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1
Bug Reports / Small (visual) door bug. (1.0a) AoCo run, door on Europa
« on: August 18, 2021, 16:17 »
Attaching my save standing right at the door (and my log file). The door allows me to walk through as if it isn't there, but appears closed and doesn't auto-open as the Europa doors do. I didn't shoot it, I don't think. Not impeding play or causing a crash or anything, but clearly doesn't appear to be functioning as intended.
EDIT: And, of course, when I load my save the door is now gone. My guess is maybe the explosion of the turret nearby destroyed it, but graphically it was *definitely* still showing as closed when I did my save and then disappeared on reload, so something doesn't appear to have been getting deleted visually as expected.
EDIT: And, of course, when I load my save the door is now gone. My guess is maybe the explosion of the turret nearby destroyed it, but graphically it was *definitely* still showing as closed when I did my save and then disappeared on reload, so something doesn't appear to have been getting deleted visually as expected.
2
General Discussion / Default player name setting?
« on: August 04, 2021, 17:55 »
I know in DoomRL (err, sorry, I mean DRL... :P) we could edit the config.lua "AlwaysName" value so that you didn't have to type in your player name for each run. Is there a similar setting in JH? I checked its configuration.lua and the only name-related setting I found was "skip_name = false". Not sure if setting this to true means the last name entered just gets used or what so I figured I'd ask here.
Tomorrow is the big day. Thanks again for your years of work on this (and all your previous roguelikes) KK. Been a blast to be on this ride with you (and the team... including your brother). All the best!
Tomorrow is the big day. Thanks again for your years of work on this (and all your previous roguelikes) KK. Been a blast to be on this ride with you (and the team... including your brother). All the best!
3
General Discussion / How to get my Steam key resent?
« on: June 02, 2020, 21:49 »
Hey guys. I was an inner circle backer (Diamond level, if I remember correctly). I know that steam keys for access went out for backers at this level a while ago but I don't remember ever getting the email with mine. Is it possible to get my key resent? I had access to the Inner Circle forum all during dev, so I know my backing was working correctly, I just don't remember ever getting a key and now that the game is well along in dev I'd like to jump back into it again. Thanks!
4
Discussion / Updated manual keybindings for quick swap of all weapons.
« on: March 05, 2015, 16:04 »
I've updated Evilpotatoe's excellent manual keybindings to allow quick swaps of all weapons in 0.9.9.7.
Original thread: http://forum.chaosforge.org/index.php/topic,6115.msg52888.html#msg52888
I made a few tweaks to his/her layout to group things in a way that makes sense to me and to include the new uniques which were added in release 0.9.9.7.
You can drop the following into your keybindings.lua file (found in your DoomRL base directory). You'll want to wipe out any old bindings that might conflict with these.
The concept is simple, you just use CTRL-ALT along with the appropriate letter/symbol on the keyboard to quick swap any weapon the same way the standard 1-0 keys allow swapping of standard/assembled weapons.
I've provided both a graphic and excel spreadsheet showing my layout for reference while playing. I tried to group things similar to the paradigm EP set up, keeping like weapons vertically arranged in groups.
I tested them all and they work for me. Let me know if you have any feedback.
Thanks guys!
Original thread: http://forum.chaosforge.org/index.php/topic,6115.msg52888.html#msg52888
I made a few tweaks to his/her layout to group things in a way that makes sense to me and to include the new uniques which were added in release 0.9.9.7.
You can drop the following into your keybindings.lua file (found in your DoomRL base directory). You'll want to wipe out any old bindings that might conflict with these.
The concept is simple, you just use CTRL-ALT along with the appropriate letter/symbol on the keyboard to quick swap any weapon the same way the standard 1-0 keys allow swapping of standard/assembled weapons.
Spoiler (click to show/hide)
I've provided both a graphic and excel spreadsheet showing my layout for reference while playing. I tried to group things similar to the paradigm EP set up, keeping like weapons vertically arranged in groups.
I tested them all and they work for me. Let me know if you have any feedback.
Thanks guys!
5
Discussion / Plate Armor vs. Tower Shield
« on: March 05, 2015, 08:03 »
Hey guys. Just came back to the game after a while off. Compiling some spreadsheets of data and came across something confusing.
The Tower Shield and Plate Armor are both listed in the wiki as being an assembly based on Red Armor with PO mods added:
http://doom.chaosforge.org/wiki/Tower_shield
http://doom.chaosforge.org/wiki/Plate_armor
They also show to use the same icon.
Did the Tower Shield supplant the Plate Armor in a later version of the game?
The Tower Shield and Plate Armor are both listed in the wiki as being an assembly based on Red Armor with PO mods added:
http://doom.chaosforge.org/wiki/Tower_shield
http://doom.chaosforge.org/wiki/Plate_armor
They also show to use the same icon.
Did the Tower Shield supplant the Plate Armor in a later version of the game?
6
Discussion / Ultra Keybindings - 3 Technical Questions
« on: April 10, 2013, 21:56 »
I have a fairly-customized keybindings.lua, but being a coder, I'd like to take it as far as possible. A few questions:
1. Is it possible to assign multiple commands to a single key? "Macro"-ing, if you will. It would be nice to set a single key to "COMMAND_RUNMODE" then "WAIT" rather than hitting (default) "," and "5" each time. (Or is there some easier way to wait in place that I'm just not aware of in gameplay?)
2. Has anyone figured out a nesting logic to be able to say... set a keypress of "3" to iterate through all of the different unique/assembled/standard shotguns to attempt to select them in a particular order until it finds one you have?
If what I mean isn't clear, to have nested logic where on a press of "3" it attempts "command.quick_weapon('upshotgun')" and if that fails then "command.quick_weapon('uashotgun')" and so-on until it hits a weapon you have in inventory. The logic of the order could be set in keybindings.lua logic nesting so that it looks for the user's preferred (i.e. most powerful, by the user's definition) first and iterates down to the "weaker" weapons.
There was some discussion similar to what I'm talking about here, but it doesn't appear to have ever been fully-resolved: http://forum.chaosforge.org/index.php/topic,6116.msg52893.html#msg52893
3. Is there a centralized list of all the object names used in code for the weapons? I checked the wiki and didn't find. it. I would like to know how people found the names "upshotgun", "uashotgun", etc. when they were doing extensive keybinding definitions.
1. Is it possible to assign multiple commands to a single key? "Macro"-ing, if you will. It would be nice to set a single key to "COMMAND_RUNMODE" then "WAIT" rather than hitting (default) "," and "5" each time. (Or is there some easier way to wait in place that I'm just not aware of in gameplay?)
2. Has anyone figured out a nesting logic to be able to say... set a keypress of "3" to iterate through all of the different unique/assembled/standard shotguns to attempt to select them in a particular order until it finds one you have?
If what I mean isn't clear, to have nested logic where on a press of "3" it attempts "command.quick_weapon('upshotgun')" and if that fails then "command.quick_weapon('uashotgun')" and so-on until it hits a weapon you have in inventory. The logic of the order could be set in keybindings.lua logic nesting so that it looks for the user's preferred (i.e. most powerful, by the user's definition) first and iterates down to the "weaker" weapons.
There was some discussion similar to what I'm talking about here, but it doesn't appear to have ever been fully-resolved: http://forum.chaosforge.org/index.php/topic,6116.msg52893.html#msg52893
3. Is there a centralized list of all the object names used in code for the weapons? I checked the wiki and didn't find. it. I would like to know how people found the names "upshotgun", "uashotgun", etc. when they were doing extensive keybinding definitions.
7
Post Mortem / [M|96%|YAVP] My first legit win (and Gold Badge)
« on: March 29, 2013, 15:12 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Onyx, level 12 Cacodemon Sergeant Major Marine,
defeated the Mastermind at the City of Dis.
He survived 235231 turns and scored 116978 points.
He played for 4 hours, 23 minutes and 17 seconds.
He didn't like it too rough.
He killed 611 out of 633 hellspawn. (96%)
He held his right to remain violent.
He saved himself 5 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 9
Levels completed : 8
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Armorer Badge
Hell Champion Medal
Lava Bronze Badge
Scavenger Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
#####................................#####################>
####...............####...............#####################
###.......####.....####................####################
##........####.....####.................###################
#.........####.....###......%............##################
..........####............................#################
...........................................################
...####...............................#....################
..&####...............................#....################
...####....................................################
...####....................................################
..............................X............################
..........####............................#################
#.........####.....####..................##################
##........####.....####.................###################
###.......####.....####................####################
####...............####...............#####################
#####................................#####################>
###########################################################
-- Statistics ------------------------------------------------
Health 50/60 Experience 65072/12
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Class : Marine
Finesse (Level 2)
Hellrunner (Level 2)
Tough as nails (Level 1)
Son of a bitch (Level 3)
Dodgemaster (Level 1)
Whizkid (Level 1)
Badass (Level 2)
Fin->Fin->HR->Bad->HR->DM->WK->SoB->SoB->SoB->TaN->Bad->
-- Equipment -------------------------------------------------
[a] [ Armor ] Malek's Armor [3/3] (89%)
[b] [ Weapon ] Railgun (8d8) [25/40]
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] BFG 9000 (11d6) [11/100] (P1)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] plasma shotgun (9d3) [39/39] (B1P2)
[c] laser rifle (1d7)x5 [40/40]
[d] blue armor [4/4] (85%) (AP)
[e] blue armor [2/2] (100%)
[f] blue armor [2/2] (76%) (A)
[g] red armor [4/4] (94%) (A)
[h] shotgun shell (x70)
[i] shotgun shell (x53)
[j] small med-pack
[k] small med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] homing phase device
[p] technical mod pack
[q] technical mod pack
[r] technical mod pack
[s] lava protective boots [2]
-- Resistances -----------------------------------------------
Acid - internal 0% torso 30% feet 0%
Fire - internal 0% torso 30% feet 0%
Plasma - internal 0% torso 30% feet 0%
-- Kills -----------------------------------------------------
94 former humans
69 former sergeants
17 former captains
72 imps
24 demons
175 lost souls
36 cacodemons
21 hell knights
19 barons of hell
30 arachnotrons
7 former commandos
8 pain elementals
9 revenants
10 mancubi
5 arch-viles
5 elite former humans
2 elite former sergeants
2 bruiser brothers
2 shamblers
1 lava elemental
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he assembled a tactical boots!
On level 7 he marched into the Military Base.
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical shotgun!
On level 9 he assembled a lava boots!
On level 9 he assembled a tactical armor!
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 13 he assembled a tactical rocket launcher!
On level 14 he assembled a ballistic armor!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
He fled the Unholy Cathedral seeing no chance to win.
On level 19 he entered the Vaults.
On level 19 he found the Railgun!
He cracked the Vaults and cleared them out!
On level 22 he entered the Lava Pits.
On level 22 he found the Malek's Armor!
He managed to clear the Lava Pits completely!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
feel vulnerable again.
You have no more ammo for the BFG 9000!
You swap your weapons. You are hit! You are hit! You are hit! You are hit!
You are hit! You are hit! You are hit! You are hit!
Fire -- Choose target...
You see : a Spider Mastermind (heavily wounded) | pool of blood | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind flinched! You
are hit! Boom! You are hit! Boom! Boom! You are hit!
Fire -- Choose target...
You see : a Spider Mastermind (severely wounded) | floor | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
Fire -- Choose target...
You see : a Spider Mastermind (mortally wounded) | floor | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
129 brave souls have ventured into Phobos:
119 of those were killed.
2 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
2 souls destroyed the Mastermind...
2 killed the bitch and survived.
--------------------------------------------------------------
I had a win early on (.9.9.1 or so) but that was with invul and a nuke so I don't really count it since the game is so different now and that really wasn't a battle with the MM. This was my first legit win after over 125 games.
Visited many of the new levels (*love* playing levels where I can easily see what original Doom level was the inspiration. Great job on that KK!)
After "training" with all sorts of strategies I can see myself getting better, tactics getting honed, etc. All from the info provided here and in the wiki, thanks to everyone for all their work.
Love Malek's Armor and the Railgun. Had some great luck along the way, but previous experience also makes it much easier to plan ahead. Although I kept stumbling over tons of tech packs. So many that I didn't know what to do with them all and even had 3 in inventory at the end. Want more power! :P
Used the AMS to open and clean out the vaults for the first time (I've been to them before, but only broke through the walls in the two weak spots). Used the lava element to take a few swipes at the Mastermind, then railed her to death.
Every time I feel like I'm getting worn out on this game, another level/aspect to it pops up and it's like a whole new world. Thanks again for all the work to give this to us, KK et al!
8
Discussion / CyberDemon dodging
« on: March 24, 2013, 17:32 »
I've been playing since .9.9.1 and have come up against the CB many times, and beaten him a fair number of them, but I don't feel I have ever gotten a grasp on the timing of dodging his shots. Even with Dodgemaster and a bunch of HR bumps. I've read all the strategy info I could find here, watched videos, etc. I understand the "move perp to his shots", etc. But how anyone manages to pull off a damageless run against him, dodging every shot and never getting spalsh damage from the pillars in the ToB is beyond me. Can anyone shed any light on the sequence/timing to outwit that punk? :P
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