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Messages - shark20061

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Fixed for teleporting event, and I agree that the random coordinate finder could use some tweaking.

Bug Reports / Re: [0997G WinXP] Shottyman + Nano mods
« on: April 20, 2014, 07:41 »
This is already fixed for the new version.

The fix is that the graphics mode will respect the limitations that are applied by the console version.  So, in my view, it was only broken in graphics.

Note on image 5: The maximum range for missiles in the code is 30 tiles.  Anything further than that just destroys the missile without effect (I think).

The item dropping routine only prioritizes distance away when picking a location.  Aside from that, location is random.

A fix would be based on whether the game should ask where, warn, or whatnot.

Modding / Re: [N!|YAVP] Classicist Diamond!
« on: October 25, 2013, 20:23 »
(I was disappointed that I didn't get Cyberdemon's head)
You can't earn standard medals in a custom game unless the custom game specifically awards them.

Don't worry, such a restriction has already been put in place for the next version.

It also showed up a lot earlier before too.  The move to pair it with a later level was a contributing factor in its increase in difficulty.

Is this from a right-click to reload?  There are scenarios where this behavior would be desired in a normal game.  But I'll look at it.

Just a note: the changes that have happened in the past month are good changes.  They just came so quickly that I'm still trying to get used to it.  The main thing is I've just lost interest, and for that I am sorry.

Bug Reports / Re: Enemies don't respawn if killed on edge of map
« on: October 11, 2013, 16:02 »
The area checked for respawn specifically ignores the edge of the map.  That's an easy change.

Past versions got away with this because every level had an indestructible border around it.  Currently, there are a few levels that don't, Phobos Entry being one of them.

Edit: And now fixed in repo.

Discussion / Re: Quick questions thread!
« on: October 06, 2013, 21:17 »
That was what I meant.  But I guess the joke is lost on everyone except myself.  =(
If it wasn't clear before, it is now :)

Discussion / Re: Quick questions thread!
« on: October 06, 2013, 21:02 »
Cool.  That is more what I was going for in an answer.  Thanks to both of you though.  Next time any of you have a look, I am curious just how much damage it deals.  Thanks again in advanced.
6000.  For reference, Doomguy starts with 50 HP.

I should amend my initial answer though: The nuke is finite damage to the player only.  It's instant death and destruction to (almost) everything else.

Discussion / Re: Quick questions thread!
« on: October 06, 2013, 19:56 »
So theoretically with enough damage resistance, something could survive?
The nuke does do a finite amount of damage, but the way the damage is dealt and the way resistances work, there's no way in the regular game to attain enough resistance (that would work versus the damage the nuke deals, that is) to survive it short of invulnerability.

Discussion / Re: Quick questions thread!
« on: September 29, 2013, 17:37 »
"Hell just froze over..." and all the walls are blue. Aside from the blue walls, does this actually MEAN anything?
They'll break from any damage type, not just acid/fire/plasma.  Be careful cornershooting with a shotgun, or you'll blow your cover apart.

Graveyard / Re: Hackmaster 4e IC - Dungeons the Crawling
« on: September 27, 2013, 19:45 »
Still groggy and confused, Sho slowly gets up, his face completely drenched.

He goes to the cupboard and collects his things, puts his clothes on, and tries to catch up to the rest of the group.

Spoiler (click to show/hide)

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