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31
Bug Reports / Re: Pushing barrels paints a floor
« on: September 03, 2013, 16:32 »
Could be worse.
Could be raining.
Could be raining.
32
Bug Reports / Re: Pushing barrels paints a floor
« on: September 02, 2013, 07:16 »
That would work but it would require defining a lot more cells--4x as many floor cells--to store the extra information. A pseudo-layer (a sparse array) that tracked the barrels as they are generated and moved would be easier and is probably the least hacky quick fix available.
33
Bug Reports / Re: Pushing barrels paints a floor
« on: August 31, 2013, 11:23 »
You can't shoot or push items. And it would be a lot of work, however you decided to tackle it, to fix the issue properly.
We could probably fix it improperly if nobody minds some egregious hacks :)
We could probably fix it improperly if nobody minds some egregious hacks :)
34
Discussion / Re: what happened with Dungeon Crawl Wiki
« on: August 31, 2013, 06:03 »
Apparently there was a problem which resulted in the wiki being taken offline. I don't know the details but I do know that it requires Rimmon, our web server guy, to fix it. Don't know when that will happen.
35
Post Mortem / Re: [MOD|Elevator of Dimensions] [H|100%|146 clones] Damn...
« on: August 19, 2013, 16:56 »
Finally got Lappie to play it :)
Now how about Maizure...
Now how about Maizure...
36
Bug Reports / Re: [0.9.9.7|console|WinXP] nuke destroys not everything
« on: July 13, 2013, 13:48 »
With custom levels getting more and more creative with their use of space this should be rectified before TCs come into play.
37
Discussion / Re: The Hellgate exit
« on: June 23, 2013, 09:03 »
There is the movement delay initially (moving to the cell) which like any other move can cause you to get a face full of acid. Regular teleporters also have a flat 1000 scount penalty post-move to account for the disorientation (1000 == a standard move w/o any speed bonus). The hellgate doesn't have that penalty since you're being whisked away to another level.
You moved and died. The type of cell you moved to did not factor into anything here.
You moved and died. The type of cell you moved to did not factor into anything here.
38
Requests For Features / Re: Difficulty Increases Equate To Greater Challenges
« on: June 15, 2013, 22:36 »
AI is something anyone can experiment with right now with modding. There's nothing hidden in the engine--if someone wants to make a new AI all of the pieces are there and I'd love to see it personally.
Although I will probably never have time to do it I would like to make a player AI that would try to play the game not unlike a human being. Or a squad AI so that I could watch duels between enemy units. Game Hunter is our resident AI expert; I don't think he has any professional credentials in the field but his changes have been improvements. The AIs we have work well considering what Doom is and drastically changing them, even if someone else did the work, is not something I'd suggest lightly.
Although I will probably never have time to do it I would like to make a player AI that would try to play the game not unlike a human being. Or a squad AI so that I could watch duels between enemy units. Game Hunter is our resident AI expert; I don't think he has any professional credentials in the field but his changes have been improvements. The AIs we have work well considering what Doom is and drastically changing them, even if someone else did the work, is not something I'd suggest lightly.
39
Modding / Re: A couple questions
« on: June 15, 2013, 08:58 »
Interrogative: what are you trying to do exactly?
40
Bug Reports / Re: [0.9.9.7|G|Win7] Nuclear/Nano items only recharge if equipped
« on: May 26, 2013, 19:00 »
Well, ultimately I'd say either all items recharge equally or no items recharge unless they are equipped (not prepared, equipped). Rechargeables are significantly different between those two systems. Adding inventory wouldn't really change anything practical (floor recharging is probably not worth the hassle)
41
Requests For Features / Re: Permanent achievements mode
« on: May 23, 2013, 17:13 »
It is possible to obtain this information but I'd have to dig to find out how; I've never needed it before. One could theoretically create a mod to do this.
There's no way it's making it into the main game though.
There's no way it's making it into the main game though.
42
Releases / Re: Evolustuff (1.0.2)
« on: May 09, 2013, 19:23 »Quote
Ultimately, I thought about making the items upgrade with experience rather than plain kills. But I am not sure how to make it work (technically speaking I mean) yet.Hackish but doable. Player experience is a viewable field. An OnTick or OnKill hook can check the player's experience, see if it's past a threshold, and upgrade if it is. You'd have to generate your thresholds or have an algorithm that'll do it and you'll have to store a custom attribute on the player for their current 'level'. There could also be issues if nothing upgradeable is equipped. But overall there are several ways to make it work.
Quote
I thought about that, but I just don't see what I can do about it, deactivating the ammo not dropping on gibbing if it's possible? I have to find how to do it. Or spawn ammo if the enemy is gibbed. Either way I have to find how to manipulate gibbing.Rah, don't spoil it, that was for an other mod!The OnDie and OnDieCheck hooks will give you a boolean if the being was gibbed (overkilled). You can't override the overkill flag but you CAN drop ammo if they were killed manually. If you do it in the OnDie hook the inventory is already cleared; if you do it in the OnDieCheck hook I believe the inventory is still mutable so you could 'drop' all of those items (see the Elevator for one way, ep's hinted there's a more proper way I don't know about) and then clear the inventory, letting the being get gibbed naturally afterwards.
*This genius advice comes to you untested, but I'm pretty certain it'll work. For more insight on abusing the engine visit IRC. It's where the cool people go.
43
Modding / Re: How do I change default melee damage? Also, timers.
« on: May 09, 2013, 05:19 »
Copy, paste, rename.
Or you can try experimenting and see if something else works...
Or you can try experimenting and see if something else works...
44
Modding / Re: How do I change default melee damage? Also, timers.
« on: May 08, 2013, 18:29 »
To be honest I have no idea which of the sound hacks is currently working. The sound engine is a weakness in DoomRL and I've had to do different things across different versions.
The only thing that I know works for certain is naming your sound after the property you want to bind it to. That requires no assigning or specialized Lua code whatsoever.
The only thing that I know works for certain is naming your sound after the property you want to bind it to. That requires no assigning or specialized Lua code whatsoever.
45
Modding / Re: How work with generator?
« on: May 07, 2013, 05:24 »
For your needs you'll need to break things down and not use the generators or run.
It just so happens that the maze generator offloads most of the work to the maze_dungeon. So you'd want to call that and whatever other generation functions you want. You'll have to experiment with what's there.
It just so happens that the maze generator offloads most of the work to the maze_dungeon. So you'd want to call that and whatever other generation functions you want. You'll have to experiment with what's there.