- June 16, 2025, 15:39
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1]
1
Requests For Features / Re: Some kind of cruise mode or something
« on: February 20, 2012, 05:48 »
If I recall correctly, there is a standard windows option for that. You can change the time you need to hold down the key until it starts clicking rapidly.
Just go Control Panel or System Control, then Keyboard Properties and there you find the setting "Repeat Delay". There is also the "Repeat Rate" property, determining how fast the clicking is by holding down the key.
Just go Control Panel or System Control, then Keyboard Properties and there you find the setting "Repeat Delay". There is also the "Repeat Rate" property, determining how fast the clicking is by holding down the key.
2
Bug Reports / Re: [0.9.9.5] Scumbag Baron of Hell
« on: January 24, 2012, 14:49 »
How about giving enemies limited inventory space if excessive medipack usage is a problem?
Off-Topic : On a related note, would it be a good idea if you could check the armor an enemy is wearing (using look)?
Off-Topic : On a related note, would it be a good idea if you could check the armor an enemy is wearing (using look)?
3
Modding / Re: DoomRL 0.9.9.4 MOD : Simple. Dead Simple.
« on: November 07, 2011, 14:14 »
Funny Doom 2 port and a good wordplay too. The item placement was also quite similar if I recall correctly.
Would be interesting to see a mod including every original Doom 2 map, though some would be just ridiculous, especially on higher difficulties. (Cyberdemon on O´ of Destruction anyone?)
Map size, format and height are probably the biggest hindrances. Keys could be emulated by levers opening the appropriated doors. It probably isnt such a good idea. (And I am pretty sure this suggested before, several times already)
Would be interesting to see a mod including every original Doom 2 map, though some would be just ridiculous, especially on higher difficulties. (Cyberdemon on O´ of Destruction anyone?)
Map size, format and height are probably the biggest hindrances. Keys could be emulated by levers opening the appropriated doors. It probably isnt such a good idea. (And I am pretty sure this suggested before, several times already)
4
Requests For Features / Self-closing Doors
« on: November 05, 2011, 06:33 »
How about doors that close themselves after a few seconds. Most if not all doors in the original doom were automatic. Why not add this feature to DoomRL. Especially with the authentic original sounds.
It could only apply to certain map types like City or Room. These doors could also be harder to destroy than normal doors. (Also possibly a new level event where every door on the map is replaced with self-closing indestructable doors)
What do you think?
It could only apply to certain map types like City or Room. These doors could also be harder to destroy than normal doors. (Also possibly a new level event where every door on the map is replaced with self-closing indestructable doors)
What do you think?
5
Bug Reports / Re: [0.9.9.4] Darkness Badge disappeared
« on: November 04, 2011, 03:31 »
Have completed the Darkness badge again, this time it didnt disappear. Seems like the problem wasnt related to DoomRL but rather to my external hard drive not being removed properly. Thread can be closed
6
Requests For Features / Re: Suggestion for some shotgun-related changes
« on: November 04, 2011, 03:26 »
It isnt advised trying to balance two weapons for the same niche from the same weapon type. Either one is stronger, having a lower dropchance and/or being accessible later in the game, or both have are of the same efficiency and one could be removed due to redundancy. So trying to balance the normal shotgun and the combat-shotgun isnt really a good idea at all.
How about creating different niches for each type of shotgun (shotguns, double-shotguns and combat-shotguns).
Giving double-shotguns a much wider cone than that of a normal shotgun just like in the original doom. Or if thats better, the cone of normal shotguns could be reduced to make double-shotguns much better at fighting spread-out enemies. Because as it is now, the double-shotgun is only good when fighting on close-positioning and only if the enemy isnt knock-backed, which is a very rare scenario.
Concerning combat-shotguns, entirely remove the spread of all related shotguns and it make it have less damage drop-off than its brothers the double-shotgun and the normal shotgun.
With these changes, the normal shotgun becomes the allrounder for starters, at its best when fighting bunched up groups of enemies. The double-shotgun becomes the weapon of choice when encountering heavily spread up enemies. And last but not least, the combat shotgun becomes the shotgun for single target purposes. (Or fighting a line of enemies)
I presume it isnt really shotgunnerish to have no spread on a shotgun, but having more than one weapon from the same type for the exact same purpose isnt really great either, at some point people will just use the mathematically better gun. Thats where situational differences can make the decision which shotgun to use really meaningful.
How about creating different niches for each type of shotgun (shotguns, double-shotguns and combat-shotguns).
Giving double-shotguns a much wider cone than that of a normal shotgun just like in the original doom. Or if thats better, the cone of normal shotguns could be reduced to make double-shotguns much better at fighting spread-out enemies. Because as it is now, the double-shotgun is only good when fighting on close-positioning and only if the enemy isnt knock-backed, which is a very rare scenario.
Concerning combat-shotguns, entirely remove the spread of all related shotguns and it make it have less damage drop-off than its brothers the double-shotgun and the normal shotgun.
With these changes, the normal shotgun becomes the allrounder for starters, at its best when fighting bunched up groups of enemies. The double-shotgun becomes the weapon of choice when encountering heavily spread up enemies. And last but not least, the combat shotgun becomes the shotgun for single target purposes. (Or fighting a line of enemies)
I presume it isnt really shotgunnerish to have no spread on a shotgun, but having more than one weapon from the same type for the exact same purpose isnt really great either, at some point people will just use the mathematically better gun. Thats where situational differences can make the decision which shotgun to use really meaningful.
7
Bug Reports / [0.9.9.4] Darkness Badge disappeared
« on: September 30, 2011, 14:45 »
Hello to all, first I want to thank the maker of DoomRL for this awesome game.
Now to the bug I encountered. I am playing DoomRL using Windows XP Service Pack 3.
I completed an Angel of Darkness game, Partial win. I received the bronze and the silver badge like shown in the mortem.
After looking in the badge screen, I could also see them as achieved (in yellow).
But now, after a week of not playing DoomRL, the badges arent marked as achieved anymore.
The screenshots :


And here, the same instance of DoomRL, clearly showing that I completed Angel of Darkness.

I am playing the game from my external hard drive, and I assumed it could be a saving error, but when this is the case, why only the badges? Why do I have the mortem, and even the partial win display under Angel of Darkness?
Did not try to complete Angel of Darkness a second time to reproduce this, but will do it later if I have time.
Now to the bug I encountered. I am playing DoomRL using Windows XP Service Pack 3.
I completed an Angel of Darkness game, Partial win. I received the bronze and the silver badge like shown in the mortem.
Spoiler: Mortem (click to show/hide)
After looking in the badge screen, I could also see them as achieved (in yellow).
But now, after a week of not playing DoomRL, the badges arent marked as achieved anymore.
The screenshots :


And here, the same instance of DoomRL, clearly showing that I completed Angel of Darkness.

I am playing the game from my external hard drive, and I assumed it could be a saving error, but when this is the case, why only the badges? Why do I have the mortem, and even the partial win display under Angel of Darkness?
Did not try to complete Angel of Darkness a second time to reproduce this, but will do it later if I have time.
Pages: [1]