ten times louder, but doubling the distance to the source of a sound will not make it sound twice as quiet (as the sound level will decrease by 6 dB every time the distance doubles, not 10), 'nor will doubling the distance halve the intensity (it will quarter it).
Thomas, your statement is correct with respect to sound intensity (how much actual power-per-unit-area there is), but as far as the human ear is concerned, standing 2 metres away from the source of the sound will not cause it to sound four times as loud than if you were standing 4 metres away (even though the intensity has indeed increased by 4 times, as you need the intensity to increase by 10 times to raise the level by 10 dB and thus make it sound twice as loud).
I hope that helps clear things up... I also hope I haven't gotten anything wrong here... :-/
What is true, however, is that if you double the distance to the source of the sound, you quarter the intensity, rather than halving it (as it is indeed given by I = 1/r2). A doubling of sound intesnity will increase the sound level (in decibels) by about 3 dB, so if you double the distance (and thus quarter the intensity), the sound level will decrease by 6 dB... What the book doesn't seem to say, however, is how much quiter a decrease of 6 dB sounds to the human ear, though according to this website...
http://www.gcaudio.com/resources/howtos/loudness.html
...we percieve an increase of 10 dB (meaning an increase of ten times the intensity) as being roughly twice as loud and a 20 dB increase as four times as loud...
The bottom line here is that, laptop and thomas, neither of you is exactly right.
Laptop, it is indeed neccessary to put in ten times the power (as intensity is given by Watts per square metre) to make a sound the human ear will percieve as being ten times louder, but doubling the distance to the source of a sound will not make it sound twice as quiet (as the sound level will decrease by 6 dB every time the distance doubles, not 10), 'nor will doubling the distance halve the intensity (it will quarter it).
Thomas, your statement is correct with respect to sound intensity (how much actual power-per-unit-area there is), but as far as the human ear is concerned, standing 2 metres away from the source of the sound will not cause it to sound four times as loud than if you were standing 4 metres away (even though the intensity has indeed increased by 4 times, as you need the intensity to increase by 10 times to raise the level by 10 dB and thus make it sound twice as loud).
I hope that helps clear things up... I also hope I haven't gotten anything wrong here... :-/
6
Requests For Features / Re: The Horrible Ideas Thread
« on: November 19, 2010, 16:04 »Angel of Min Carnage
"I'm the most unluckiest man alive."
You are a decent marine, having decent aim and all. But whatever weapons you use, you always cause minimum damage. In this Bizarro world twist, everyone and everything does the minimum possible damage while leaving hit percentages untouched.
That's one long way down...
Melee build anyone? Brute and Vampire would go a loooong way making this easy.
Yeah... You'd have to be terribly careful of Viles though (keep in mind that they do 10d1 and thus "min damage" and "max damage" for them is exactly the same).
7
Requests For Features / Re: Challenge modes ideas - old and new.
« on: August 18, 2010, 10:29 »
Shoop da Whoop, I think any challenge mode that penalises you even more severely for standing still than Red Alert already does is probably too tough... I don't know about th rest of the community, but losing health every time I fire a weapon, pick something up, use items or indeed take any action other than moving is not my idea of fun...
8
Requests For Features / Re: New unique items
« on: August 18, 2010, 10:25 »
With regards to the powerup jar idea, do you guys suppose it could work if it were a unique (that is, rare and only one per game at most) and only worked once?
9
Requests For Features / Re: A small idea - Gender selection
« on: August 18, 2010, 10:16 »Well, I am against it, since the female character would have significant advantages over DoomGuy. Game would be unfair
Well this wouldn't happen if gender selection were simply a cosmetic choice as I originally suggested, rather than some sort of challenge mode...
10
0.9.9.1 / Re: [H|100%|AoPure|StWin|YAAM] Pure woman, pure awesome...
« on: August 18, 2010, 10:13 »Quote
You do know that the Halls give you a Supercharge upon entry, right? Granted, I usually save that for the exit, but if you need the BFG that much, why wouldn't you?
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On Angel of Purity, you're unable to swallow those delicious supercharge globes. That came out a little wrong...Yeah, what Chaos said, Tavana... :)
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Anyway! Yes, AoP is frustrating for many reasons, causing levels like Chained Court, Hell's Arena, and even The Wall (backpack is a powerup) to have diminished awards.
For that very reason, unless you've somehow managed to make yourself into an ultimate badass who can easily blow through the knights and barons with no trouble by the time you find the Wall, there's absolutely no reason at all to do it on AoP, something that, I think, should be addressed, with the rewards possibly chaging depending on challenge mode the way they do for Hell's Arena now (the Halls in particular come to mind)... If you want explorer and conquerer badges, you're probably better off getting them on a standard game.
11
Requests For Features / Re: A small idea - Gender selection
« on: August 18, 2010, 03:23 »Quote
Perhaps your female marine has a badassness of 15.0 on a scale of 10.0 and so she's masculine?
Why would female marines neccessarily need to be ultra-mannish? Characters like Samus Aran and Lara Croft, even if they are becoming rather trite, oft-repeated examples do still, I think, prove that female characters can be badasses without being "mannish" in any sort of extreme... Actually, my favourite example is probably Samantha Carter, but that's just me...
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but supposed you don't want all your Marines to be Marinesses? I agree that en extra prompt is a nuisance, but perhaps you can put a flag in the name? Like [f] Ripley would become "Ripley" but female.
Now that is a good idea... :)
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Let's be blunt here: Making the DoomGuy female brings little to nothing to the game. On the other hand, there was a suggestion in the Challenge Thread about a challenge where you played a female character. That brings something more. A difference in speed, better at some weapons, bad with others, damage and HP variations. In short - a different playstyle.
In other words, if something like this is ever added, I strongly suggest that it be more than just a difference in just gender.
Hmm... I wouldn't neccessarily be in favour of this, but it could work...
12
Requests For Features / Re: New level style: warehouse
« on: August 18, 2010, 03:16 »Quote
Not "disappearing walls". Using your terminology, yes, broken ones. Look carefully at the screenshot: the walls that are obviously missing from the vault all have blood on them. Back in the betas and earlier, even if there were blood splattered in the rooms, they did not remove walls like that. This is particularly annoying for any vaults in the level, since it releases all the denizens inside it, whether you want to deal with them or not.
Yes, but the walls were already gone when I first spawned in the level and I've seen broken walls very much like the one in my screenshot in previous releases of the game...
13
Requests For Features / Re: Challenge modes ideas - old and new.
« on: August 18, 2010, 03:14 »Angel of the Ailing
You are a former ass kicking marine! Back in your day, you raided hell and destroyed the cyberdemon, and you have the scars to prove it. On the verge of retirement, you gain word that your old pal cybie is back and all the new recruits have failed to take him down. Return and show these fresh whelps how it's done!
You start as a level 20 marine with an inventory full of BFG, chaingun, large med kits, etc. Enemies grant no exp, you already have plenty of that. However, you haven't been keeping in shape and you're not used to this kind of mental and physical exertion. As a result, every dungeon level you pass causes you to level DOWN, losing one of your much loved traits. If that wasn't enough, the strain on your aching back prevents you carrying as many items, and your inventory spaces decrease by 1 ever level passed. This is surely a one way trip...
This sort of thing has been proposed before and your version of it is a little extreme, IMO... I honestly don't think it would be possible to fight through most of Phobos Hell with no traits and not a single inventory slot...
14
0.9.9.1 / Re: [H|100%|AoPure|StWin|YAAM] Pure woman, pure awesome...
« on: August 18, 2010, 03:06 »Quote
I'm confused here. According to your mortem, you had no "Entering level # (s)he was almost dead..." so you couldn't have gone into a floor with low health...unless it doesn't apply to Hellgate. (FYI, Hellgate is closer to Phobos Anamoly, E1M8.)
Actually, I was referring to how the epilouge basically states, "You've cleared out the Phobos base, but now you've found the lost Deimos base and will have to fight through it too!" and how I was at 2% after killing Cybie. That being the case, I was merely sepculating that I doubt that Chaith would appreciate stumbling onto the Demios base (no doubt packed full of hellspawn) at 1 health and with no medkits... It's the roleplayer inside me that causes me to have such thoughts, you see...
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Mancubi automatically fail at hitting you if you sidestep. This isn't to say that one of their side-hits doesn't hit anyway, but just saying.
Funilly enough, much of the time (particularly in the lava pits) I was just standing there and plugging away at them and they still seemed almost completely unable to hit me... Must've been because they were at maximum range I suppose...
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Good run overall, HMP AoPu YAAM isn't an easy task.
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Congrats, AoP is pure hell imo. Then you had to go and get 100% off the top of that, very awesome.
Thanks guys, I appreciate that... :)
Really, once you've got your DoomRL basics down pat, winning games like this one tend to come down more to persistance than anything... That is, not getting discouraged after you come tantalisingly close to Cybie but ultimately die or suffer another embarrasing level 2 death because the RNG decided to have its way with you... I find that if you keep playing, games like this one will inevitably come up occasionally...
15
Requests For Features / Re: Barrel physics
« on: August 17, 2010, 10:15 »
I don't know about barrel knockback, but I'd certainly like to be able to pull the damn things out of corners and to where I need them to be, rather than where the RNG wants them to be...