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Messages - R-800

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While I didn't find anything about these sound issues anywhere in the bugs forum, I imagine that they must have been discussed at one time or another.  In any case, they've never been fixed.

When firing at some types of monsters, usually imps, in the case where they are killed on the player's current turn, the "crying out in pain" sound will always come along with their "blood gurgling death" sound.  In my mind, if they are killed on the current turn, we should not hear the pain sound, only the death sound, just as we did in the original Doom.  This seems a minor thing, but it can be more serious in the case where the player is shooting into the darkness, and trying to determine when his shots have only injured enemies, and when they have actually killed them.  If both sounds play at once in the case of hitting a single monster, then one can be led to believe that there is more than one enemy hiding in the shadows, one of whom was only hurt by the player's last attack and the other of whom was killed by it.

Another sound issue that can cause a similar and perhaps more serious risk calculation problem arises when  the Archvile resurrects dead monsters.  These resurrections do not produce the yucky gibbed "hamburger" sound that was characteristic of  Doom II.  In fact, these resurrections produce no sound at all.  This has caused me much grief on numerous occasions when a monster just on the edges of my field of vision keeps getting killed by my shots over and over again, and I begin wondering at some point if he is being resurrected by an Archvile, or if it's an entirely different instance of that monster who just happens to be approaching me from the same direction.  Not only would adding this sound tip us off more quickly to the presence and activity of an Archvile (a good thing given their relative danger level), it would also make DoomRL feel that much more like the original.

The next sound issue is from the latest version only (0.9.9.2).  When playing with the Dual Gunner perk, I can no longer hear each pistol's shot being fired independently of the other on any given turn.  The two shots happen so near to each other that it sounds to me as if only one pistol is firing.  This is very dissatisfying because I no longer get a sense that both guns are firing each turn, and I now worry about the possibility of one gun being empty while the other is not, since the firing sound no longer seems any different when two pistols are firing at once than it does when only one pistol is firing.  None of the other version have had this issue on my system.  I can't imagine why this would have been changed intentionally, so I'm guessing it unknowingly came along with some other change. 

The final sound issue has already been mentioned on the forums, but I did not understand the response.  The current version does not produce a sound when switches are pulled.  I imagine this is an actual bug.

Thanks to Kornel and Co. for making such an amazing game.

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Of all the things that would be nice to see in DoomRL by the time it reaches 1.0, I would like to suggest something that would not only provide functionality common to other roguelikes, but would also give the game more of the same kind of ambience and atmosphere that made the original Doom stand out from everything else out there at the time.  This suggestion can be summed up in two words: Lighting conditions.

It strikes me as odd that DoomRL uses bright white periods (.) to designate unoccupied floor tiles, when no changes in lighting conditions take place anywhere in the game, for any reason.  In most traditional roguelikes, the unoccupied floor tile has a white period in it only if that square is lit, and not if it isn't.  Perhaps this is also the case in DoomRL, but since we never get the benefit of seeing an unlit square within our LOS, it's impossible to tell for sure. 

Consider what adding a lighting system might do for DoomRL:

First of all, there wouldn't be any oil-based lanterns, as is typical in medieval fantasy roguelikes.  Though, there could, I suppose, be a flashlight, a la Doom 3 (though I consider this type of equipment purely optional).  What I really want to explore here, is the idea of dark, unlit rooms, scaring the bejeezus out of us.  Perhaps weapons could temporarily generate light when fired, due to their muzzle flash.  Perhaps this creates a lighted area of effect for a limited distance around the player character.  This effect would only exist during the same game turn on which the firing of the weapon takes place.  Perhaps energy weapons produce more light than powder-propelled slugs or buckshot.

Another possibility is that there could be floor-mounted light fixtures along the walls of rooms or hallways, as a way of explaining how it is that certain areas have light.  For those who don't remember, the orignial Doom had these very slender cylindrical floor-based lamps that couldn't be destroyed and produced no real light to speak of (they were simply 2D sprites).  In DoomRL, something much like these could be represented by the use of whatever ASCII character seems most appropriate, but the idea here is that, unlike in the original, the DoomRL version of these lamps could conceivably be destroyed in the midst of battle, so that whatever light was created by them disappears as a result.

If there's a concern about toying with the possibility of having dangerously low light levels in the game, perhaps there could be a challenge mode dedicated to this concept, at least as a test-phase to see if the option has any gameplay potential. 

Eventually though, I foresee this lighting dynamic becoming the way the entire game works generally, or at least becoming a setting that the player can choose.  A simpler alternative is for it to become a new aspect of the Nightmare skill level.  As if it wasn't hard enough.

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