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1
Releases / Re: Doom : Repercussions of modding
« on: November 05, 2019, 03:23 »
I am afraid I can't fix that error without access to the source code.
The way I get it, that trait fetches modded sources as parametters, but the error doesn't report what is fetched. All I know is that it may be an enumerator going taken out of range, but there is no telling if it's even an enum I made nor how many items it's missing. If I could I'd make some error checking on the trait's function to limit itself to the enum's size (assuming an enum is the problem). Alternative is putting filler in my enum but then I'd have a few things to figure out (going totally blind) otherwise you'd get unexpected results.
Anyway, I'm glad you still play this mod.
The way I get it, that trait fetches modded sources as parametters, but the error doesn't report what is fetched. All I know is that it may be an enumerator going taken out of range, but there is no telling if it's even an enum I made nor how many items it's missing. If I could I'd make some error checking on the trait's function to limit itself to the enum's size (assuming an enum is the problem). Alternative is putting filler in my enum but then I'd have a few things to figure out (going totally blind) otherwise you'd get unexpected results.
Anyway, I'm glad you still play this mod.
2
Releases / Re: Doom : Repercussions of modding
« on: September 11, 2017, 03:17 »
I wonder if this mod (in its current state, read: unfinished due to limitations) would warrant balance. Or should it stay as it is since most of its fun seems to reside in the large difference there is between each demon.
3
Releases / Re: Doom : Repercussions of modding
« on: October 24, 2015, 02:49 »
There is no doc whatsoever about modifying traits and I remember someone telling me it wasn't a good idea too temper with them anyway, so no, no modified berserker.
I still want to mod the traits though... There are still a few things I'd like to do with this mod that I can't in the actual state of things. Namely, swaping the monster change to the traits, having the player character drawn with the property flag that's used for the cyberdemon/mastermind.
For the shards they are indeed set to 0. Here's the list of "denied" items. Of course nothing's definitive.
I still want to mod the traits though... There are still a few things I'd like to do with this mod that I can't in the actual state of things. Namely, swaping the monster change to the traits, having the player character drawn with the property flag that's used for the cyberdemon/mastermind.
For the shards they are indeed set to 0. Here's the list of "denied" items. Of course nothing's definitive.
Spoiler (click to show/hide)
4
Releases / Re: Doom : Repercussions of modding
« on: June 25, 2015, 04:22 »
Well I am here, but I have absolutely no idea of what this could actually mean. The day I know is the day I fix, hoping this day to also be the day doomrl would provide some support for modding traits (and also allowing large sprites on the player).
5
Releases / Re: Doom : Repercussions of modding
« on: September 19, 2014, 08:58 »
Okay, I have implemented regenerative ammo. It applies to demons using cursed power as ammo. They no longer gain ammo on kill, however said ammo wasn't removed and can still be gain via exp; 1 per 263 at the moment (arachnotron's exp value).
Their ammo will now regenerate at fixed rates depending of which demon you are playing, after shooting (it will still regenerate if you use melee attacks or get attacked).
I also modified a few things to work with this addition.
I have replaced the demon's attack speed values (was 1 turn everywhere) with their reload speed (which was based on the original monster's attack chance), attack is now slower for most of them.
Reloading for these demons is now almost instantaneous (0.1 turn) to give some incentive in using the now rarer cursed power.
Max ammo for these demons has also increased from 1 to something matching their power, where the more powerful the monster the less max ammo it has (imp has 8 fireballs, archevile has 1)
Non-former human monsters not using cursed power will have similar treatment in future versions, after the values are settled for the ones done in this version.
Any value, new and old, is obviously still subject for balance. I'd especially like to find a way to remove the health bonus I give on the two lowest difficulties.
I'll also somehow find some use for cursed power for monsters not using it as ammo. There is much room for ideas, it could be a small amount of berserk time for the pinky for example, health regen for the feeble former humans, etc. to be decided.
EDIT:
Forgot to mention that I disabled the archevile's resurrecting ability. As I am a very forgetful person, as much as I forgot to state I disabled the archevile's ability, I forgot to disable the painelemental's ability altogether.
Their ammo will now regenerate at fixed rates depending of which demon you are playing, after shooting (it will still regenerate if you use melee attacks or get attacked).
I also modified a few things to work with this addition.
I have replaced the demon's attack speed values (was 1 turn everywhere) with their reload speed (which was based on the original monster's attack chance), attack is now slower for most of them.
Reloading for these demons is now almost instantaneous (0.1 turn) to give some incentive in using the now rarer cursed power.
Max ammo for these demons has also increased from 1 to something matching their power, where the more powerful the monster the less max ammo it has (imp has 8 fireballs, archevile has 1)
Non-former human monsters not using cursed power will have similar treatment in future versions, after the values are settled for the ones done in this version.
Any value, new and old, is obviously still subject for balance. I'd especially like to find a way to remove the health bonus I give on the two lowest difficulties.
I'll also somehow find some use for cursed power for monsters not using it as ammo. There is much room for ideas, it could be a small amount of berserk time for the pinky for example, health regen for the feeble former humans, etc. to be decided.
EDIT:
Forgot to mention that I disabled the archevile's resurrecting ability. As I am a very forgetful person, as much as I forgot to state I disabled the archevile's ability, I forgot to disable the painelemental's ability altogether.
6
Releases / Re: Doom : Repercussions of modding
« on: September 18, 2014, 05:48 »Unfortunately, it crashed at the end, just before the mortem screen. (Though thankfully, after generating the mortem, apparently) Here's the error message:Attached file should do the trick. Can you confirm?
Also, I was playing a Lost Soul game earlier and got as far as Hell Knight level and I saved it to come back to it later but it said the saved game was corrupted and I couldn't continue. :| (That may or may not have been due to something I did; I have yet to recreate that bug) EDIT: Okay, it seems I can't save the game at all; the saved game gets corrupted/destroyed when I try to load itUnfortunately as it stands I have no way of understanding the issue. I'd have to know how saving intrinsically works within the engine. I thought it probably had to do with my renaming of the klasses but it seems not.
And if you don't mind if I comment on play-balance a little, I must say that the Lost Soul tree is a lot more varied and interesting than the Former Human tree. I think it would be good to add the Elite Formers to the list. (Maybe you could become John Carmack as the top level?) :) As it is, you're stuck with the same Former Commando character from level 3 to the end of the game and since there are very few cells that early on, you're very reliant on melee.Well, sure, a bit more variety wouldn't hurt.
Using the Juggler trick to wield the Chainsaw still worked. I'm guessing that's not as intended, although it's a rather fearsome image, a Revenant brandishing a chainsaw! (Or a Knight or a Baron) :)Well, as I said the traits will be replaced in future versions when I'll be able to change them (which is, I was told, impossible as of now).
A couple more bugs: There's no sound when you attack as a Lost Soul. (Should've mentioned that one earlier)First point I know of, it's an issue with melee weapons, for some reason their sound doesn't play.
Also, when you're a Knight or Baron, you use "Cursed Power" to fire, but killing enemies doesn't replenish the Cursed Power like it does if you kill enemies while you're an imp.
Now about the Baron and knight it's really weird, they are basically using the same code than the imp.
Code: [Select]
OnKill = function (being,player)
for n=1,2 do player.inv:add("SPTXcursedpower") end
player:power_backpack() end,
7
Releases / Re: Doom : Repercussions of modding
« on: September 17, 2014, 02:18 »Okay, I gave the game a whirl, once as a Lost Soul, and once as a Former Human. First impressions: really cool mod! :) It's got some nice challenge to it, even at ITYTD, what with all your abilities nerfed like that. (Thelaptop would approve) ;)I wanted to reproduce a 1:1 of the game's monsters the best I could. I thought playing as the weakest to the strongest would blend well with the linearity of the game's difficulty. Reality is, however, that first monsters are too weak and later too powerful, actually inverting the difficulty curve. It will be balanced in due time, well not due time, but for next version of doomRL for sure.
A couple of questions: At one point, my lost soul got promoted to imp and I was only able to throw a fireball once and it said I didn't have any ammo. Is there some trick to reloading so I can fire again? Does it use shells or something?Ah, I should have specified in the readme. It's temporary for this version, you get ammo when you kill. The amount depends on the character you play. Ultimately it will be made regenerated on tick and if/when possible directly within the 'magazine' rather than as ammo in the inventory. Right now there is no check on overflowing the inventory.
I conquered Hell's Arena as the former human, leveled up twice, and got promoted to Former Commando, but then when I passed the level, it prompted me if I wanted to become a Former Human or Lost Soul again and when I selected Former Human, I got bumped back down to pistol again. (I didn't even get a chance to use the plasma rifle; hmph!) Is that intended?No that's a stupid mistake on my end. Two like inverted in the script that was supposed to fix the mod. This post contains a fix to the fix.
Do traits work? I got a couple of levels of Brute in the Former Human game because I was thinking of getting a Vampyre build, but it still took like ten punches to even kill a lowly former human.Some player values affected by traits are replaced when you change of demon.
These are :
-health
-maxhealth
-flags (particularly environment safety)
-move speed
-melee damage bonus
-armour
-chance to hit for melee
Regarding traits, they may or may not work, I haven't checked them and they are ultimately bound to get changed in the eventual future versions. Brute however should work, since the script handles melee damage as follows
Code: [Select]
player.todam = player:get_trait(traits["brute"]) * 3 - 1 (for former human)
8
Releases / Re: Doom : Repercussions of modding
« on: September 16, 2014, 13:26 »
Then Kornel was certainly right. I'm at a loss, why does it "work for me"? Code is supposed to be executed in order.
9
Releases / Re: Doom : Repercussions of modding
« on: September 16, 2014, 06:56 »My wild guess would be that the player structure doesn't exist when calling OnLoaded, but it's a long time since I did any DoomRL modding.I'd harly believe that. I just tried on a fresh 0997 on an other OS than my usual and the issue wasn't reproduced. If that was so, it would happen systematically happen, right?
But would it be that anyway: Tormuse please, try to replace main.lua with this one.
10
Releases / Re: Doom : Repercussions of modding
« on: September 16, 2014, 04:40 »Hmm... I don't have, nor have I ever had, anything in my E drive. Is that something you programmed into it?Nope. And neither do I. I'm afraid this issue is beyond my comprehension.
EDIT:
it's really weird, all I have OnLoaded is that
Code: [Select]
function Repercussions.OnLoaded()
local choice = ui.msg_choice("Do you want to become a Lost @<S@>oul or a Former @<H@>uman?","SH")
if choice == "S" then player.eq.weapon = "SPTXlostsoul"
elseif choice == "H" then player.eq.weapon = "SPTXformerhuman"
end
-- a bunch of comments
end
11
Releases / Re: Doom : Repercussions of modding
« on: September 16, 2014, 04:23 »
I'm curious about that line.
Code: [Select]
$00457F16 TLUASYSTEM__PROTECTEDCALL, line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
It points to an absolute path that obviously isn't your doomrl directory.
12
Releases / Doom : Repercussions of modding
« on: September 15, 2014, 06:43 »
That was sleeping on my hard drive and since it's somewhat playable I thought it would be a waste to not make it available.
It basically lets you play as the demons. You start as either a lost soul or a former human then are given the option to change when you level up, after picking a trait.
Ultimately I want to replace the traits, but that will obviously have to wait for a future version of DoomRL.
CyberDemon and Mastermind are somewhat done but not enabled and archvile/painelemental spawn hostile monsters instead of friendly ones (then again, I'm hoping for a future version of DoomRL allowing friendlies).
EDIT: if you have a crash on launch download the fix here
EDITEDIT:
repacked with fix and fix of fix. Take the numbered archive.
EDIT : updated to 0.1.1, brief list of changes here, more details in changelog.
It basically lets you play as the demons. You start as either a lost soul or a former human then are given the option to change when you level up, after picking a trait.
Ultimately I want to replace the traits, but that will obviously have to wait for a future version of DoomRL.
CyberDemon and Mastermind are somewhat done but not enabled and archvile/painelemental spawn hostile monsters instead of friendly ones (then again, I'm hoping for a future version of DoomRL allowing friendlies).
repacked with fix and fix of fix. Take the numbered archive.
EDIT : updated to 0.1.1, brief list of changes here, more details in changelog.
13
Releases / Re: Evolustuff (1.0.3)
« on: August 02, 2013, 02:20 »
the "durability_max" issue as been fixed alongside the debugging code
mods are prevented from spawning in regular maps but still do in scripted maps.
mods are prevented from spawning in regular maps but still do in scripted maps.
14
Releases / Re: Evolustuff (1.0.2)
« on: August 01, 2013, 16:37 »
baaaah silly mistake. I had let some debugging code on.
It should be fixed now.
It should be fixed now.
15
Releases / Re: Evolustuff (1.0.2)
« on: August 01, 2013, 04:38 »
I haven't made any advancement in a month, so I may as well post what I've done now.
I fixed most of the broken stuff and made a few improvements.
New DL in the OP.
[1.0.3]
-changed armor/boot durability bonus to be durability max making the durability no longer heal a few percents on kill when the upgrade kicks in but allowing them to be repaired past 100%
-fixed console mode crash on mod loading
-made stuff evolution happen based on an experience threshold (currently at 100xp, expected to change for balance purposes, may become dynamic or dependent)
-fixed stats no longer being granted since last version, including damage types that never worked before
-the additional shots upgrade now asks for confirmation, allowing to skip it
-shot cost reducer now reduces shot cost by 25% instead of just -1
-split the always hit flag in two others that remove range penalty and remove out of vision penalty respectively
-nerfed max explosion radius from 20 to 14
-some upgardes won't go past twice the original item's power, giving more chance to exotics and generally powerful weapons found to still be worth using
I fixed most of the broken stuff and made a few improvements.
New DL in the OP.
[1.0.3]
-changed armor/boot durability bonus to be durability max making the durability no longer heal a few percents on kill when the upgrade kicks in but allowing them to be repaired past 100%
-fixed console mode crash on mod loading
-made stuff evolution happen based on an experience threshold (currently at 100xp, expected to change for balance purposes, may become dynamic or dependent)
-fixed stats no longer being granted since last version, including damage types that never worked before
-the additional shots upgrade now asks for confirmation, allowing to skip it
-shot cost reducer now reduces shot cost by 25% instead of just -1
-split the always hit flag in two others that remove range penalty and remove out of vision penalty respectively
-nerfed max explosion radius from 20 to 14
-some upgardes won't go past twice the original item's power, giving more chance to exotics and generally powerful weapons found to still be worth using