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1
Releases / Release Forum Guidelines
« on: April 16, 2013, 17:47 »
To keep things clean and easier to find please place your RELEASED mods here and keep the first post updated with the latest version of your mod. A topic of "Name (version)" is suggested but not enforced. If you have a thread in the general forum that you'd like moved over here either PM me or message me on IRC.
Discussion of released mods is encouraged.
Discussion of released mods is encouraged.
6
Modding / MOVED: Tourist mod: walk through Hell like a Boss! + Infinity module
« on: April 16, 2013, 17:40 »8
Releases / The Elevator of Dimensions (0.9.2)
« on: April 14, 2013, 22:30 »
...is too big for the forums so I put it on filebin for now. It is a CONSOLE ONLY mod, it is long so take breaks between levels, and if you get overwhelmed it stops being fun. MAd is the easiest build in my experience. Lastly, assemblies and rewards are largely indestructible so craft away.
http://filebin.ca/ekqAn8zlbS9/elevator.module0.9.2.zip
http://filebin.ca/ekqAn8zlbS9/elevator.module0.9.2.zip
Quote
The Elevator of Dimensions will take you on a journey through space and time. It is an invasion style map that uses SkulltagRL as a base. That means most things are scripted--levels aren't generated randomly, nor are most items and enemies.
Levels:
* RAID the Pharaoh's tomb!
* TORCH the baron enclave!
* RANSACK the German castle!
* ZAP the computer corridor!
* SHOWER the outer limits!
Difficulty levels:
Since monsters and items aren't spawned randomly XP is given a flat modifier based on difficulty. Higher difficulty slows level gain and ups enemy accuracy (that last part is as it normally is). Ideally the difficulty curve should follow this spread:
* ITYTD: A player familiar with the waves can get through without casualty and without relying on overpowered builds or cheap tactics. Ammo shortages will be the bigger threat.
* HNTR: A player can expect to suffer in the tricky spots or they can corner shoot everywhere. A good player with a good build and careful tactics might still clear this without casualties.
* HMP: Player casualties will start to mount up but a good build will prevent getting stuck in a loop of carnage and death.
* UV: Even using every dirty trick in the book player casualties will be all too common. One shot kills will be a reality and cycles of death and rebirth distressingly common as you try to get a handle on the demon hordes.
* N: You're dead, you just don't know it yet.
Monsters:
* In addition to enemies found and derived from Doom you can expect to see enemies from Blood, Duke 3D, and a host of other odd games I don't recognize.
Issues:
* The player name is treated as part of the HUD now with an enemy count as well as an active powerup/rune display. In previous revisions the level name served thie purpose; 0996 invalidates that. Consequently looking at yourself displays the adapted HUD text instead and the powerup color coding is gone. Lesser of three evils...
* Color flashes don't work quite right. This has been mitigated for now but once they are fixed they'll need to be returned to their proper state of being.
* Better rips of the music would be nice as to get them to loop correctly I had to re-encode them and they were already lossily compressed.
* No doubt there are some balancing tweaks that could be implemented. I was very careful with the first level and moderately careful with the second. After that it is difficult to get a good measure since builds can diverge very heavily.
* You know how the mastermind's shots, when being spread across an area, all come at once? I would really like a hack to circumvent that.
Future:
* Add being ascii art
* When possible, add sprites
* When possible, add the other HUD stuff that's kludged in
* Fix other issues and balancing concerns
Credits:
* GH for AI
* Other guys on IRC who probably helped in some way
* The testers, mostly
* The guys who originally make the EoD for Skulltag for the obvious inspiration, and by proxy, everyone they stole content from
Dedications:
* For all coffee makers
* For all disco lovers
* For all the paranoids
* For all the psychopaths
Changelog:
v0.9.2
------
Scaled experience gains down. Seems there's no way to make a boss scary to a sufficiently prepared doomguy. So now you can't be that prepared.
Since there are no spawn rate differences UV and N! difficulties now give enemies damage bonuses while ITYTD and HNTR give damage penalties.
Badge requirements have changed to be harder since it took all of three runs for TWO people to get angelic.
Prosperity nerfed, is no longer as good as MEDPLUS
Level 3 should be faster paced and less dull now.
Fixed boss level river
AI and HP tweaks to keep the boss alive long enough to do cool things before Tormuse kills it.
v0.9.1
------
Sound binding fixes, also monster that should drop rockets was not dropping rockets
Beefed up clones to make them more of a threat and make them appear more often
v0.9.0
------
First public release for DoomRL 097. 1.0 will be whatever version makes it to the mod server; KK has stated that won't happen without G support.
9
Modding / Mod Server
« on: March 19, 2013, 16:19 »
As you've probably noticed there are four stickied thread and a new version of DoomRL today. This is obviously not a coincidence.
The mod server is a new addition to DoomRL. Its main purpose is to save you, the player, from having to go through the agonizing task of downloading entire mods and dumping them into the modules directory. Now DoomRL does that heavy lifting for you (though nothing is preventing you from doing it manually anyway).
The mod server's content is currently limited. Only four mods are on it and three of them were originally included by default. Generally speaking mods should be relatively feature complete and stable before they are added; there are no formal guidelines since the modding community is small and everyone knows everyone else. I for one would like to add Tehtmi's wonderful works to the server ASAP; after that it is anyone's guess.
I would like to propose each mod on the server have at most three threads--one for the source (if released) that is kept pristine, one for bug reports, and one for general discussion. That should keep things clean without drowning out newcomers to the modding arena, and if not we can restructure a bit. And I guess that leaves this thread open for active discussion about the mod server in general. Get playing, slackers! The chaos gods demand blood.
The mod server is a new addition to DoomRL. Its main purpose is to save you, the player, from having to go through the agonizing task of downloading entire mods and dumping them into the modules directory. Now DoomRL does that heavy lifting for you (though nothing is preventing you from doing it manually anyway).
The mod server's content is currently limited. Only four mods are on it and three of them were originally included by default. Generally speaking mods should be relatively feature complete and stable before they are added; there are no formal guidelines since the modding community is small and everyone knows everyone else. I for one would like to add Tehtmi's wonderful works to the server ASAP; after that it is anyone's guess.
I would like to propose each mod on the server have at most three threads--one for the source (if released) that is kept pristine, one for bug reports, and one for general discussion. That should keep things clean without drowning out newcomers to the modding arena, and if not we can restructure a bit. And I guess that leaves this thread open for active discussion about the mod server in general. Get playing, slackers! The chaos gods demand blood.
10
Mod Server Releases / [Source] Skulltag Arena (1.0.1)
« on: March 17, 2013, 08:24 »
Readme:
Code: [Select]
This is Skulltag Arena, the most likely last variant on the infinite arena that I will do. It is based on the Skulltag source port--go play that if you want to call yourself a doomer.
Skulltag is like doom, only with more. In roguelike terms, skulltag is DoomRL's Slash'EM. New weapons have been added to match Skulltag's lineup, new powerups, new monsters, and new runes!
Weapons:
The chainsaw, minigun, railgun, and BFG9/10K are now standard weapons.
Powerups:
All powerups have been recreated owing to affects being a bit limited. This means that a berserk pack won't change your status on the HUD or make the screen flash red. On the other hand we now have turbo spheres, invisibility spheres, and even a time freeze powerup!
Runes:
Skulltag runes are bonus granting items that never expire but you can only pick up one rune at a time. Pick up a prosperity rune? Health powerups will count up to 250%. Pick up a rage rune later? Your health bonus expires but now your reload and fire speeds are decreased!
Monsters:
Skulltag's beefed up versions of barons demons and cacos
Rocket and double shotgun wielding soldiers
Suicide Skulls and Spectres
The Bruiser Demon and Diabloist!
Issues:
Powerup effects don't have any interface screws
Powerups no longer have color specific HUD text (obviously the whole using your NAME is a currently necessary hack to get you anything at all, but older versions had color coding too)
G-mode ascii characters differ from console mode ascii characters. Result: rune powerup status indicator is displayed incorrectly in G-mode. May also affect unnecessary umlauts.
Drain rune only triggers on being death; would be nice to get it on being damage in a non-hacky manner.
Sound binding is a god-awful mess. It mostly works but there are a few which aren't for some reason...
No new sprites are possible in 0997 so the new content is all overlayed original sprites. Brown became my new favorite color doing that.
The berserker trait will proc the original berserk status affect, not the skulltag variant. There is nothing I can do about this. The standard berserk affect greatly increases your defensive prowess in ways the Skulltag one intentionally does not.
Future:
Keep updated, fix bugs
Changelog:
v1.0.1
------
Bug fixes
Suicide skull speed nerfed since his charge is, well, a suicide attack
Some sounds (re)mapped
v1.0.0
------
0997 released! SkulltagRL also synced to new major version. No other change.
v0.9.9
------
Added simple badges
v0.9.8
------
Just a port to the latest DoomRL, nothing 'proper' about it
v0.9.7 (Since modules now have a three digit version I can't go .1 at the end)
------
Proper update that uses the newer concepts
Runes and Powerups are fun so I added a special mode that ups the spawn rate. I could add more configs if requested, though as a bonus to source divers a lot of constants are easily tweakable
Level memory adjusted. No more can you scout the map once and be omniscient afterwards; items are hidden after each round. Tracking maps and computer maps still work, but only for one and five rounds respectively.
This results in a weird AoDarkness-like effect every round but it's worth it
Partial Invis powerup changed, Total Invis powerup added
Prosperity no longer grants badass (was too powerful for such a low level since now marines get that as basic trait)
Rate of enemies decreased along with the rate of items. Experience also raised to match. This should reduce the 'swarm' feeling.
A plethora of porting bugs that weren't serious enough to cause crashes have been exterminated.
A plethora of porting bugs that were serious enough to cause crashes have also been exterminated.
The usual array of small tweaks and tricks. No more 0.00 movement speed bug for instance.
v0.9.6
------
Updated for DoomRL 0.9.9.4. Minimal actual gameplay changes; those are coming soon.
v0.9.5.1
------
Balance tweaks. To wit:
Being groups disabled for now
Harder enemies more likely to spawn
Difficulty levels now set the global DIFFICULTY variable. Hard is now hard!
Boss spawns by level 25
Diabloist and boss slightly buffed, will be buffed more if desired
v0.9.5
------
Updated for DoomRL 0.9.9.2!
Reflection Rune!
New boss enemy!
Lots of little tweaks that weren't possible before!
v0.9.1
------
revamped item and monster selection. Should be a smoother, more even experience now.
Tweaked a few monsters, weights, and other odd things
Four difficulties! Changes the speed at which you advance through rounds
v0.9.0
------
New monsters and the structuring needed to support them
v0.8.7
------
Time freeze fixed
v0.8.6
------
HUD now displays active runes and powerups!
Drain rune fixed
Strength rune bonus reduced
Resistance rune bonus reduced
v0.8.5
------
File now split into multiple nicely encapsulated sections. Which are themselves files.
Railgun added from You's invasion mod!
Minigun has new firing sound
All runes are light green until powerup ascii can be altered
Many hacks not hackish now
v0.8.1
------
A few minor tweaks as suggested by IRCers
NPC selction should be a bit more even now
Rewards should also be a bit more linearly scaled now
v0.8
------
Initial beta release
11
Mod Server Releases / [Source] Dead Simple (0.2.3)
« on: March 17, 2013, 08:17 »
Readme:
* None
Module is also part of the Beginner's ModKit
* None
Module is also part of the Beginner's ModKit
12
Mod Server Releases / [Source] Classic Mode (0.3.0)
« on: March 17, 2013, 08:10 »
Readme:
* None
Module is also part of the Beginner's ModKit
* None
Module is also part of the Beginner's ModKit
13
Mod Server Releases / [Source] Hell Arena (0.2.0)
« on: March 17, 2013, 08:09 »
Readme:
* None
Module is also part of the Beginner's ModKit
* None
Module is also part of the Beginner's ModKit
15
Modding / Blood demo
« on: April 15, 2012, 17:00 »
Do you remember Blood? Fun game, right?
Well I'm not going to make a total conversion of it, but while I was appropriating its cultists for some of my future projects I started thinking about those cute disembodied hands. So loveable their squeaky voices were as they tried their very best to ineptly kill you. I love the hands.
So how could you implement them in DoomRL? You can't just mash the action button to shake them off, and without the action packed flavor of Blood treating them like basic melee enemies seemed a waste. So I ended up scripting this quick hand demo. It lacks some of the finer spit and polish I'd normally throw in, but unfortunately I don't need any disembodied hands in my mods. Still, it's a unique spin on an enemy and not something that's been done in DoomRL before. So give it a whirl, and shoot the cheeky bastards.
Well I'm not going to make a total conversion of it, but while I was appropriating its cultists for some of my future projects I started thinking about those cute disembodied hands. So loveable their squeaky voices were as they tried their very best to ineptly kill you. I love the hands.
So how could you implement them in DoomRL? You can't just mash the action button to shake them off, and without the action packed flavor of Blood treating them like basic melee enemies seemed a waste. So I ended up scripting this quick hand demo. It lacks some of the finer spit and polish I'd normally throw in, but unfortunately I don't need any disembodied hands in my mods. Still, it's a unique spin on an enemy and not something that's been done in DoomRL before. So give it a whirl, and shoot the cheeky bastards.
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