Chaosforge Forum

DoomRL => Modding => Releases => Topic started by: tehtmi on April 16, 2012, 22:12

Title: The Inferno Module
Post by: tehtmi on April 16, 2012, 22:12
DoomRL: Inferno
"A difficult module for DoomRL version 0.9.9.6"

download 0.15.1 (raw) (http://www.lethe.xyz/drl/inferno/inferno%200.15.1.zip)
download 0.15.1 (wad) (http://www.lethe.xyz/drl/inferno/inferno%200.15.1%20(wad).zip)

Old Versions:
Spoiler (click to show/hide)

Game Hunter's playthrough video on Youtube (http://www.youtube.com/watch?v=qbTznQQH-Sc)

This is a full episode module (~25 levels) with new monsters, new items, new special levels, new random levels, etc.

Graphics mode support is still a work in progress both in Inferno and in DoomRL itself (for mods at least), but if you're willing to put up with graphical issues, it should be playable.

Some of the sounds included copyrighted material used without permission.  If that makes you uncomfortable, let me know and I'll make a version without sounds available.

Feedback is very welcome. Praise, criticism, bug-reports, balance suggestions, screenshots, YASDs, YAVPs: bring 'em on!

Have fun!

Version History:
Spoiler (click to show/hide)

FAQ:
Q:  Which version should I download?  Raw or wad?

A:  They are about the same size, and they install the same way.  Raw contains the source code.  Wad doesn't work on MacOS.  If one doesn't work for you, try the other.

Q:  DoomRL crashes when I'm done playing your module.  What's going on?

A:  If you are running DoomRL in console mode, a bug in DoomRL itself will cause the game to crash when returning to the main menu from any module.  This is harmless but annoying.  The only known workarounds are to run the game in graphics mode or to set MenuReturn to false in config.lua (which is hardly better).
Title: Re: The Inferno Module
Post by: Shinji_Ikari_9th on April 17, 2012, 02:06
Looks good so far. however it crashed when i exited the mortem.

Like the touch of being able to choose your starting loadout.
Title: Re: The Inferno Module
Post by: shark20061 on April 17, 2012, 02:07
If you were playing in console, all modules will crash on returning to the main menu.
Title: Re: The Inferno Module
Post by: Shinji_Ikari_9th on April 17, 2012, 02:26
If you were playing in console, all modules will crash on returning to the main menu.

That must have been it then because i was playing in console.
Title: Re: The Inferno Module
Post by: Motorheadbanger on April 17, 2012, 02:40
The monsters do not move when they don't see (or hear?) you so:
You hit the imp. The imp dies.                                                 
 There are stairs leading downward here.                                       
 ##############################################################################
 #••••••••;••••••••••#•••••••••••••••••••••••••#•••• •••••••••      0   0     #
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 ##############################################################################
  Headbanger                 Armor : duelist armor [2/2] (72%)                 
  Health: 200% Exp:  8/71%   Weapon: chainsaw (4d6)                             
  cautious                                                    Hell         Lev13


DAT REVENANT!!!11
Title: Re: The Inferno Module
Post by: Motorheadbanger on April 17, 2012, 03:00
--------------------------------------------------------------
 DoomRL (v.0.9.9.6) roguelike post-mortem character dump
 Module : Inferno (0.15.0)
--------------------------------------------------------------

 Headbanger, level 9 Marine,
 disintegrated by an achlys by the waters of the Acheron.
 He survived 69152 turns.
 He played for 48 minutes and 50 seconds.
 He didn't like it too rough.

 He killed 610 out of 636 hellspawn. (95%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   11/  11    2119     1m12s
  The Spawning Pits  Complete   37/  37    2357     2m03s
  The Blood Temple   Complete   12/  12    1551       52s
  Erebus             Complete   15/  15    2089     1m27s
  Singularity        Complete   27/  27    2813     2m21s
  The Acheron        Death      26/  52    1127     1m17s

-- Awards ----------------------------------------------------

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Massacre Cross
  -- Killed fifteen monsters in fifty turns

  Shadow Medal
  -- Defeated the shadow demon

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  ###.|"+.###################################################
  ###..|..###########################h}.}hh##################
  ###/###########......##############}}..X.###.||.....#######
  ##...##########..%...##############||...|###."..s"ss#######
  #............##.+...%##############++....###...+s.+.#......
  ..............#......##########...##}}#############+#.A.A..
  .......%......#/######..............||....M##.........A..A.
  =%===========.......................a..Ma........A.........
  ===========%=======...==========..a..A.V..........U..======
  ====%===========%====================i=====================
  ======================================a====================
  .............=========%============%===========a===========
  ...................===..........=====%=======%=%=====......
  ####........#.................a............................
  ###################.......................................>
  ###################...########.............................
  ####################.###########.....................######
  ###########################################################

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

  Health 0/57    Experience 38072/9
  ToHit Ranged +0  ToDmg Ranged +0
  ToHit Melee  +6  ToDmg Melee  +9

  Berserk

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

  Class : Marine

    Tough as nails   (Level 2)
    Brute            (Level 3)
    Berserker        (Level 1)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Bad->Bad->MVm->Bru->TaN->TaN->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   chainsaw (4d6)
    [c] [ Boots      ]   plasteel boots [2/2] (100%)
    [d] [ Prepared   ]   combat shotgun (7d3) [5/5]

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

    [a] blue armor [2/2] (58%)
    [b] red armor [1/4] (13%)
    [c] shotgun shell (x50)
    [d] large med-pack
    [e] large med-pack
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] homing phase device
    [n] homing phase device
    [o] homing phase device
    [p] homing phase device
    [q] envirosuit pack
    [r] power mod pack
    [s] power mod pack
    [t] Aegis
    [u] Staff of Souls
    [v] Duplication Pack

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 95% 
    Fire       - internal 60%   torso 60%   feet 85% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    126 former humans
    39 former sergeants
    21 former captains
    130 imps
    47 demons
    86 lost souls
    10 cacodemons
    8 hell knights
    6 barons of hell
    1 arachnotron
    2 former commandos
    3 pain elementals
    5 revenants
    2 mancubi
    1 arch-vile
    22 spectres
    1 shadow demon
    57 hydras
    15 hydra queens
    27 achlyses
    1 cinder

-- History ---------------------------------------------------

  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 7 he entered The Spawning Pits...
  There he discovered the Aegis.
  He slew the hydra queen!
  On level 8 he encountered the Blood Temple...
  He slaughtered the worshippers!
  On level 14 he descended into Erebus...
  There he discovered the Staff of Souls.
  He banished the shadow demon!
  On level 15 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  He reached the banks of the Acheron.

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

 The missile hits the former sergeant. The missile hits the former sergeant.
 The missile hits the former sergeant. The former sergeant dies. You are hit!
 You dodge! The missile hits the arch-vile. You dodge! The missile hits the
 arch-vile. The missile hits the arch-vile. The missile hits the arch-vile.
 You need to taste blood! There is shotgun shell (x30) lying here.
 You hit the arch-vile. You are engulfed in flames! That hurt! You' going
 berserk! The former sergeant dies. The former sergeant reloads his shotgun.
 The former sergeant reloads his shotgun. You need to taste blood!
 You hit the arch-vile. The arch-vile dies. You're going berserk! You dodge!
 The missile hits the achlys. You are hit! You are hit! You are hit! You are
 hit! You need to taste blood!
 You hit the former captain. The former captain dies. You are hit! You need to
 taste blood!
 The former sergeant misses you. The former captain hits you. You are hit! You
 die!... Press <Enter>...
 Run - direction...

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

It's awesome! Although it looks like Doom2RL pre-alpha or something like this. I really enjoyed playing it and... That void thing and the blood river with all the floating corpses... Just great.
P.S. Hydras are my favourite now. I love the sound of them dying,
Title: Re: The Inferno Module
Post by: Tormuse on April 17, 2012, 03:15
Spoiler: My first YASD run (click to show/hide)

Pretty cool mod!  :D  I played Nightmare with a Shotgun loadout, ('cause that's how I roll)  :)  and it didn't fare too well in Hell's Keep.  Even though I invested in SoB to save ammo, I used it all up pretty quickly.  I probably would have fared better with the pistol loadout, since you get a Shotgun pretty early anyway and then I would have been able to use all the bullets I found.  I'll try the pistol loadout to see how it compares, but I have a feeling that the benefit of having a Shotgun slightly earlier probably isn't worth losing the extra med-pack.
Title: Re: The Inferno Module
Post by: yaflhdztioxo on April 17, 2012, 05:35
Inferno is awesome.  Everyone should play Inferno.

As an aside, the cool people on IRC have known and played Inferno since 0993.  Do you want to be cool, listen in on all sorts of developer talk, and sometimes even get to test beta mods?  Then join IRC.
Title: Re: The Inferno Module
Post by: ZicherCZ on April 17, 2012, 06:40
Wow. Looking very good so far - great job!
Now I need to figure out how to deal with that hydra queen, although I already have a theory ...
Title: Re: The Inferno Module
Post by: Kornel Kisielewicz on April 17, 2012, 10:12
As an aside, the cool people on IRC have known and played Inferno since 0993.  Do you want to be cool, listen in on all sorts of developer talk, and sometimes even get to test beta mods?  Then join IRC.

You should add (no pun intended) that ChaosForge's channel is #chaosforge on QuakeNet :)
Title: Re: The Inferno Module
Post by: Game Hunter on April 17, 2012, 11:47
If you want to see a quick preview of the module in action, check out these (http://www.youtube.com/watch?v=qbTznQQH-Sc) videos (http://www.youtube.com/watch?v=S49HnPQKDj8). I only got about as far as Motorheadbanger, but it gives you more than enough content to see the many feature changes and additions.
Title: Re: The Inferno Module
Post by: Brewtal Legend on April 17, 2012, 12:23
What's the difference between the wad and raw versions?

The modules still crash on exit?
Title: Re: The Inferno Module
Post by: ZicherCZ on April 17, 2012, 12:44
You should add (no pun intended) that ChaosForge's channel is #chaosforge on QuakeNet :)
Just for the record, is there any web client for Quakenet (such as webchat.freenode.net where I frequent their ##crawl channel)?
I have some trouble running native IRC clients, and at work these are outright banned. A web-based interface would be nice.

EDIT: Nevermind my question - the web client is located at webchat.quakenet.org.
Title: Re: The Inferno Module
Post by: Napsterbater on April 17, 2012, 15:19
Got an access violation as soon as the game was supposed to start using the raw version. WAD version works fine.


Timestamp   : 17-4-12 17:14:03
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $005501A4 :
EAccessViolation : Access violation
  $005501A4
  $004A6214
  $081D64EF
  $081026F7
  $080DB224
  $080D8F5C
  $081CB0D8
  $081D3EC2
  $081CB588
  $081C7BC1
  $081CA8A7
  $081CB71C
  $081C8F8B
  $08102714
  $080DB224
  $080ECDFE
  $0807F3D8
Title: Re: The Inferno Module
Post by: Ander Hammer on April 17, 2012, 17:23
What's the difference between the wad and raw versions?

The modules still crash on exit?

The wad is a neater package. The raws leave the source there if you want to look or play around. Don't know if there are any differences.

I've been playing this mod for a while before this version came out. A lot of its innovations are still pretty hardcore, even on easy difficulties...
Title: Re: The Inferno Module
Post by: Napsterbater on April 17, 2012, 19:01
Very intriguing. Really starting to want a bugfix release for 0.9.9.6 so I don't have to reload the game every time. Oh yeah, and so Fireangel will work.
Title: Re: The Inferno Module
Post by: tehtmi on April 17, 2012, 21:34
If you were playing in console, all modules will crash on returning to the main menu.

Correct. :(


The monsters do not move when they don't see (or hear?) you so: ...

Intended :)

@Everyone: Thanks for all the feedback!
Title: Re: The Inferno Module
Post by: Motorheadbanger on April 18, 2012, 02:12
The reward in Spawning Pits appears after the slaughter of the queen, not the 'blue text'.
Title: Re: The Inferno Module
Post by: Ander Hammer on April 18, 2012, 06:48
The reward in Spawning Pits appears after the slaughter of the queen, not the 'blue text'.

So does at least one of the other yellow rewards.

I don't think this is an oversight.
Title: Re: The Inferno Module
Post by: mihey1993 on April 19, 2012, 07:13
Firstly I want to say thanks to tehtmi for such a great module =). It can be compared with original DoomRL - also very intersting and exciting.
Now some words about gameplay. I completed it only on ITYTD diffuculty and not sure that I have rights to discuss the balance, but I would ))
First of all I want to say about hydras - idea is very good and intesting and i liked it very much, but on E they are not enemies at all - i mean that i never thought about their damage, even for man without armor it isn't a big problem, so i won't say anything about red armor + TaN =). But it can be problem of easy difficulty so i'm not sure that they are so "Friendly".
Then about level-generation. I liked very much new type of level with randomly-placed single-wall tiles. It's like a mix of labyrinth and cave. For shotgunner it's excellent )). Maybe for people with pistols or rapid-fire it would be a challenge, but idea is very good.
Third thing i have to mention is new items, especiaaly artefacts such as Staff Of Souls and Aegis. I'm not sure that people would agree with me, but i was waiting for such power-ups for a very long time. And about Staff - i think it has rather low cost for use, so maybe it should be higher. Dublication+Hellfire is rather OP and i think it should be corrected not to work for everything.
About problems - they are already mentioned - craches on exit and creatures that doesn't mention marine if they don't see him.
Also I think Ptolomea should be rebalanced, cuz for me it was much harder that Mortuary on HNTR, but doesn't give anything except ammo.

And my shotgunner-run mortem
--------------------------------------------------------------
 DoomRL (v.0.9.9.6) roguelike post-mortem character dump
 Module : Inferno (0.15.0)
--------------------------------------------------------------

 mihey, level 14 Marine,
 defeated the Simulacrum and escaped from Hell.
 He survived 100692 turns.
 He played for 1 hour, 6 minutes and 35 seconds.
 He was too young to die!

 He killed 780 out of 780 hellspawn. (100%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   11/  11    1807       58s
  The Spawning Pits  Complete   43/  43    1422     1m39s
  The Blood Temple   Complete   12/  12    1470       30s
  Erebus             Complete   15/  15    2366     1m18s
  Singularity        Complete   25/  25    2985     1m28s
  The Acheron        Complete   67/  67    3795     3m19s
  Infernal Sanctuary Complete   30/  30    2429     2m34s
  Ptolomea           Complete   38/  38    3675     4m17s
  The Technomanse    Complete   12/  12    2724     2m38s
  Hell's Egress      Complete   13/  13    1146     1m03s

  The Crossing       Complete   18/  18    1295     1m30s

-- Awards ----------------------------------------------------

  Tactician's Token
  -- Cleared a random floor without taking damage

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Shadow Medal
  -- Defeated the shadow demon

  Ruby Heart
  -- Defeated the lava witch

  Wanderlust Token
  -- Visited every special floor

  Order of Conquest
  -- Completed every special floor

  Betrayal Token
  -- Cleared Ptolomea

  Shottyman Medallion
  -- Won with at least 80% shotgun kills

  Order of Slaughter
  -- Killed every monster

-- Graveyard -------------------------------------------------

  ###########################################################
  #............=.....................==......................
  #.###.......==.....................=.....###...............
  #.#=#.......===.......#==........=====...#=#...............
  #.###......======##...#==......=======...###=...........===
  #=....=....%======#...#===.###.==.====...===...........====
  #.=...==..%=.==.=#=..======#=#=....==#...======........====
  #..=.====...=.==.=..==...==##=.....==#....=#==.=........===
  #.=...==.....=.=...=..===...==.....#==....=#====.......====
  #=###.===.....=...=.=====.=.====.....==...=##==.=......=..=
  #.==#..==....=====.===#====.==#=....==.....======......=.==
  #====.===...====..====#=======#==...........=.=.........===
  #=========....=..====.===..======........%...............==
  #=...==.=....==....=====.....=.......###...................
  #===.====...=..X...=====.....=.......#=#...................
  #===========........=====....=.......###............===....
  #=======.#=#........==.===...=......%%..%...........===....
  #=======.###........=====....=......................===....
  #======.....%.......=====..................................
  ###########################################################

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

  Health 112/107    Experience 97149/14
  ToHit Ranged +0  ToDmg Ranged +0
  ToHit Melee  +0  ToDmg Melee  +0

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

  Class : Marine

    Ironman          (Level 5)
    Tough as nails   (Level 3)
    Reloader         (Level 2)
    Badass           (Level 2)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  Rel->Rel->SM->Bad->Bad->MAD->TaN->TaN->Iro->Iro->Iro->TaN->Iro->Iro->

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

    [a] [ Armor      ]   duelist armor [2/5] (44%) (H)
    [b] [ Weapon     ]   super shotgun (8d4)x2 [0/2]
    [c] [ Boots      ]   steel boots [1/1] (61%)
    [d] [ Prepared   ]   tactical shotgun (8d3) [0/5]

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

    [a] shotgun (8d3) [1/1]
    [b] combat shotgun (7d3) [5/5]
    [c] BFG 9000 (10d8) [20/100]
    [d] Trigun (3d6) [6/6]
    [e] powered exoskeleton [2/2] (200%)
    [f] shotgun shell (x50)
    [g] shotgun shell (x31)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] power cell (x50)
    [k] small med-pack
    [l] small med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] Aegis
    [q] Staff of Souls
    [r] Duplication Pack

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 25%   feet 0%   
    Melee      - internal 0%    torso 25%   feet 0%   
    Shrapnel   - internal 0%    torso 25%   feet 0%   

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

    64 former humans
    59 former sergeants
    16 former captains
    99 imps
    38 demons
    94 lost souls
    26 cacodemons
    26 hell knights
    31 barons of hell
    32 arachnotrons
    9 former commandos
    4 pain elementals
    9 revenants
    19 mancubi
    7 arch-viles
    14 nightmare imps
    4 nightmare demons
    1 lava witch
    39 spectres
    1 shadow demon
    111 hydras
    15 hydra queens
    39 achlyses
    16 cinders
    6 asuras
    1 Simulacrum

-- History ---------------------------------------------------

  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 6 he entered The Spawning Pits...
  There he discovered the Aegis.
  He slew the hydra queen!
  On level 8 he encountered the Blood Temple...
  He slaughtered the worshippers!
  On level 12 he descended into Erebus...
  There he discovered the Staff of Souls.
  He banished the shadow demon!
  On level 14 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  On level 15 he raided The Crossing!
  On level 15 he assembled a tactical shotgun!
  He reached the banks of the Acheron.
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 19 he assembled a powered exoskeleton!
  Level 20 was a hard nut to crack!
  On level 21 he anwsered the call of Ptolomea...
  He blasted the demons who were lying in wait!
  On level 22 he found the Trigun!
  On level 23 he visited The Technomanse.
  He destroyed the evil within!
  He finally reached Hell's Egress...
  ...and defeated the Simulacrum!

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

 You see : a hell knight (wounded) | floor | [ m ]ore
 The hell knight dies. You are hit! The hell knight hits you.
 You see : a hell knight (unhurt) | floor | [ m ]ore
 You are hit!
 You see : a hell knight (severely wounded) | blood | [ m ]ore
 The hell knight dies.
 The hell knight hits you.
 You see : a hell knight (mortally wounded) | blood | [ m ]ore
 The hell knight dies.
 You see : a Simulacrum (severely wounded) | floor | [ m ]ore
 You see : a Simulacrum (mortally wounded) | pool of blood | [ m ]ore
 You are hit! Your duelist armor is damaged!
 The Simulacrum reloads his rocket launcher.
 You see : a Simulacrum (almost dead) | pool of blood | [ m ]ore
 The Simulacrum dies.
 Game loaded. Welcome to the Doom Roguelike...

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

Title: Re: The Inferno Module
Post by: Ander Hammer on April 19, 2012, 12:32
Nice to see that it's beatable, if only on ITYTD. I usually have this problem where there's not enough health to carry around.

I see you did use the Staff of Souls... you must realize what its use cost is, because you only used it once. You think it's too cheap? I know I'd be shooting myself in the head if I used it, then hit a tracking map.

I'd kind of like to see special level rewards/static loot rebalanced with somewhat more of a balance between ammo and health. Ammo is rarely a problem in Inferno.
Title: Re: The Inferno Module
Post by: mihey1993 on April 19, 2012, 14:02
I know u won't agree me, but tracking map helps alot =) Only with it's help i did The Technomanse practically without taking damage. Maybe it would be easier for me if i weren't visiting it for the 1st time. I really think that 3 HP is low cost - even in original i used trigun up to 5 times without any Ironmans, and could complete the game, so... but maybe i'm too self-confident and dont think about other players =))
Title: Re: The Inferno Module
Post by: Uranium on April 19, 2012, 15:38
Ptolomea...
...just...
wow...
Title: Re: The Inferno Module
Post by: mihey1993 on April 19, 2012, 15:58
It's rather easy on easy xD i had SSG and berserk when started it, so..about 10 medpacks 1 shellbox and practically all other place is filled with plasma...so not a big problem..oh no - it's a BIG problem, but RNG loves me xD
trying now UV run with ammochain - it's really hell T_T shotgunner is easier. Spent about 5-6 hours to get to the 4th level...trying not to die atm ))

I think we shouldn't discuss runs there, cuz it's more a feedback theme, than a gameplay chat ))
Title: Re: The Inferno Module
Post by: tehtmi on April 19, 2012, 21:17
I completed it only on ITYTD diffuculty and not sure that I have rights to discuss the balance, but I would

I'd like inferno to be balanced on all difficulty levels and fun for a wide range of players, so all feedback is valuable. :)

Dublication+Hellfire is rather OP and i think it should be corrected not to work for everything.

If you want to wait that long to use it, I think you'll get very little benefit from it since the game is almost over, but I'd be interested in seeing what other people think.

Also I think Ptolomea should be rebalanced, cuz for me it was much harder that Mortuary on HNTR, but doesn't give anything except ammo.

There is a lot more than ammo in Ptolomea... you can't leave with any of the items without clearing the level (unless you are very clever).

Congratulations and winning, and thanks for the feedback!

I think we shouldn't discuss runs there, cuz it's more a feedback theme, than a gameplay chat ))

I consider any kind of discussion to be feedback, so don't stop on my account.
Title: Re: The Inferno Module
Post by: mihey1993 on April 19, 2012, 22:11
There is a lot more than ammo in Ptolomea... you can't leave with any of the items without clearing the level (unless you are very clever).

Yeah, I know, but I mean that despite BFG is useful, I spent most part of ammo, medpacks and red armor, so when I finished I found only plasma ammo. Or maybe i have missed something ))
Title: Re: The Inferno Module
Post by: Sirdec on April 21, 2012, 00:50
This mod really kicks ass, i only tried a few HNTR runs and failed but wow ! It's really great.

Good points (Going to forget a lot here i guess...) :

* Ennemies that need to notice you to be alerted : very Doomish.
* New Ennemies with great mecanics. The first group specters really left me wtfucking.
* Cool level generators, i had a ''standart level' with small ammo rooms within a big room, very neat.
* The ammo lever
* Lots of level events that i have yet to figure out what all of them do.
* Special levels : this is actually the best part of the mod for me so far. Some are big others small, some relatively easy others very hard, some simple as in kill everything others are like 'a mission with objectives'. Another great feature is (most) special levels aren't allways generated, last try i even had 2 spawn on one floor, giving choice thus replayability.

Awesome work tehtmi !

Bad points :
* sometimes a few monsters that should clearly be part of one monster group aren't alerted when they should, i guess this must be hard to code ;-).
Title: Re: The Inferno Module
Post by: Matt_S on April 21, 2012, 14:14
Wow this is tough...
Spoiler: mortem (click to show/hide)

I ended up carrying boatloads of mods and forgetting to grab any Whizkid levels until the very end.  For the one special level with a blue staircase, I had cleared the level before entering the stairs, but the level text was red again when I returned.  Just to be sure I wandered around the level double-checking that there were no enemies, acid-walking a lot in the process :( Typo: "On level 9 he the Fool's Tomb!"  Despite entering the Singularity with invincibility and invisibility, I couldn't close all the portals in time.  I was greatly unprepared for Barons, especially in such an open area.
Title: Re: The Inferno Module
Post by: Kornel Kisielewicz on April 21, 2012, 16:57
Crash on Exit in console mode is my fault, please don't beat tehtmi for it :P
Title: Re: The Inferno Module
Post by: Napsterbater on April 21, 2012, 21:08
Crash on Exit in console mode is my fault, please don't beat tehtmi for it :P
Is there going to be a bugfix release anytime soon to fix this and the other major bugs?
Title: Re: The Inferno Module
Post by: Tormuse on April 21, 2012, 23:05
Today is the first day I've had time to give this a really good try.  After a bunch of failed Nightmare games, I decided to try UV and this is my best YASD so far:

Spoiler (click to show/hide)

I'm trying to avoid spoilers by reading other people's posts in this thread, so I didn't know what to expect.  I was going for YAAM Conqueror to fully test the new levels in the mod, but needless to say, I was completely unprepared for the Blood Temple, (as soon as I saw the message "you pull the trigger, but nothing happens," I thought, "Oh crap, I should've taken a melee build")  :P  but I wouldn't have it any other way, because the ominous setup for that level made it all the more exciting!  :D  (Like Delta labs in Doom 3!)  :)

I took the Shotgun loadout with a Scavenger build (with a few levels in SOB at the beginning to help save ammo)  ;)  and despite the grief I gave the Shotgun loadout earlier in this thread, it actually held up pretty well.  (even though I didn't encounter any Former Humans or Former Captains until level 4, so I wasn't able to use bullets until then)

The Spawning Pits were kind of ridiculous, but still lots of fun,  (What?  More Queens?  I knew this looked too easy!)  :P  and the Aegis was a neat addition to my equipment.

I liked the addition of Spectres in the mix of enemies but I'd like to suggest that they should probably be revealed by Tracking Maps.  I almost left a level without killing them, which would have cost me my YAAM, because I thought there were no more enemies.  (Perhaps they could be revealed as Inuition-style stars until you're up close?)

All in all, it's quite an exciting and well put together mod!  I'm looking forward to trying again with a melee build this time.  :)
Title: Re: The Inferno Module
Post by: AlterAsc on April 22, 2012, 02:13
Decided to give it a try and my best so far:
Spoiler (click to show/hide)
Starting with berserker loadout currently seems like the best idea to me now.

Added: the first time i got to lvl2:
Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: Ander Hammer on April 23, 2012, 20:59
The berserker loadout does work pretty well... especially as you don't have to bother with it once you escape the first room, which is hardly a problem. The two points of armor and vastly superior healing make an enormous difference. As Hell's Keep is now, the shotgun pack is just worthless, and the 'standard' is probably only best if you're going pistol. But hey, who knows, YMMV.

Several basements seem to be rewards for finding an invulnerability near the stairs or an obscenely early BFG. Antenora leaps immediately to mind; it just doesn't compare to, say, Doomtrain, Fool's Tomb, or even Echoes of Babylon. Hellfire Furnace, Crossroads, and Warp Core are all almost as bad.

I'm managing to do all right with Int->mBM, but I don't know how well Acheron would have gone.

Spoiler (click to show/hide)

I probably should have double-checked my armor and not hoped to get mBM right away, but still. The last time I went into Antenora - on HNTR - I barely survived... as a Marine... with a firestorm hyperblaster... and a five-step-old invul.
Title: Re: The Inferno Module
Post by: Tormuse on April 24, 2012, 10:15

I decided to give it a whirl with my favourite build, Vampyre.  :)  I was doing quite well up until that last room, where I opened the door and was face to face with 4 Mancubi!  The first barrage killed me, even though the first hit made me berserk.  I might have had better chance of survival if I had put levels into Ironman, or if I had played with the Staff of Souls less.  :P  (Hey, I didn't know what it did!)

EDIT: 

Did I mention that this is a fun mod?  :)
Title: Re: The Inferno Module
Post by: 2DeviationsOut on April 25, 2012, 08:40
So, I decided to go all out and go for a N! win. I think I missed a special level, but I'm satisfied with the overall result.

Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: Ander Hammer on April 25, 2012, 10:52
I think 2dev mentioned in IRC that he had mAC by the hydra queen...

Earlier difficulties have you struggling with fewer traits as it gets harder, whereas later difficulties might have harder beginnings, but then you have really early masters propelling you past certain breakpoints. Just like the regular game, I suppose.
Title: Re: The Inferno Module
Post by: 2DeviationsOut on April 25, 2012, 11:52
Well, I finished up a UV 100% Damageless Conqueror Inferno game. I particularly loved using my A1H2P1T1 Minigun. Mortem follows.

Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: RSO on April 25, 2012, 14:44
Well, I finished up a UV 100% Damageless Conqueror Inferno game.

It didn't take you very long to adjust to new enemies, new level layouts, and a fundamental change to the AI (they have to be alerted first), did it? XD
Title: Re: The Inferno Module
Post by: 2DeviationsOut on April 25, 2012, 18:16
Not really. In fact, they were a lot easier with the wakeup enemies, since I could pop into sight of the enemies and slaughter them all before they could react. Although, I'm loving this mod. So much fun!
Title: Re: The Inferno Module
Post by: tehtmi on April 25, 2012, 20:46
I'd like to suggest [spectres] they should probably be revealed by Tracking Maps.

Good idea; this will probably be in the next version.

So, I decided to go all out and go for a N! win. [...]

Well, I finished up a UV 100% Damageless Conqueror Inferno game. [...]

Wow.

@Everyone: I'm enjoying looking at all the mortems, suggestions, bug reports etc.  I will try to give everything due consideration for the next version.
Title: Re: The Inferno Module
Post by: mihey1993 on April 26, 2012, 01:05
Got 2 errors on level with Carnival of Death - think that they exist only cuz of existance of this special level, but you would understand it better
1st
Spoiler (click to show/hide)

2nd error
Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: Tormuse on April 26, 2012, 09:27
One other thing I forgot to mention:  Since you've been differentiating the wake-up sounds from the roaming sounds for the enemies, I should probably point out that in the original Doom 2, Revenants had their own roaming sound, different from their wake-up sound.
Title: Re: The Inferno Module
Post by: AlterAsc on April 26, 2012, 10:11
N! was too hard for me, so switched to UV.Result:
Spoiler (click to show/hide)
Don't understand why not 100%, because i made sure to clear all levels.Well, whatever.
Title: Re: The Inferno Module
Post by: mihey1993 on April 27, 2012, 13:58
Another one stupid death )) Maybe it's not so stupid as I think, but I was all in preparations to tomorrow's exam, so I haven't mentioned my Gothic Armor disappered(mean was destructed). Got two random-event levels, again Carnival of Death - for shotgunner with Elephant Gun(which RNG gave me on level with Carnival) it's rather easy. I decided to take Berserker+tans to be practically invulnerable, so Singularity was really easy, and Unholy Altar also wasn't a big problem(Chainsaw+3xTaN+4xBru+Ber) and as a very big gift I got Longinus Spear. It could be really good 100% UV Conqueror game as I think, but it's all my impatience T_T.
Mortem is attached
Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: tehtmi on April 28, 2012, 16:33
Got 2 errors on level with Carnival of Death - think that they exist only cuz of existance of this special level, but you would understand it better

These errors are very surprising because there are no levers in the Carnival of Death.  Do you remember more about what was happening at the exact moment of these errors?

One other thing I forgot to mention:  Since you've been differentiating the wake-up sounds from the roaming sounds for the enemies, I should probably point out that in the original Doom 2, Revenants had their own roaming sound, different from their wake-up sound.

Excellent observation.  I'll fix this in the next release.

Don't understand why not 100%, because i made sure to clear all levels.Well, whatever.

There is some juggling going on with kills that could cause problems (though most of it is basement-related).  Also, there are ways for monsters to get onto a level after clearing it... but I doubt that could account for the full discrepancy without you noticing.
Title: Re: The Inferno Module
Post by: mihey1993 on April 28, 2012, 23:26
These errors are very surprising because there are no levers in the Carnival of Death.  Do you remember more about what was happening at the exact moment of these errors?

No no. Sorry - my English is bad and I described it badly. These levers are not in Carnival. They both were near staircase to it
something like that
. . . . . . .  . . .
. >. . . . & . & .
. . . . . . .  . . .
  There are stairs to carnival and these 2 levers
Title: Re: The Inferno Module
Post by: VANDAM on May 02, 2012, 17:13
Crashes on start in mac os x and gentoo
using either wad version or raw
For mac os x x64 raw:
Spoiler (click to show/hide)
for mac os x 64 wad: Doom Module Loader > inferno.wad : bad or missing module table!
Title: Re: The Inferno Module
Post by: tehtmi on May 02, 2012, 21:22
Edit:

Use the raw version and substitute in this (attached) version of inferno_secret.lua (found in the inferno.module folder).

I felt like a jerk suggesting that you disable a cool feature :(

Original post:
Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: Ander Hammer on May 03, 2012, 03:13
(which no one much has found anyway)

I'm curious... how many are there in total?
Title: Re: The Inferno Module
Post by: VANDAM on May 03, 2012, 03:37
Now everything works, TU!
There are invisible stairs or you made another type of secrets?
Title: Re: The Inferno Module
Post by: Uranium on May 03, 2012, 10:43
I'm curious... how many are there in total?

I've only found one so far.
Title: Re: The Inferno Module
Post by: darksergio on May 03, 2012, 23:01
I am getting this error when I exit the mortem and the game crash. also the teleporting enemies out of nowere it is a bug or a interesting future


Timestamp   : 04/05/2012 01:53:55
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $004B87F0 :
EAccessViolation : Access violation
  $004B87F0  TLEVEL__PROPERCOORD,  of src/dflevel.pas
  $004C33D9  TDOOMCONMAPUIELEMENT__ONREDRAW,  line 165 of src/doomui.pas
  $00429428  TDOOMIO__LOADPROGRESS,  line 617 of src/doomio.pas
  $0041E1E0  TDOOM__LOAD,  line 135 of src/doombase.pas
  $0041EAA4  TDOOM__RUN,  line 267 of src/doombase.pas
  $00401B15  main,  line 71 of src/doomrl.pas

----------------------------------------------------------------------
Title: Re: The Inferno Module
Post by: tehtmi on May 03, 2012, 23:08
I am getting this error when I exit the mortem and the game crash.

Unfortunately, this is a bug with DoomRL's module system, not Inferno. It happens whenever returning to the main menu after playing a module (console mode only).

(One option to avoid it is setting MenuReturn to false in config.lua, but its not much better.)

Quote
also the teleporting enemies out of nowere it is a bug or a interesting future

This is a feature.  I do have some plans to make it more clear what is going on in the next version.
Title: Re: The Inferno Module
Post by: darksergio on May 03, 2012, 23:13
oh ok I trought it was a bug because imp or demon never jumped on my face from nowere anyway great module got raped twice by demon pack teleporting in from of me. it is very hard but fun also
Title: Re: The Inferno Module
Post by: Ander Hammer on May 08, 2012, 02:16
I finally beat your module, tehtmi.

Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: VANDAM on May 08, 2012, 07:30
I've got a question for u, Tehtmi: Your secrets are accessible on any difficulty? And, it's connected with invisible floors? Just give a small hint.
Once i saw an unusual message with a level, maybe this was a part of secret. Or it's connected with abyssboss(never seen this level)?
Title: Re: The Inferno Module
Post by: mihey1993 on May 08, 2012, 10:00
did it for 2nd time on UV...first 6-7 levels we reaaly hard, but then i got MAc, and on 14th level i got Hyperblaster and game become rather easy. Maybe not easy, but without any big problems. Last 2 levels i did without any healthpacks and heals at all, cuz H2A3 plasma rifle really rocks )).
Got shambler-lever which spawns shambler and gives a gift of 2A, 2T and nano packs ))
Spoiler (click to show/hide)
Spoiler (click to show/hide)

It's very sad that can't get 100% kills, but it's still big victory for me ))
And last thing - I did Ptolemea without wielding BFG - I took it after complete, but didn't got  Vindictive Cross
Title: Re: The Inferno Module
Post by: VANDAM on May 08, 2012, 11:43
And last thing - I did Ptolemea without wielding BFG - I took it after complete, but didn't got  Vindictive Cross

Code: [Select]
  OnTick = function()
    if player.eq.weapon and player.eq.weapon.id == "bfg9000" then //Even after completing we are trying to check BFG_pickup
      bfg_pickup = true
    end
 
     if bfg_pickup == false then
        player:add_medal("medal_waves1")
      end

I think that it could be this way
Code: [Select]
  OnTick = function()
    if (player.eq.weapon and player.eq.weapon.id == "bfg9000") and (kill_all{cleared} == "false") then // I don't know how to check 100% rate on LVL.
      bfg_pickup = true
    end
OR
OnKillAll = function()
    if player.eq.weapon and player.eq.weapon.id == "bfg9000" then //Reg aft KA
      bfg_pickup = true
    end
This way you can pickup the BFG after KA.
Title: Re: The Inferno Module
Post by: tehtmi on May 08, 2012, 20:23
I've got a question for u, Tehtmi: Your secrets are accessible on any difficulty? And, it's connected with invisible floors? Just give a small hint.
Once i saw an unusual message with a level, maybe this was a part of secret.

Secrets are accessible on all difficulties.  They are on non-random levels.  You should get an award in the mortem if you have found one.

I finally beat your module, tehtmi.
Congratulations :)

Quote
I kind of wish there were more secrets... I went over every inch of every special level looking for them and only found one I didn't know about.
Now that someone has found them all, I'll probably be motivated to add some more; I just don't want to make knowing the secrets too swingy.  (Maybe this has already failed?)

It's very sad that can't get 100% kills, but it's still big victory for me ))
I just noticed that the mortem kill percentage doesn't report my self-corrected kill numbers, so this is a bug with the module.  However, you were awarded the Order of Slaughter, so that means you really did kill everything.

...
I think that it could be this way
...
This way you can pickup the BFG after KA.
Good idea, I'll change this in the next version.
Title: Re: The Inferno Module
Post by: VANDAM on May 08, 2012, 20:27
And if I'll nuke the whole level there will be no secrets? Also, I'm using the G version, it's rather funny when you see a soulsphere that's trying to kill you(Nhydra). Nonrandom, heh, that means i must go through acidpits and so on...
I've found a bug on blood temple. If you are wearing DS the chainsaw goes into inv and level event doesn't start.
Title: Re: The Inferno Module
Post by: tehtmi on May 08, 2012, 20:34
And if I'll nuke the whole level there will be no secrets? Also, I'm using the G version, it's rather funny when you see a soulsphere that's trying to kill you(Nhydra). Nonrandom, heh, that means i must go through acidpits and so on...

I don't think nuking will help find secrets... it will usually cause the secrets to just be destroyed (although one of them may not handle it ideally).

Yes, I think you understand what I mean by non-random.

I'll try to have more of the G-version sprites make sense for the next version.
Title: Re: The Inferno Module
Post by: VANDAM on May 08, 2012, 20:45
Code: [Select]
   if player.eq.weapon and player.eq.weapon.id == "chainsaw" then
maybe pickup check is better? or just inv check?
And yet, on the welcome screen you can choose your weps, but, if you choose knife you can then pickup shotgun and it will be a sort of cheat.
Can I find those secrets without destroing walls?
P.S. only for Tehtmi
Now, it's time for lvl 41.
Fuuu...
Title: Re: The Inferno Module
Post by: tehtmi on May 08, 2012, 20:58
Code: [Select]
   if player.eq.weapon and player.eq.weapon.id == "chainsaw" then
maybe pickup check is better? or just inv check?
And yet, on the welcome screen you can choose your weps, but, if you choose knife you can then pickup shotgun and it will be a sort of cheat.

If I was doing it again, I'd probably use the level OnPickup hook, but that didn't exist when I originally wrote the level.  I didn't want to have any of the chainsaw hooks have level-specific code if possible, as that seems like poor encapsulation.  Inventory check during OnTick doesn't work since the chainsaw is immediately equipped.  Although, I guess the current system would fail if the player had a cursed weapon already.

I have mixed feelings about the melee loadout.  I think on UV and N! the difficulty of getting to the shotgun might be a deterrent, but I have considered removing the shotgun if the melee loadout is chosen.

P.S. only for Tehtmi

I decided that trying to spend time trying to hide it well was a waste of time.  No matter what I do it won't be hard to figure out, so I just did the bare minimum to discourage reading the file.
Title: Re: The Inferno Module
Post by: Ander Hammer on May 09, 2012, 01:24
I just don't want to make knowing the secrets too swingy.

If anything, they're not swingy enough.

I have an idea or two on how to make knowing the secrets more of a reward, which sort of goes hand-in-hand with a few thoughts I've had about the mod in general. Namely, that it's stingy compared to DoomRL. Hardly any guaranteed mod packs, very little guaranteed health, the only half decent guaranteed weapon is late in the game, and the Hellfire Pack is great for the two levels you get to use it.

Most basements are exclusions from this 'stingy' factor, but they rely on luck more than anything else - the game has to give you handy items that don't exactly drop like rain, e.g. tons of health and armor, and/or neat exotic weapons, and/or special consumables like ammo boxes or invulnerability globes. This is before your build and gear determines whether or not you have a shot at it at all - a primary factor for some seems to be having great move/attack speeds/dps, for example... and also before the game decides whether or not to spawn the right basements. It's kind of cool to have these 'bonus levels', but random spawn-or-not chances were removed outright from DoomRL Vanilla, so...
Title: Re: The Inferno Module
Post by: VANDAM on May 09, 2012, 01:46
I've got a couple of questions all are about levels:
Is the abyssboss1, abyssboss2, 41 accessible?
Title: Re: The Inferno Module
Post by: mihey1993 on May 09, 2012, 05:44
Was playing UV malicious blade run, with 2 butcher's cleavers and antigrav phase boots, on 22 level of hell with 100% kills and conqueror run, when game gave me this error, closed itself, and on try to continue from save(which was created on shutdown of game) it said that savefile is corrupted T___T

Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: Motorheadbanger on May 09, 2012, 07:20
I've got Hydra's Heart :-P I also found the mod depot lever o_O
Title: Re: The Inferno Module
Post by: VANDAM on May 09, 2012, 08:18
I've got Hydra's Heart :-P I also found the mod depot lever o_O
There are many mod deports, if rng is good.
Title: Re: The Inferno Module
Post by: Motorheadbanger on May 09, 2012, 08:34
Found a bug! In the mortem there was a funny line 'On level 7 he the Fool's Tomb'. You know, like
- On level 7, he accidentally the Fool's Tomb.
- What?
- The Fool's Tomb.
Title: Re: The Inferno Module
Post by: tehtmi on May 09, 2012, 20:21
I know the cause of the feature_warp crash; I hope to have a bug fix release fairly soon.

I've got a couple of questions all are about levels:
Is the abyssboss1, abyssboss2, 41 accessible?

These are not accessible in the current version.  They may never be accessible in their current forms.  (41 isn't done anyway)
Title: Re: The Inferno Module
Post by: VANDAM on May 10, 2012, 01:18
And now I've got a suggestion.
Maybe it'll be possible in future.
make a 2 floor lvl with keys.
for example: on the first floor there will be a red door(exit), yellow with a blue key. On the 2nd floor there will be blue door with blue key.
If now it's not possible to make a key you can use a lever event /arena master staff event. IDK whether it's possible or not to have multifloor lvls(but you made basements)
This idea was born when i saw basement lvls.
Also, if there will be BF_MELEE, BF_PISTOL, BF_SHOTGUN effect you can turn the welcome screen into challange selection and it's really easy to add mortem events such as AoB...
Now, BF_IMPATIENT BF_DARKNESS are possible
And some hardcore stuff like BF_NOHEAL with BF_REGENERATE I think, or it will be hm... uneasy.
Angel of stupidity BF_NOMELEE (%
BF_MAXDAMAGE if it's possible to give it to every monster.
P.S. If you want, I can write some features for your mod, I'm truly interested in donating code for RL projects.
Title: Re: The Inferno Module
Post by: tehtmi on May 10, 2012, 20:35
Multiscreen/multifloor levels are kind of a sensitive subject, so I'm not sure how far I want to go in that direction.  There is no support for them in the engine; inferno does all the book-keeping for basements manually.  Keys are definitely doable in a variety of ways, and I've considered them several times.

The welcome level did allow selection of challenges in some of the old alphas, but I wasn't happy with just duplicating DoomRL's challenges.  I have some ideas in this direction as well, but I'd also be interested in what other people think.  I'm not a big fan of weapon challenges, as these can be self-enforced.  I'd rather track these for all games and note in the mortem that the player accomplished the weapon restriction with an award.

I appreciate your offer to help with coding, but for now I'd like to keep coding on my own.  I've found that the biggest bottleneck in inferno development is coming up with new ideas and playing and evaluating them rather than the implementation side, so I'm most interested in hearing ideas and people's playing experiences.
Title: Re: The Inferno Module
Post by: VANDAM on May 10, 2012, 22:43
About suggestions:
I think it would be great if you'll make a secret level like exm9 in PC doom. There can be more than one secret tunnels of course. Also, secrets may be generated randomly and the can hide dangerous monsters... Just imagine, you open a secret and then you find your favorite bfg-cyberdemon, so cute...
About challenges, just for fun it'll be interesting to make Angel of [monster], and you restricted to monster characteristics/traits[i don't think about them], you play Vile and ressurect a monster, he fights for you. You play as zombie, equip armor and pistols[ just a dead doomer heh], or while you're playing demon you're in a permament berserk state+vampire and etc.
Angel of minimal damage, you do only min dmg, monsters do original/maximal.
Angel of chaos, you start from the river[hello cheaters], then you go through every non-random level, with 1 correction, basement levels are generated+some stuff.
Add a monster like Vile/Apostle... which can turn you into a chicken for a short period of time [they're dark mages huh]
Make a monster that looks like item[Nightmare hydras in G version] and they'll attack only when you near them[and info will show that it's an item].
Make a boss challenge, every lvl generates it's own boss with unique or exotic item.
Angel of morale, you kill enemy => you lose health.
Cursed levers, your equipment sticks to you, or smthg else. You push a lever then you die, poor rng.
Cursed challenge is good too, you start with cursed but good armor and weapons.
Invisible monsters should be visible under track map/int2 effect, while they are invisible you must have an opportunity to kill them, but, as far as i can remember, they are invincible while invisible.
More suggestions/bugs later.
Title: Re: The Inferno Module
Post by: tehtmi on May 12, 2012, 00:15
I've uploaded a new version in the first post: 0.15.1

This is mostly a bugfix release.  I also spent some time making the graphics more presentable, although there are still plenty of issues I need to get to (and plenty more that will probably need to wait until the next DoomRL release).

The main balance concern for me at the moment seems to be experience inflation.  I'm thinking of implementing something Game Hunter suggested to me: reducing all experience by some factor (possibly depending on difficulty level).  The DoomRL experience : level curve is a bit weird, but it seems exponential-ish, so this would probably reduce character level by a roughly the same amount at each point in the game.  This seems like a big change, though, so I didn't push it in for this release.

Invisible monsters should be visible under track map/int2 effect, while they are invisible you must have an opportunity to kill them, but, as far as i can remember, they are invincible while invisible.

The invincible while invisible aspect is something I've grown to like.  (It's also hard or difficult for a module to implement proper invisibility that works any other way.)  I think spectres would be pointless if they could be killed by wildly spewing shotgun blasts before they even got close.
Title: Re: The Inferno Module
Post by: shark20061 on May 14, 2012, 09:34
The DoomRL XP/Level Curves

The second image excludes the last 6 levels.

XP on Y-Axis, Level on X-Axis
Title: Re: The Inferno Module
Post by: AlterAsc on May 14, 2012, 10:54
Can you make the one with level scale?Because i think that exp as it is doesn't show much.
Also is curve the same for all difficulties?
Title: Re: The Inferno Module
Post by: GinDiamond on May 14, 2012, 12:10
DoomRL: Inferno
"A difficult module for DoomRL version 0.9.9.6"

download 0.15.1 (raw) (http://dl.dropbox.com/u/33547339/inferno%200.15.1.zip)
download 0.15.1 (wad) (http://dl.dropbox.com/u/33547339/inferno%200.15.1%20(wad).zip)

Old Versions:
Spoiler (click to show/hide)

Game Hunter's playthrough video on Youtube (http://www.youtube.com/watch?v=qbTznQQH-Sc)

This is a full episode module (~25 levels) with new monsters, new items, new special levels, new random levels, etc.

Graphics mode support is still a work in progress both in Inferno and in DoomRL itself (for mods at least), but if you're willing to put up with graphical issues, it should be playable.

Some of the sounds included copyrighted material used without permission.  If that makes you uncomfortable, let me know and I'll make a version without sounds available.

Feedback is very welcome. Praise, criticism, bug-reports, balance suggestions, screenshots, YASDs, YAVPs: bring 'em on!

Have fun!

Version History:
Spoiler (click to show/hide)

Just a thing:
Could you perhaps make the shotgun way a bit more loaded (in terms of ammo/consumables) in the beginning, because that's when you usually die?

Thanks!
Title: Re: The Inferno Module
Post by: tehtmi on May 14, 2012, 20:20
Also is curve the same for all difficulties?

The curve is technically the same on all difficulties, but earned experience has a multiplier on some difficulties (which is equivalent to scaling the curve).  It should be on the wiki.

Just a thing:
Could you perhaps make the shotgun way a bit more loaded (in terms of ammo/consumables) in the beginning, because that's when you usually die?

Thanks!

No promises, but I'll try to reevaluate the shotgun loadout.
Title: Re: The Inferno Module
Post by: GinDiamond on June 06, 2012, 11:06
Quote
No promises, but I'll try to reevaluate the shotgun loadout.

Thanks man!

Oh, and where can I find the directions to build the scout armor and whatnot? I found it in one of the 1.15.0 files, but I can't find it again, and I forget it.

Also, I die on the level after Singularity (I think that's what it is, the one where you've got to shut off the levers?).

On the level after Singularity, there aren't any stairs. I thought that I could use a homing phase to phase right over to the Usura and the Arch-vile to knock them out, but I couldn't. The Arch-Vile makes it too hard to complete.

Any suggestions on how to pass this level?
Title: Re: The Inferno Module
Post by: Ander Hammer on June 06, 2012, 16:18
Staff of Souls.
Title: Re: The Inferno Module
Post by: GinDiamond on June 16, 2012, 11:54
Staff of Souls.


How does this help?
Title: Re: The Inferno Module
Post by: GinDiamond on June 25, 2012, 12:47
Yeah, the Staff of Souls really helps.

Now, how the heck do I defeat the Lava Witch? Here are my stats:


Wearing:
balistic onyx armor [2]
cerberus steel boots [0/0] (100%)
Wielding:
focused double shotgun (8d4)x2 [2/2]
Prepared:
rocket launcher (6d6) [1/1]

Health: 100%

Inventory:

tactical shotgun (8d3) [5/5]
assault chaingun (2d5)x2 [40/40]
plasma rifle (1d7)x6 [40/40] (A1)
blue armor [2/2] (100%) (T)
fireproof red armor [4/4] (100%)
balistic medical armor [2/2] (100%)
chainsaw (4d6) (A)
10mm ammo (x140)
shotgun shell (x70)
shotgun shell (x70)
shotgun shell (x70)
rocket
power cell (x4)
large med-pack
large med-pack
agility mod pack
bulk mod pack
nano pack
Aegis
Staff of Souls
Duplication Pack
10mm ammo chain (x250)

Playing as HNTR Technician.
Experience lvl 11

Ironman (2)
Finesse (1)
Son of a Bitch (2)
Brute (2)
Juggler (1)
Berserker (1)
Whizkid (2)

Please help?
Title: Re: The Inferno Module
Post by: Solarn on June 29, 2012, 11:47
Any tips on dealing with Achlyses, especially on higher levels, when I don't have the luxury of killing them one by one? I'm trying to complete Inferno with a Technician - MEn build because I love the survivability it gives against nastier enemies (Revenants, Viles, Mancubi, etc), but Achlys attacks go through all armor and resistances and I can't defend against them at all.
Title: Re: The Inferno Module
Post by: Ander Hammer on July 08, 2012, 10:32
Yeah, the Staff of Souls really helps.

I like when things like this happen.

Quote
Now, how the heck do I defeat the Lava Witch? Here are my stats:


Dupe nano pack, place nano packs on plasma rifle (or alternatively, one on rifle and one on an armor you like), shoot Lava Witch until she dies.
Title: Re: The Inferno Module
Post by: GinDiamond on July 08, 2012, 15:09
Any tips on dealing with Achlyses, especially on higher levels, when I don't have the luxury of killing them one by one? I'm trying to complete Inferno with a Technician - MEn build because I love the survivability it gives against nastier enemies (Revenants, Viles, Mancubi, etc), but Achlys attacks go through all armor and resistances and I can't defend against them at all.

Achlyses are really poorly armored against my assault chaingun. I have EagleEye 2 and SoB 2. Plasma also works wonders!
Title: Re: The Inferno Module
Post by: Napsterbater on July 08, 2012, 16:02
Man, you have cerberus boots and ballistic onyx armor??? Why not make cerberus onyx armor, and grav boots? That would have made you nigh unstoppable.
Title: Re: The Inferno Module
Post by: GinDiamond on July 09, 2012, 09:26
Man, you have cerberus boots and ballistic onyx armor??? Why not make cerberus onyx armor, and grav boots? That would have made you nigh unstoppable.

Yeah, I guess I could have done that!
Title: Re: The Inferno Module
Post by: Napsterbater on July 10, 2012, 07:00
Used an invisibility sphere before going downstairs, when I got there, the powerup still said I was invisible but I died very quickly trying to sneak by stuff. Don't think it was working at all.
Title: Re: The Inferno Module
Post by: GinDiamond on July 20, 2012, 11:06
Yeah, I guess I could have done that!

Well, actually, I made cerberus boots because of the lava. Paired with the onyx armor, my move speed is 1.63 sec, so maybe antigrav boots might not be a bad idea!
Title: Re: The Inferno Module
Post by: Napsterbater on July 20, 2012, 13:11
I used to make cerberus boots first thing on all my Ao100 runs, thinking I really needed it, until I went to the Century board and found most people were making A-modded Tac boots for the move speed/dodge bonus, when they didn't find a nano mod. I would have thought the cerberus boots would be a no-brainer, but the lava really isn't all that difficult to work around.
Title: Re: The Inferno Module
Post by: Kashi on July 20, 2012, 14:04
You even added teleportitis to the thing. You, insufferable jackwit, deserve an altar in the shrine I'm making in Minecraft.
Title: Re: The Inferno Module
Post by: GinDiamond on July 20, 2012, 17:27
You even added teleportitis to the thing. You, insufferable jackwit, deserve an altar in the shrine I'm making in Minecraft.

You talking to me?
Title: Re: The Inferno Module
Post by: Kashi on July 21, 2012, 00:38
You talking to me?
No, I'm talking to the one who did the thing. Which, by all accounts, would be tehtmi.
Title: Re: The Inferno Module
Post by: GinDiamond on September 05, 2012, 06:55
Hey, does anyone know when this game will be updated?
Title: Re: The Inferno Module
Post by: Sradac on January 18, 2013, 20:33
Just did my first run on this mod, and I must say it is freaking awesome.  I made it quite far before dying off in Ptolomea. Lots of great stuff in this mod, I really hope development for it continues. Although I must say, it seems like there is no reason to NOT choose the melee loadout.  2 large health kits and a blue armor, and all I have to do is rush the imp when entering hellkeep then I get a shotgun right away with plenty of shells? Sure, why not?!

--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
 Module : Inferno (0.15.1)
--------------------------------------------------------------

 Ilya Bely, level 11 Scout,
 let an arachnotron get him in Ptolomea.
 He survived 81680 turns.
 He played for 1 hour, 22 minutes and 39 seconds.
 He didn't like it too rough.

 He killed 648 out of 684 hellspawn. (94%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   11/  11    1912     1m23s
  The Blood Temple   Escaped     0/   0     929       43s
  Singularity        Complete   29/  29    3755     3m41s
  The Acheron        Complete   48/  48    2952     3m24s
  Infernal Sanctuary Complete   29/  29    2935     3m28s
  Ptolomea           Death       2/  38    1362     9m43s

-- Awards ----------------------------------------------------

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Sniper Medal
  -- Killed 100 monsters that are more than 8 tiles away

  Ruby Heart
  -- Defeated the lava witch

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  #############..........#.....A...M..............#......####
  #############....A...A.#........................#...M..####
  #############..........#.......B............A...#.B....####
  #############....A...A.#^.....X.................#......####
  ##############################..###...###..#...M#.B....####
  ##################..>..#######..BB+....|A|B#....#.....M.||#
  ##################.....#######.......|....BB....#.......||#
  ##################...........#....B.}++|||BB....#.......||#
  ##################.....#######............;.....#.......||#
  ##################..>..#######....|.||.||B.#....#.....M.||#
  ##############################..###...###..#....#.B....####
  #############....A...A.#^.......................#...M..####
  #############..........#.......B............AM..#.B....####
  #############....A...A.#........................#......####
  #############..........#.........M.............A#......####
  ###########################################################
  ###########################################################
  ###########################################################

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

  Health 0/50    Experience 56604/11
  ToHit Ranged +6  ToDmg Ranged +3
  ToHit Melee  +0  ToDmg Melee  +0

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

  Class : Scout

    Son of a bitch   (Level 3)
    Eagle Eye        (Level 3)
    Intuition        (Level 2)
    Triggerhappy     (Level 2)
    Cateye           (Level 1)

  SoB->SoB->TH->Int->Int->MCe->EE->SoB->EE->TH->EE->

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

    [a] [ Armor      ]   ballistic red armor [1/4] (9%)
    [b] [ Weapon     ]   gatling gun (1d7)x6 [24/60]
    [c] [ Boots      ]   steel boots [1/1] (100%)
    [d] [ Prepared   ]   10mm ammo chain (x157)

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

    [a] plasma rifle (1d8)x6 [40/40] (P1)
    [b] red armor [4/4] (100%)
    [c] 10mm ammo (x140)
    [d] 10mm ammo (x140)
    [e] 10mm ammo (x140)
    [f] 10mm ammo (x140)
    [g] power cell (x70)
    [h] power cell (x70)
    [i] power cell (x70)
    [j] power cell (x70)
    [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] large med-pack
    [s] large med-pack
    [t] large med-pack
    [u] large med-pack
    [v] Duplication Pack

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 7%    feet 0%   
    Melee      - internal 0%    torso 7%    feet 0%   
    Shrapnel   - internal 0%    torso 7%    feet 0%   
    Fire       - internal 0%    torso -5%   feet 0%   

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

    115 former humans
    72 former sergeants
    28 former captains
    98 imps
    22 demons
    92 lost souls
    32 cacodemons
    17 hell knights
    18 barons of hell
    16 arachnotrons
    2 former commandos
    3 pain elementals
    8 revenants
    5 mancubi
    6 arch-viles
    1 lava witch
    6 spectres
    60 hydras
    36 achlyses
    10 cinders
    1 asura

-- History ---------------------------------------------------

  He selected the melee loadout.
  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 8 he encountered the Blood Temple...
  He left the place undisturbed.
  On level 13 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  He reached the banks of the Acheron.
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 19 he assembled a ballistic armor!
  On level 20 he assembled a gatling gun!
  On level 21 he anwsered the call of Ptolomea...

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

 hit! You are hit! You are hit! You are hit! You are hit! Boom! Boom! Boom!
 You see : an arachnotron (almost dead) | blood | [ m ]ore
 The missile hits the arachnotron. The arachnotron dies. Boom! Boom! Boom!
 Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! You are
 hit! You are hit! Boom! Boom! You are hit! Your ballistic red armor is
 damaged!
 You see : a mancubus (unhurt) | blood | [ m ]ore
 Boom! The missile hits the hell knight. The missile hits the hell knight.
 Boom! The missile hits the mancubus. The missile hits the mancubus. The
 missile hits the mancubus. The missile hits the mancubus. The missile hits
 the mancubus. The missile hits the mancubus. The missile hits the mancubus.
 You are hit! Boom! You are hit! You are hit! You are hit! You are hit! Boom!
 The missile hits the baron of hell. Your ballistic red armor is damaged!
 Boom! You are hit! You are hit! You are hit! You are hit! You die!... Press
 <Enter>...
 here.

--------------------------------------------------------------
Title: Re: The Inferno Module
Post by: Rajhin on January 25, 2013, 12:28
Although I must say, it seems like there is no reason to NOT choose the melee loadout.  2 large health kits and a blue armor, and all I have to do is rush the imp when entering hellkeep then I get a shotgun right away with plenty of shells? Sure, why not?!
On the UV you will have to kill 3 imps and caco with knife only. It's difficult even with brute and definetly not worth it without.
I also think that this mod is awesome and hope that it will be merged with main game or at least developed futher.

And this is my latest mortem with some bugs inside. I dropped Ruby Heart in Ptolomea, used envirosuit for 25% res, activated event and after few bfg blasts found myself with this shitty lava blast instead of my bfg and unable to swap weapons. And yes, it drained durability from every armor i wielded. Sad story.
--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
 Module : Inferno (0.15.1)
--------------------------------------------------------------

 Aleks996, level 16 Scout,
 let an arachnotron get him in Ptolomea.
 He survived 134576 turns.
 He played for 2 hours, 35 minutes and 15 seconds.
 He was a man of Ultra-Violence!

 He killed 1800 out of 1846 hellspawn. (97%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   38/  38    4698     2m49s
  The Spawning Pits  Complete   99/  99    4365     4m48s
  Erebus             Complete   31/  31    5231     4m04s
  Singularity        Complete   64/  64    3555     5m06s
  The Acheron        Complete  214/ 214   12657    14m04s
  Infernal Sanctuary Complete  166/ 166    3636     5m19s
  Ptolomea           Death      20/  66    1276     3m41s

  Carnival of Death  Complete   21/  21     519     1m44s

-- Awards ----------------------------------------------------

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Massacre Cross
  -- Killed fifteen monsters in fifty turns

  Bloodbath Medal
  -- Killed 25 monsters in fifty turns

  Sniper Medal
  -- Killed 100 monsters that are more than 8 tiles away

  Sniper Cross
  -- Killed 500 monsters that are more than 8 tiles away

  Siege Token
  -- Cleared the Hell Keep on UV

  Shadow Medal
  -- Defeated the shadow demon

  Ruby Heart
  -- Defeated the lava witch

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  ###############..A...A..|.|........R.......|...........V.##
  ###############....A...A........B..........M|........|M..##
  ###############.|A...A.|.............|V..B..........B....##
  ###############....A...A..^.....||.........|..........M..##
  ################################..###...###|.#......B....##
  ####################..>..#######.............#..|R.U....M.|
  ####################.....#######.....A.|...|..A|..........|
  ####################...........#.|............|.|.....M...|
  ####################.....#######...B.........R............|
  ####################..>..#######.............#..A..U....M.|
  ################################..###...###A|#....|.B....##
  ###############.A..A...A.....|........B.....MV........M..##
  ###############......A......||..|.....|.............B....##
  ###############......A.......|........................M..##
  ###############...A|AA......X.|.....|.%|.|........||..|V.##
  ###########################################################
  ###########################################################
  ###########################################################

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

  Health 0/50    Experience 135682/16
  ToHit Ranged +2  ToDmg Ranged +2
  ToHit Melee  +0  ToDmg Melee  +0

  Envirosuit

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Int->Int->SoB->SoB->TH->MCe->Fin->Fin->WK->WK->HR->HR->DM->EE->Fin->HR->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   Lava Blast (7d2) [5/5]
    [c] [ Boots      ]   steel boots [1/1] (100%) (A)
    [d] [ Prepared   ]   BFG 9000 (10d8) [130/130] (B1T1)

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

    [a] cerberus red armor [2/2] (67%) (P)
    [b] stealth armor [1/3] (42%) (P)
    [c] power cell (x30)
    [d] power cell (x50)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] phase device
    [o] homing phase device
    [p] envirosuit pack
    [q] Hellwave Pack
    [r] Aegis

-- Resistances -----------------------------------------------

    Acid       - internal 25%   torso 25%   feet 25% 
    Fire       - internal 25%   torso 25%   feet 25% 

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

    141 former humans
    182 former sergeants
    74 former captains
    298 imps
    37 demons
    320 lost souls
    72 cacodemons
    38 hell knights
    67 barons of hell
    47 arachnotrons
    38 former commandos
    20 pain elementals
    36 revenants
    47 mancubi
    19 arch-viles
    1 lava witch
    78 spectres
    1 shadow demon
    109 hydras
    63 hydra queens
    70 achlyses
    29 cinders
    13 asuras

-- History ---------------------------------------------------

  He selected the shotgun loadout.
  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 6 he entered The Spawning Pits...
  There he discovered the Aegis.
  He slew the hydra queen!
  On level 10 he descended into Erebus...
  There he discovered the Staff of Souls.
  He banished the shadow demon!
  On level 12 he ran for his life from acid!
  On level 12 he assembled a hyperblaster!
  On level 13 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  On level 14 he raided the Carnival of Death!
  He reached the banks of the Acheron.
  On level 17 he found the Hellwave Pack!
  On level 18, hell froze over!
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 20 he encountered an armed nuke!
  On level 20 he assembled a cerberus armor!
  Level 21 blasted him with unholy atmosphere!
  He nuked level 21!
  On level 21 he anwsered the call of Ptolomea...

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

 The missile hits the mancubus. The mancubus dies.
 You see : a baron of hell (wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : a baron of hell (heavily wounded) | blood | [ m ]ore
 The missile hits the baron of hell. You are hit!
 You see : a baron of hell (severely wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : a baron of hell (heavily wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : an arachnotron (unhurt) | blood | [ m ]ore
 The missile hits the arachnotron. You are hit! Your red armor is completely
 destroyed! You are hit! You are hit! You are hit! You are hit! Boom! You are
 hit! You are hit! You are hit! Boom! You are hit! You are hit! You are hit!
 You are hit! You are hit! You are hit! Boom! Boom! You are hit! You are hit!
 You die!... Press <Enter>...
 You see : a lost soul (unhurt) | pool of blood | [ m ]ore

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

Title: Re: The Inferno Module
Post by: Evilpotatoe on February 05, 2013, 05:32
Hi,
Just started playing this mod, and I must say... Great work here !
Here are the first suggestions which came to my mind (EDIT : I'm really incapable of keeping a feedback short... bah, doesn't seem like a drawback to me) :


Mod promotion :
I just found that mod randomly a few days ago, when looking at the last discussed topics, which is quite sad.
I already heard about it (and it looked appetizing), in one of the GameHunter's videos, but I tought it wasn's graphic, and didn't exist for 0.9.9.6, so I forgot about it.
I'm sure I didn't look enough, but a "variants" section of DoomRL (like for Angband http://angband.oook.cz/variants.php (http://angband.oook.cz/variants.php)), e.g., in the wiki, would help a lot finding popular mods.
I know "product promotion" isn't what roguelike players value the most, and I usually hate it too, but seriousely... it's too sad that I ignored doomRL (and now, inferno) for so much time ! The more players we have, the faster and the better the game will improve ! Such awesome things shouldn't stay hidden in a lost forum on a lost website :(

Ennemies :
Great enemies added here ! Well, spectres's implementation seems quite hacky, but it's still excellent. All new monsters are annoying, even if I think that hydras & alchys are quite weak, so it's really great. Also, it's good to have a new source of shells in deep levels :)
What about adding the rocket and BFG formers ? (and I'm not kidding ! But BFG guys would have to be very rare, of course. As rare as a BFG itself, I guess. I'm sure they would be a cool replacement for the standing-on-the-floor BFG, just avoid summoning them as level reward ^^)

Starting gear :
Make something so that the shotgun start is of some use... maybe add a 50 ammo shell box instead of the shells... which would somehow balance for the lack of 2nd medkit, or remove boots & knife instead of the kit. Currently, finding a shotgun after the first room is really ridiculous :(
Also, I think the starting choice should have some influence on the game. I tought to specials levels, like blood temple (which could be replaced if you don't choose the melee layout, for example), but simple RNG tweaking depending on the starting choice could be cool. e.g. find a few more medkits & armors in melee build, and have the chainsaw returned as a random drop, or ensure the presence of blood temple. The shotty build could lower the depth level of all shotguns, and make shotguns monsters or ammo a little more present (I really think those tweaks should be as light as possible, just some quite imperceptible percents, so that we stay far for gamebreaking changes, but I think they would be cool)

Btw, feel free to add the gun & chaingun starting build... and why not one focused on plasma or nuclear weapons ? (no, I don't think of giving a plasma gun at start). I rather tought about tweaking the RNG to make plasma weapons little more common, and add a few more commandos or arachnotrons among enemies (hey, I wouldn't give such a sweet guns for free !), is worth sacrificing some starting gear, be it one medkit, or the boots & knife... in fact, you might even start with an energy gun, but I guess this would be insanely overpowered, since people wouldn't be forced to trash it, and it's not the purpose of this build.
A "whizkid" start could be cool too, with several mods at start, and an increased drop rate of mods (I miss rare mods so much :(  ) Once again, it has to be balanced, so that people don't always pick it, but I think that something like a 15% more mods drops could be interresting without beeing gamebreaking. Btw, some shamblers might appear in levels, to remind you that everything has its costs :p

Levers :
-Add a rare-mod depot lever
-Make negative levers significantly more frequent, since it's now quite rare to find dangerous one :(   Maybe, create some new levers, like one which starts filling the level with lava/acid, or one putting an armed nuke, filling the air with toxic gas, summon a cybie... (I somehow miss that guy :)
Well, seems some of thoses should be reserved for the highest depth, but my suggestion list isn't exhaustive, and reducing good lever's frequency could be an other interresting option to keep levers  dangerous... now, I'm not even sure there's a dangerous lever remaining : monsters summon is often easy to dispose of, and even the once dreaded acid/lava fillers wont kill you anymore with an aegis :(

Secrets :
I read about secrets in this topic... and must say that I found my first secret at the 3rd wall I tried to open... very doomish.
Tough, I think some clue should be left to players, so that they know about secrets (whose secrecy is really relative, anyway). If I didn't read this thread, I would never have looked for it by myself...
So, I suggest something like a "Secrets : 0/4" display in the mortem, to give players an idea of the number of secrets they missed, and the place where they could be. Eh, it's the way it worked in Doom after all...

Spoilers :
-I didn't even read the changelog before trying the mod : wanted to discover it. But now, I did, and all I learnt is that BFG & chainsaw don't drop anymore.
-I don't want to download & open the sources for this, really... but could you, please, add spoilers with details about what you added in the game ?
-I think the new items descriptions are good, since none left me really wondering what they could do, but I'd like a little more information on some technical points (I guess I'm a curious guy), like new monster's resistances, damages & stats, know if hydras have a limited number of spawns, and so.
Also, the new assemblies are quire frustrating : The exoskeleton, which seemed to be a melee damage improvement ("You feel much stronger"), seems to be a really protective armor, but what does the scout armor do, + to accuracy ? Are the new boots of any use ? I'd think so, but I can't imagine useful boots if they don't provide something else than speed or resistance, and I didn't see my resistances improve.

Overall game improvements :
-Choosing starting gear is an excellent idea, dig it please !
-Improved vaults, shambly vault, cool basements, improved caves... well, I already said that mod is awesome, right ?
-Does really invisibility globe count as a powerup ? Does it really have the +50% duration for marines ? It always feels too short (and often useless) for me :(   I love the idea, tough. Also, I think it should restore fatigue.
-Why does the hellfire-pack not improve weapon magazines ? Seems it improved dices, sides, and shooting speed... why not add it some A and B capabilities ? it's design to finish the job anyway, I don't think it would make it much more imbalanced :) (When I see how insane a 3d5 hyperblaster is, I can't imagine what super shotgun could be created... 13d6*2 ? with P3H2 ? Oh my... I need to create that !
-Could you add the regular level clearing time in the mortem please ?

Difficulty improvement :
-I died in ITYTD, nice work !
-I't good not to find a missile launcher, a backpack, nuclear weapons and BFGS on every game. Random rewards are so much more roguelike-ish !
-A lot of ammo... probably way too much.
-Maybe too much mods too. Err... wait, I love them... don't remove any, pleaaaaase xD    Dunno if it's good that way, but I somehow think whizkid (which I always take, anyway), becomes too much valuable.
-Maybe not enough lava in the "3rd episode" levels ? (I didn't visit thoses much yet, might be wrong). Anyway, I hate acid&lava, the same way I hate lacking of ammo. That precisely why I should be drowning in boiling acid, looking desesperately for ammo !
-Interresting new ennemies
-Too much good new levers, definitely. They are insanely cool, but in doomRL, I used to hesitate before pulling them (Well, I often didn't dare). Here, I always pull them.
-I read in the changelog that you added F to the super shotgun -> if it's for a single shoot option, I think the DoomRL superSG was designed to be more powerful, but less flexible than the double shitty. The same way missile launcher doesn't allow rocket jumps :'(   I'm not sure buffing such a powerful weapon is the best possible idea.
Spoiler (click to show/hide)
-I think a BIG mistake in doomRL is to give more XP on UV than on ITYTD... once you got enough levels, you're nearly invincible, no matter the difficulty. So, why not add a big exp boost to newbie difficulties, so that you gain levels earlier, and nerf exp gain (instead of putting hell knight on floor 2) in harder difficulties ? This would probably change the game a lot, but I'm not sure hordes of monsters are the biggest challenge you can get.
Cornershooting owns most monsters anyway, and shotgun disposes of any masses in a few rounds (<- pun here). Also, once you get some SoB, reloader, or other cool skills, completing the game becomes quite easy.
I'm sure this idea alone would be worth creating a discussion topic about "vanilla" doomRL. Don't you ?
Title: Re: The Inferno Module
Post by: GinDiamond on March 11, 2013, 13:24
This module is still pretty awesome. Sure, it leans more toward the experienced player, but the mechanics (monsters don't take actions unless they see/hear you, paired teleporters, new mods/exotics, new enemies, new situational levels/special levels) and so on balance it out.
Title: Re: The Inferno Module
Post by: GinDiamond on March 25, 2013, 11:31
Will this mod be ported to DoomRL 0.9.9.7?
Title: Re: The Inferno Module
Post by: wyvern on April 08, 2014, 23:22
The greatness of this mod compels me to revive this ancient thread.
Spoiler (click to show/hide)

It's so good I'd love to see it as sorts of an "official" expansion for DoomRL after some balance tweaks and other adjustments. I hope the mod's author has not abandoned it, and I think it deserves way, way more attention (It doesn't help that you have to search for the ol' 0.9.9.6 to even launch the thing...)
As for the actual gameplay, I finished the above playthrough quite some time ago and only got to write about it now, so I might not remember everything in detail, still, here we go.
The mod is DOOMish as hell, I like how it mimics the E3M1 from the original game right from the start. The first level is a tad unforgiving and I had to die a lot, usually ending up on the second floor with no ammo and no healthpacks, and it is obvious from the start that the mod is somewhat harder than the original game. The gameplay is a bit slower, mostly because monsters "sleep" until you wake them up, but this is balanced by a DIRE shortage of medpacks, ammo and an occasional "you feel uneasy" ambush. It tends to get easier after Acheron, which is probably one of the hardest (and coolest) parts in the entire mod. The end boss was kind of a pushover, though.

But now for the interesting part - the new stuff! The sinking bridge in Hell Keep, the secrets (extremely doomish! though it kind of made me compulsively search every single wall in every special level xD), the random shambler lab or a non-guaranteed backpack cache on regular levels were all nice touches. The invisibility globe was a funny addition, in fact, I remember entering a level low on health and short on ammo and an invisibility globe nearby, which I grabbed and made my way quietly past stacks of monsters to an Invulnerability powerup displayed by Intuition. This kind of stealth action is something I don't see in my regular DoomRL runs. The "blue stairs" special levels were also fun, though they vary in difficulty wildly. Fool's Tomb? Ok, that's cute. Hell's Furnace? That hurt somewhat. Antenora? Holy freaking hell, I died here once already but I'll enter on this run again, because I'm just stubborn. Ptolomea? Thanks, but no thanks. The "red" special levels were all very good too (altough the Spawning Pits tended to get tedious after several runs), Singularity probably being the most intense. I like how the middle-game breakthrough, Acheron, really puts your character to test, it feels like you conquer every single step to the exit with blood, sweat, righteousness and superior firepower.

The new monsters were not particularly threatening, but they are all fun. I love the sounds that Asuras make (and the fact that they dropped shells for my Shottyhead run. Pity I wandered into Ptolomea with the same guy...)

And last but not least, this mod has, whatdoyoucallit, style? Atmosphere? It really is darker than the original DoomRL shootfest. The shadowy specters and achlyses, the darkness of Erebus, allusions to mythology in the names of special levels and new monsters, the corpses flowing quietly down Acheron, turning invisible, the stillness on the levels before you fire the first shot or wander into a roomful of enemies... this is certainly something different from the DoomRL RIP AND TEAR! And, one last thing - though it has nothing to do with the mod itself - it's a good thing it forced me to play in console mode. I usually play DoomRL in graphics these days, but this mod made me remember the true roguelike charm of ASCII which makes you apply your imagination more while playing.

Conclusion - Remake this for 0.9.9.7!
Title: Re: The Inferno Module
Post by: Tormuse on April 10, 2014, 23:39
I would also welcome a 0.9.9.7 version of this mod; it's been ages since I played, but I remember it being quite fun.  :)  I never won, but I seem to recall getting as far as the Acheron level.  Maybe I'll dust off my version 0.9.9.6 and give it another try.
Title: Re: The Inferno Module
Post by: Tormuse on April 13, 2014, 03:03
Okay, so I went and fired up my copy of 0.9.9.6 so I could try this mod again and I won!  :D

Spoiler: Mortem (click to show/hide)

I figured a melee build would be best for the Blood Temple, so I went melee loadout and went with a Vampyre build.  My goal was to get Conqueror at UV difficulty.  I'm pretty tired right now and going to bed, but I'll do a write-up about the run tomorrow.
Title: Re: The Inferno Module
Post by: Tormuse on April 15, 2014, 22:12
Well, I guess I'd better finally post about the above game!  :)

A good deal of the gameplay seemed to be based around adapting to the older version.  :P  I'd forgotten how annoying those swarming Lost Souls could be.  And is it my imagination or do Mancubi do more damage in this version?  I also missed the convenience of being able to equip stuff straight from the ground.  (funny how quickly I've taken that for granted)  The snail effect of nano-fibre armour was a bit of a nuisance too.

There's so much interesting new stuff in this mod, I don't know what to comment on!  :D  I love the names of all the special levels and the creativity that went into the levels themselves.  (I think my favourite is the river of blood in Acheron)

I used the duplication pack on an agility mod.  They were in short supply this game, and with Hellrunner trait blocked, I needed extra speed.

If I'd known what the Hellfire pack did, I probably would've used it on my Ripper.  Oh well...

Speaking of the Ripper, I don't think I've had a Vampyre game with that weapon before; it certainly made things a lot easier!  I'll have to try a non-melee game at some point, so I can get a real feel for the difficulty of the mod.

Not much else to say, except that I nuked the Simulacrum while invulnerable, because I thought maybe there would be another special level afterward, but it just ended, so I missed out on finding out what the Simulacrum is or what it does.  Maybe next game.  :)
Title: Re: The Inferno Module
Post by: GinDiamond on November 27, 2014, 14:10
I'm going to attempt to port this as best I can to 0.9.9.7

Wish me luck!

***EDIT***

Code: [Select]
Timestamp   : 11/27/2014 16:12:36
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $00458748 :
ELuaException : ...doomrl-win-0997\modules\inferno.module\lib_level.lua:7: attempt to read undeclared variable Level
  $00458748  TLUASYSTEM__LOADFILE,  line 1567 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0045411A  LUA_VALKYRIE_REQUIRE,  line 305 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $100054E1
  $100058A2
  $10005AC1
  $00458713
  $0046D9E6
  $0041E6B8
  $0041F259
  $00401CC5

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

Can anyone help me figure out where Level is declared, or if its different, what its been changed to as of 0.9.9.7?
Title: Re: The Inferno Module
Post by: Tormuse on November 28, 2014, 13:25
I'm going to attempt to port this as best I can to 0.9.9.7

Wish me luck!

Good luck!  :D  I have no expertise to offer to help you, but I think it would be awesome to see a 0.9.9.7 version of this mod.  :)
Title: Re: The Inferno Module
Post by: mihey1993 on April 20, 2015, 14:11
So, what happened with the plans to move module on new release?
Title: Re: The Inferno Module
Post by: tehtmi on March 06, 2017, 02:33
So, I've been AWOL for... a while. Um, sorry about that :(

But, development on Inferno has restarted. You can follow the progress here: https://sourceforge.net/p/drlinferno/ (https://sourceforge.net/p/drlinferno/)

Currently, porting to 0.9.9.7 is still ongoing. (However, the current tip should run mostly successfully in 0.9.9.7 without major issues.)

It's been a while since I worked on it, but things seem to be going smoothly so far. Not sure how much time I'll have to spend on it, but I'm hoping for an official 0.9.9.7-compatible release in the near future.
Title: Re: The Inferno Module
Post by: Evilpotatoe on March 06, 2017, 06:36
\o/
Looks like I had lost hope prematurely.

Glad to read that :)
Title: Re: The Inferno Module
Post by: Tormuse on March 06, 2017, 22:05
Yay!  :D  I'd love to play this mod in 0.9.9.7!  :D

Currently, porting to 0.9.9.7 is still ongoing. (However, the current tip should run mostly successfully in 0.9.9.7 without major issues.)

I'm not quite sure what you mean here; is there a mostly running version posted somewhere?  Do you need help testing?  In any case, I think it would be fun to make a recording of myself playing through it.  :)
Title: Re: The Inferno Module
Post by: tehtmi on March 06, 2017, 22:32
I'm not quite sure what you mean here; is there a mostly running version posted somewhere?

Currently, some assembly is required, but you can run it if you want. Go to the code tab (https://sourceforge.net/p/drlinferno/code/ci/default/tree/) of the previously linked sourceforge repository. There should be a "download snapshot" link that will give you a zip. Combine the contents with the sounds folder from 0.15.1 raw version and you should get a working build. (Folder named inferno.module.)

Do you need help testing?

Currently, it's getting constantly updated as I'm working on it, so it might not stay completely stable. Testing is always greatly appreciated, but it's more useful after I get more work done and am closer to finishing. At that point I will probably upload a real build to dropbox and solicit testers. (But feel free to try it out anyway if you want to.)
Title: Re: The Inferno Module
Post by: Tormuse on March 06, 2017, 23:25
Cool!  :)  I just gave it a whirl and it works fine so far.  Thanks!  :)
Title: Re: The Inferno Module
Post by: Tormuse on April 26, 2017, 15:36
So, I've been trying to make a good video of this mod for a while, without much success.  At first, I played at N! difficulty, but then I decided that maybe a nice Conqueror UV game would make a better first video.  :)  I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good.  Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either.  :|  (I guess there's some variability in how experienced you are by that point)  I tried other games where I mixed up the build a bit, including Army of the Dead build and masterless builds, but in the end, I decided to go with my old favourite, the Vampyre build, which I won with before, and I was considerably more successful.  :)

I intended to break it up into 2 or 3 videos, but...  I encountered a serious bug that ended the run prematurely.  :o  I saved the game at the end of the first session, which was 2 hours, and when I reloaded the game for the second session, I had no inventory or equipment!  O_o  See for yourself:

Spoiler: Mortem (click to show/hide)

Here's the first 2 hour video, (https://www.youtube.com/watch?v=0vjiSb46yeg)

and here's the conclusion.  (Such as it is) (https://www.youtube.com/watch?v=2FCf8-unkuk)

These weren't the only bugs I encountered.  Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died, (It does this for every game I play of this mod) and the fact that is says "Level 0" for all event descriptions.  Another minor thing:  The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres.  I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear.  (ie. each time they phase in and out, the game considers them a new monster)

Despite these bugs, though, it remains one of my favourite mods for DRL.  :)  I still would really like to play a proper game with a non-melee build at some point to see how it plays with ranged weapons and to see what some of the special levels are like without a red screen.  :P  (Seriously, you can see in the video how easily I plowed through Erebus and the Singularity on my berserk rampage with the Chainsaw and I don't think that's a fair test of what those special levels are like)
Title: Re: The Inferno Module
Post by: tehtmi on April 26, 2017, 23:41
I encountered a serious bug that ended the run prematurely.

First off, very sorry :((( I think I was able to fix it, but this was a pretty bad oversight.

But, thank you for playing! I'm excited to watch the video, but don't have time tonight. Seeing how people approach the game is always interesting to me (and, hopefully, useful as well). And the written feedback is also very welcome :)

I also don't think you were playing with all the latest development changes from sourceforge, but I'll comment in more detail.

I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good.  Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either.  :|  (I guess there's some variability in how experienced you are by that point)

Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.

Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

The new version should have a more even spread of experience levels per dungeon level and hit somewhere in the 11 to 13 range at the end of the game. That means a lot fewer levels overall compared to previous versions of Inferno, though, so I may be too harsh. (For example, I think you'll hit UV Blood Temple at about 4.5 with this curve if YAAMing.) There is still some variability, though.

Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died

I didn't notice this before. Should be fixed now. (Looks like this got revamped somewhat in 0.9.9.7.)

and the fact that is says "Level 0" for all event descriptions.

I think should already have been fixed if you were playing the latest...

Another minor thing:  The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres.  I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear.  (ie. each time they phase in and out, the game considers them a new monster)

That's pretty accurate. But, I did revisit spectres, so this should have already been fixed in the latest version. However, there's still a similar problem if you visit a basement before clearing a level. Probably most people won't do this, though, so it is not as big of a problem. Probably not possible to fix either (although the mortem should adjust the numbers to account for enemies that "shouldn't count").

Aside, I'm pretty happy with where things stand now for the next release (horrible bugs notwithstanding). Things have stalled a little bit, as I've been trying to find some more time to do proper test runs, but I hope to do a proper release soon. My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.
Title: Re: The Inferno Module
Post by: Tormuse on April 27, 2017, 04:51
I also don't think you were playing with all the latest development changes from sourceforge...

Oops!  That didn't even occur to me!  :o  I downloaded it on March 6th and have been playing that version ever since.  I'll have to re-download before I try again.  :)

Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.

I'm glad you're thinking of changing it, because as it is, it's pretty much impossible to get Conqueror without a melee build.  (Or getting berserker at the beginning before your build)  Blood Temple just comes too early for you to properly prepare for it in my opinion.

Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

Ah, I *thought* I was getting experience rather slowly.  I'm glad to hear that wasn't just my imagination.  :D

My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.

Then I shall have to do some more testing and feedback for you!  :D  (Starting with testing the save feature)  :P
Title: Re: The Inferno Module
Post by: tehtmi on April 30, 2017, 03:22
Got through with the video. (Thanks again for making it!)

I've made fixes for the mancubus sound issue and the issue with cinder lava being hidden by an item.

You also mentioned it was weird that the blue text appeared even though there were still enemies spawning. I've gone back and forth on this before. I feel like current behavior sort of matches classic DRL, as it's possible there for enemies to spawn after the level is clear by the summon lever, and it works roughly the same way. I also was a little bit concerned that people might think be in a position where they believe they've cleared the whole map, but actually there is a untriggered spawn hiding somewhere, and a felt that would be frustrating. (It's also kind of hard to implement things so that the level won't turn blue, but that's not really the point...)
Title: Re: The Inferno Module
Post by: Tormuse on May 01, 2017, 01:02
Oh, cool, you really did watch my video!  Thanks!  :D  I feel validated!  :D

Well, as for the blue text/enemy spawning issue, I guess as long as it doesn't hurt your kill count to not trigger the spawning, it's okay.  (Come to think of it, do the spawned enemies give you experience?  I don't think I ever checked)
Title: Re: The Inferno Module
Post by: tehtmi on May 01, 2017, 01:39
Currently they do give experience. I guess that's a point in favor of making them count for blue text.
Title: Re: The Inferno Module
Post by: Tormuse on May 01, 2017, 08:13
Ah, then yes, I suppose it could be potentially frustrating?  But then again, as it is, it could just be considered a bonus you get for exploring.  Your call, really.
Title: Re: The Inferno Module
Post by: Tormuse on May 08, 2017, 02:03
I have a question...

Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

I kind of thought you meant that you level up too slowly in the previous version and that you were changing that, but...  In the version that's up right now, (that I'm playing) I can complete the first two dungeon levels at UV without leveling up at all, (when I would have leveled up at least once on the first level) and I'm at character level 3 when I reach Spawning Pits.  (When I would've been level 4 or 5 in the previous version)  In other words, I'm leveling up even more slowly than the already slow pace.  I thought your above-quoted post was suggesting that you were going to make it so players level up faster, but the reverse seems to be true.  Is it a bug or did I just misunderstand?
Title: Re: The Inferno Module
Post by: tehtmi on May 09, 2017, 01:54
These values are rough estimates, and also not always consistent from run to run. (Although the current iteration of 0.16 should be more consistent than early 0.16 or previous versions.)

Early 0.16 numbers are clearly broken. It is basically impossible to get past level 8 or 9 even at the end of the game. UV gives quite a lot of levels early on, but later you basically stop leveling up. Lower difficulties give far less EXP, so it was basically impossible to level up. (Admittedly, these numbers are a bit conservative.)

Early 0.16 UV (not finished place-holder values):
EXP levelDungeon level
22
33
44
55
69
714
822
9never

Early 0.16 HNTR (not finished place-holder values):
EXP levelDungeon level
24
36
49
513
619
7never

The current iteration spreads out the early levels more than UV in early 0.16, but HNTR is still faster early on. Both UV and HNTR are much faster to gain levels later on. There is much less of a different between UV and HNTR (meaning UV enemies give much less experience than HNTR enemies).

There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.

Current 0.16 HNTR
EXP levelDungeon level
23
35
47
510
612
715
817
919
1022
1124
12never

Current 0.16 UV
EXP levelDungeon level
23
35
47
59
611
713
815
917
1019
1121
12never

For 0.15, I'm reporting fairly conservative numbers again. HNTR numbers should only a bit more generous in 0.15, but the current numbers are spread out more evenly across dungeon levels. UV EXP levels for 0.15 will be much higher, as I wasn't doing any adjustment for the massive number of enemies. I believe that UV was giving out too much experience in this version.

0.15 HNTR
EXP levelDungeon level
22
32
45
56
68
710
813
915
1018
1121
1224
13never

0.15 UV
EXP levelDungeon level
22
32
43
54
65
77
88
910
1012
1114
1215
1317
1419
1522
1624
Title: Re: The Inferno Module
Post by: Tormuse on May 10, 2017, 18:48
There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.

It's hard to say what "should" be.  As it is, it's a very tough game, but then, if I want something easier, I can play at an easier difficulty level.  :)  I'm currently trying to record another (non-melee) game at UV and I'll probably skip Blood Temple this time and forget about getting Conqueror.  In its current form, I don't think it's possible to get Conqueror in this game without a melee build; hitting Blood Temple at character level 3 means you just barely have enough time to get Berserker trait.
Title: Re: The Inferno Module
Post by: Tormuse on May 16, 2017, 15:19
Here's the mortem for my latest, most successful non-melee UV game.  (Video available by request; it's a little less than two hours)

Spoiler: Mortem (click to show/hide)

If I'd used that last med pack at the end, I would have had a chance, but it was my last one in a game where med packs were always in short supply so I did a badly timed reload instead.  Oh well...

I'm curious about something:  On one of the levels, I had the level feeling, "You feel jumpy," and I thought that meant that I was about to start randomly teleporting, since I remembered that someone said something about teleportitis earlier in this thread, but nothing actually happened.  Was I supposed to start teleporting?  Is that a feature you got rid of?

Another level feeling I got:  "Hungry eyes peer at you from the darkness."  Never figured out what that meant either, mind you that's the level I died on, so maybe I just didn't get the chance to find out.
Title: Re: The Inferno Module
Post by: Errant on December 26, 2017, 11:16
Links are dead, can we have a reupload?
Title: Re: The Inferno Module
Post by: tehtmi on December 26, 2017, 11:41
Sorry about that, I'll fix it when I get home this evening. (Busy with holiday things...)

Edit: Links in the first post have been updated. Still need to release 0.16.0, but I'll try to get to it soon.
Title: Re: The Inferno Module
Post by: Errant on December 27, 2017, 05:22
Thanks! I guess I should have waited a week or two until holiday season was over but I didn't think, sorry.
Title: Re: The Inferno Module
Post by: Tormuse on August 01, 2018, 17:08
For no particular reason, I felt like playing the Inferno mod again lately.  After a bunch of games of varying difficulty and builds failed early on, I had this somewhat more successful game at UV in an Army of the Dead build.

Notes from this run:

I only entered Blood Temple because I was already berserk and had a phase device.  (Otherwise, I would have ignored it)  I just grabbed the Chainsaw and ran.

I didn't realize that this mod adds extra assemblies until the end, when I happened to glance at the assembly screen.  I stumbled across the Scout Armour assembly by accident, by putting random mods on my armour.  I never figured out what the "targeting system online" message meant, though.

I probably should have pushed forward faster during Acheron, because enemies were accumulating, thanks to bodies getting washed up toward the Arch-Viles, which I just couldn't friggin' find.  After I used my last med pack, I decided to give up and homing phase out.  Unfortunately, there was a sizeable crowd around the exit and I died in the same turn that I used the homing phase device.  :(

Spoiler: Mortem (click to show/hide)
Title: Re: The Inferno Module
Post by: Tormuse on April 12, 2019, 13:08
I've been playing this mod from time to time lately, experimenting with different builds, still hoping to have a successful non-melee UV game and this one was more successful than most as a masterless Technician build with standard load-out.

I was really fond of the synergy between the Lava Armor and the Aegis; any time the armour got damaged, I could use the Aegis to stand on lava for a bit to repair it...  so I was a bit dismayed when the Shadow Orb in Eberus unexpectedly converted the Aegis into a "Shadow Aegis" which gives invisibility instead of environmental protection.  That's still a nice bonus, but it didn't fit the strategy I was using and I'd already thrown away all my extra armour.  :|

I entered the Singularity invulnerable and I took advantage of that to rocket-jump to each of the portals to close them before anyone could react, so there were fewer enemies for me to deal with.  :)

Unlike my previous game, I made a point of charging forward in Acheron so I could take out the Arch-Viles before they could raise too many corpses.  I took advantage of the invisibility effect of the Shadow Aegis to run past most of the enemies.  Everything was going great up until everything went wrong in an instant when a stray shot from a Baron broke through a wall I had been using as cover and released a bunch of Mancubi on the other side and the ensuing barrage of rockets destroyed all other possible cover.  I was just barely able to get to the exit with 6% health and no medpacks.  After that, I died from an Arachnotron barrage after going around a blind corner.

Spoiler: Mortem (click to show/hide)
Title: Re: The Inferno Module
Post by: Tormuse on May 23, 2019, 09:44
So I played Inferno mod again, trying to win UV with a non-melee build, which is feeling more and more overly ambitious.  Nevertheless, I got even further than my previous game.  :)

In Singularity, I used the invisibility effect granted by the Shadow Aegis to sneak past enemies and shut down two of the portals, but I was overwhelmed before I could get to the other two and had to leave early.  Up 'til that point, I had 100% kills.

In Acheron, I was doing okay for a while, but couldn't get to the last few(?) Arch-Viles and I realized that the bodies being raised from the river, in addition to not giving you experience, don't even drop any ammo!  So I was depleting my resources without any gain.  Once I ran out of med packs, I decided it was time to homing phase out.  The fact that ammo is limited neatly highlights the fact that melee builds have a *huge* advantage in this mod.  As much as I'd like to prove that it's doable without melee, I might just try a melee build next.

In the end, the opposition in Ptolomea was just too much for me.  I tried to homing phase out, but for some reason, it didn't teleport me to the exit.  I was surrounded with no cover and died very quickly.

Spoiler: Mortem (click to show/hide)
Title: Re: The Inferno Module
Post by: Tormuse on May 25, 2019, 03:40
So I tried a game with my favourite build, Vampyre, and it reinforced what I said above that melee builds are basically easy mode in this mod.  (Relatively speaking; it still took several tries for me to get to Vampyre trait)  In fact, it was even easier than I realized, because I discovered that getting melee kills while invisible (like with using the Shadow Aegis) doesn't wake enemies up!  :o  On Ptolomea, the level that absolutely destroyed me in the previous game, I was able to kill about 3/4 of the enemies without any opposition.  (I had the Longinus Spear by that point, so everything died from one hit; I basically snuck around the whole map, silently backstabbing everyone)  :D

I was four kills shy of YAAM, thanks to some guys that spawned during my fight with the Simulacrum.  *Sigh...*  :|

I don't know if anyone is still maintaining this mod, but I see a couple of minor errors.  The final kill count is correct, but the in-game kill count from the @ screen got messed up when I went down one of the blue stairs while there were still enemies on the level.  It showed 23 unkilled enemies for the rest of the game, even though I killed everything.  Also, I notice that I'm credited as getting the Betrayal Token twice.

This is still a fun mod.  :)  I wonder if I can find another build that works.

Spoiler: Mortem (click to show/hide)
Title: Re: The Inferno Module
Post by: Gushwin on April 10, 2022, 09:49
DoomRL: Inferno
"A difficult module for DoomRL version 0.9.9.6"

download 0.15.1 (raw) (http://www.lethe.xyz/drl/inferno/inferno%200.15.1.zip)
download 0.15.1 (wad) (http://www.lethe.xyz/drl/inferno/inferno%200.15.1%20(wad).zip)

Old Versions:
Spoiler (click to show/hide)

Game Hunter's playthrough video on Youtube (http://www.youtube.com/watch?v=qbTznQQH-Sc)

This is a full episode module (~25 levels) with new monsters, new items, new special levels, new random levels, etc.

Graphics mode support is still a work in progress both in Inferno and in DoomRL itself (for mods at least), but if you're willing to put up with graphical issues, it should be playable.

Some of the sounds included copyrighted material used without permission.  If that makes you uncomfortable, let me know and I'll make a version without sounds available.

Feedback is very welcome. Praise, criticism, bug-reports, balance suggestions, screenshots, YASDs, YAVPs: bring 'em on!

Have fun!

Version History:
Spoiler (click to show/hide)

FAQ:
Q:  Which version should I download?  Raw or wad?

A:  They are about the same size, and they install the same way.  Raw contains the source code.  Wad doesn't work on MacOS.  If one doesn't work for you, try the other.

Q:  DoomRL crashes when I'm done playing your module.  What's going on?

A:  If you are running DoomRL in console mode, a bug in DoomRL itself will cause the game to crash when returning to the main menu from any module.  This is harmless but annoying.  The only known workarounds are to run the game in graphics mode or to set MenuReturn to false in config.lua (which is hardly better).





Can you PLEASE reupload the Module please fix the links
Title: Re: The Inferno Module
Post by: tehtmi on April 11, 2022, 11:38
The links seem fine to me. What problem are you having?
Title: Re: The Inferno Module
Post by: Gushwin on April 12, 2022, 17:53
can you please update or just re upload or fix links please
Title: Re: The Inferno Module
Post by: tehtmi on April 12, 2022, 18:01
I don't understand.

What is the problem? Do you want a 0.9.9.7-compatible version? I can release one, but it will take a little time to assemble.

Or is it a problem with hosting? Re-uploading is going to do nothing. Do you need it hosted somewhere else for some reason?
Title: Re: The Inferno Module
Post by: Tormuse on April 12, 2022, 19:33
The current version of Inferno already works with version 0.9.9.7 of DRL.  (The current version of DRL)  I got it from this link (https://sourceforge.net/projects/drlinferno/) that Tehtmi posted on page 8 of this thread.  I've been playing it on version 0.9.9.7 for years, (from time to time) and it's always worked fine.

EDIT:  Here are Tehtmi's instructions from 2017 for getting it working. (https://forum.chaosforge.org/index.php/topic,5602.msg67135.html#msg67135)
Title: Re: The Inferno Module
Post by: Tormuse on May 04, 2022, 11:51
So I've been trying this mod out again lately, seeing if I can get a proper UV ranged build going, and this is one of my more successful games, playing with a masterless technician build.

Naturally, this meant I couldn't do Blood Temple, but I still made a quick visit there for Explorer purposes, and left without triggering the ambush.

I got overwhelmed at Acheron.  I haven't quite gotten a handle on how to take care of the Arch-Viles quickly enough before they ressurrect everything;  I'll have to reconsider my approach next time.  In any case, I burned through all my med packs on that level and I was forced to homing phase out.  I left 46 enemies behind on that level;  up 'til that point, I had a perfect 100% kill ratio.  Oh well...

In the end, I was done in by a pair of Nightmare Spectres that I didn't even see coming.  Somehow, both of them went from being invisible to biting me in the space of the one second I spent reloading my tactical shotgun.  How the heck fast are those guys?!?  I know their whole deal is that you can't see them until they're close, but I really was totally unaware they were there until I was dead.  They must've gotten a triple move on me, and/or they have some kind of variability in how far away they can be seen from or something.  I could have saved my life with my last large med pack, but I really didn't think I was in imminent danger of dying.

Spoiler: Mortem (click to show/hide)
Title: Re: The Inferno Module
Post by: tehtmi on May 05, 2022, 23:26
Impressive! Always enjoy seeing new mortems here. I was working on this some more last year (although I don't think I uploaded any changes), so I probably still will get around to a new version. I was also trying to practice on UV, but it's hard for me. I don't think I've gotten past Acheron. (I can only blame rust so much.)

I got overwhelmed at Acheron.  I haven't quite gotten a handle on how to take care of the Arch-Viles quickly enough before they ressurrect everything;  I'll have to reconsider my approach next time.  In any case, I burned through all my med packs on that level and I was forced to homing phase out.  I left 46 enemies behind on that level;  up 'til that point, I had a perfect 100% kill ratio.  Oh well...

I think I've known forever that Acheron tends to be a difficulty spike. I may want to adjust it, but I haven't had any ideas that have really struck me. (It's already been revamped once...)

Quote
In the end, I was done in by a pair of Nightmare Spectres that I didn't even see coming.  Somehow, both of them went from being invisible to biting me in the space of the one second I spent reloading my tactical shotgun.  How the heck fast are those guys?!?  I know their whole deal is that you can't see them until they're close, but I really was totally unaware they were there until I was dead.  They must've gotten a triple move on me, and/or they have some kind of variability in how far away they can be seen from or something.  I could have saved my life with my last large med pack, but I really didn't think I was in imminent danger of dying.

Yes, nightmare spectres are fast, but not that fast. There is something else they do. I believe the game tries to hint at it, but it's probably easy to miss. (Assuming things are working properly.)

Hint:
Spoiler (click to show/hide)

Explanation:
Spoiler (click to show/hide)
Title: Re: The Inferno Module
Post by: Tormuse on May 06, 2022, 08:24
Without looking at your two spoiler comments, I did notice that my vision radius was decreasing and increasing periodically on that level, so I assume that has something to do with their presence.  I honestly can't remember whether my vision was in a reduced state at the time I got munched, so I probably should have paid closer attention to that, especially since they don't make any sound, so there wasn't any other cue that they were present.
Title: Re: The Inferno Module
Post by: Tormuse on May 07, 2022, 16:27
I made another attempt.  I made a concerted effort to push through Acheron this time, pressing forward faster than was wise, and burning through three med packs in the process, but the enemies were still reviving faster than I could kill them.  I had a plasmatic shotgun to help with corpse disposal, but it seems that the corpses that spawn in the river are undestroyable, so there's no way to stop the Arch-Viles from surrounding themselves with raised enemies, and I couldn't get close enough to them to even injure them, let alone kill them.

By the way, one thing I forgot to mention, but in the previous game, you may notice that I got 5 Shambler kills.  That's because (apparently) the switch that summons the Shambler can be activated as many times as you want.  I'm not sure if that's a particularly wise thing to do, but I thought I'd mention it in case it's a bug.  (Come to think of it, I didn't check if they each give you experience;  hmm...)

Spoiler: Mortem (click to show/hide)
Title: Re: The Inferno Module
Post by: tehtmi on May 07, 2022, 23:03
it seems that the corpses that spawn in the river are undestroyable

I guess this is a bug. I think they actually are theoretically destroyable, but their hp gets reset each time they move. I should be able to fix it though. (There used to be no way to do this correctly back when I first did this, but at some point I remember asking Kornel to add a way for mods to deal with tile HP, but I forget to use it here. Also possible that back when I original wrote this stuff that DRL wasn't correctly setting HP at all so corpses might have had 0 HP, although I don't remember for sure...)

Quote
By the way, one thing I forgot to mention, but in the previous game, you may notice that I got 5 Shambler kills.  That's because (apparently) the switch that summons the Shambler can be activated as many times as you want.  I'm not sure if that's a particularly wise thing to do, but I thought I'd mention it in case it's a bug.  (Come to think of it, I didn't check if they each give you experience;  hmm...)

Yes, this is a bug :)

Also, some answers from earlier posts I hadn't addressed yet.

Quote
I didn't realize that this mod adds extra assemblies until the end, when I happened to glance at the assembly screen.  I stumbled across the Scout Armour assembly by accident, by putting random mods on my armour.  I never figured out what the "targeting system online" message meant, though.

I sort of forgot about the assemblies. These were added from a very early version back when vanilla DRL probably had fewer assemblies as well. I think I was trying to have them affect different things to give interesting choices. I think I had the recipes listed in a spoiler in the main post (since there is no real way to find them except trial and error which is sort of silly), but it got edited out at some point (probably an accident). If you want to see the recipes, I think they're still listed at the bottom of the readme file.

The effect isn't supposed to be very secret either, but I'll spoiler it in case you want to try to find out for yourself.

Spoiler (click to show/hide)

Quote
I discovered that getting melee kills while invisible (like with using the Shadow Aegis) doesn't wake enemies up!

I don't think I intended this, but not sure if I want to fix it... Maybe I should. (Melee probably doesn't need the help I guess?)

Quote
I was four kills shy of YAAM, thanks to some guys that spawned during my fight with the Simulacrum.  *Sigh...*  :|

I put this on my list to fix.

Quote
I don't know if anyone is still maintaining this mod, but I see a couple of minor errors.  The final kill count is correct, but the in-game kill count from the @ screen got messed up when I went down one of the blue stairs while there were still enemies on the level.  It showed 23 unkilled enemies for the rest of the game, even though I killed everything.

Yes, this is another thing that is sort of unfixable for now. The @ screen kill count was new (in 0.9.9.7 IIRC?) and broke a bunch of weird stuff Inferno was doing with enemies (similar to the issue with spectres messing up the kill count, although that was fixable). Final kill count is correct because Inferno was expecting to get around this issue by just ignoring the game's kill counting and doing everything itself, but @ screen kind of ruined that. There will probably be a future version of Inferno that runs against a new build of DRL that might fix this.

Quote
Also, I notice that I'm credited as getting the Betrayal Token twice.

I also made a note to fix this.


Probably won't have time this weekend, but I'm being inspired a little bit, so I'll try to get out some updates pretty soon. I have some updates from last year as well that I haven't uploaded yet (a little bit of level generation stuff, and also making the mod work properly with "0.9.9.8 beta" AKA the open source GitHub version).
Title: Re: The Inferno Module
Post by: Tormuse on May 08, 2022, 14:57
I guess this is a bug. I think they actually are theoretically destroyable, but their hp gets reset each time they move.

In my game, neither rockets nor plasma shotgun were able to destroy them.  If there was a way to destroy them, short of letting them get revived and killing them somewhere else, to destroy the corpse there, I didn't discover it.

I sort of forgot about the assemblies...

Okay, I'm glad I looked those up.  They're so hyper-specific, that even through trial and error, I would never have found them, not the least because mod packs simply don't drop frequently enough to allow that kind of experimentation.  I look forward to seeing if I can try some of them out.  :)

I don't think I intended this, but not sure if I want to fix it... Maybe I should. (Melee probably doesn't need the help I guess?)

I kind of like the effect;  the concept of doing stealth melee kills appeals to me.  It's up to you whether or not that deserves a change, but yeah, it's probably worth keeping in mind that currently, the game is hugely unbalanced in favour of melee.

If you'd like to give ranged builds a significant, but not unbalancing, buff, I would suggest allowing revived corpses in Acheron to drop ammo.  That level is a relative breeze for melee that doesn't have to care about ammo, but for a ranged build, going up against unlimited enemies with limited ammo is not fun.  If I could at least restock along the way, I'd have a fighting chance.  I mean it would still be a grisly war of attrition, where the only actual progress is made if you can manage to injure an Arch-Vile, but it would at least be feasible.