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Topics - singalen

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This happens, when I connect headphones (if children come nearby, for example).
As far as I can see, it's the application's responsibility.

Currently JHGuy grumbles "No room!" even if he picks up a part of an ammo stack.
"No room!" makes sense, but if something was picked up, it makes sense to play BOTH sounds, the voice and the pickup.

Happened in a vault in which the mobs probably stumbled into it while the vault was lockd.

Currently, the highlighted words in class traits description are "Active" or "Passive". It's important, but the names of the traits being described also need to catch an eye.

Bug Reports / Two 3x1 containers side-by-side
« on: March 28, 2020, 16:40 »
It's not exactly a bug, but it looks bad.
There is a black (unseen) space 2 tiles size in the middle of such group, even if I have seen them from all sides.

Requests For Features / Crazy ideas thread
« on: November 19, 2019, 02:40 »
I'm getting some ideas, and not all of them are horrible (I think). I feel the need to share and believe this could actually be productive, so let me start this thread.
Let's start:

* Scavenger can disassemble (Shift-G) a 50+% armor into a repair kit.

Post Mortem / Almost there: YASD Tech/Medium
« on: October 12, 2019, 22:52 »
First time I got that far. Didn't know there won't be any ammo Beyond, so didn't have enough with me, so became reckless.

Technician's Field Medic is really OP, I didn't even use his activated abilities much.
Didn't figure out how to activate Scavenger.
Bringing 6 keycards to Vaults would be really tough; clearing them wasn't. I figured I can shoot beyond range with a Hunter Rifle and take out those pesky turrets. Why isn't Hunter Rifle a Sniper Rifle? Is there a better one?..

Took most of my Saturday. Taking a break from JH for a while now.

The mortem format lacks the armor's percentage.

Flynn Taggart, level 14 Technician, killed on
BEYOND L3 by a archreaver.

He survived for 19590 turns.
The run time was 5h 21m 54s.
He scored 3106 points.
He took MEDIUM risks.

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L1 -> The Arena
The Arena - cleared
BEYOND L2 -> Limbo
Limbo - cleared

  CRI Star (bronze cluster) (+25)
   * 25+ kills without taking damage
  Explorer Ribbon (+50)
   * Visited all encountered special levels
  Conqueror Ribbon (+100)
   * Completed all encountered special levels

He killed 431 out of 448 enemies.

  18 former soldiers
  2 former CRI guards
  47 fire fiends
  4 corrupted sergeants
  3 corrupted grunts
  9 former CRI soldiers
  31 turrets
  14 rocket turrets
  5 corrupted heavys
  7 toxic reavers
  3 former commandos
  16 former grunts
  12 cryoreavers
  15 former guards
  6 siege ravagers
  11 CRI marines
  11 reavers
  2 corrupted guards
  3 military bots
  2 plasma ravagers
  1 former CRI grunt
  24 security bots
  1 former CRI heavy
  1 former heavy
  3 combat drones
  1 corrupted commando
  41 fiends
  22 security drones
  3 exalted soldiers
  34 archreavers
  6 exalted fiends
  20 ravagers
  9 CRI bots
  3 former CRI sergeants
  2 hellish commandos
  30 armored ravagers
  4 corrupted soldiers
  10 former sergeants

  Ironman L2
  Packrat L1
  Son of a Bitch L2
  Whizkid L3
  Gun hoarder
  Field Medic

  Slot #1 : ADV rocket launcher
  Slot #2 : .44 hunter rifle PB
  Slot #3 : ADV 7.62 assault rifle A
  Slot #4 : CRI plasma rifle P2BA
  Body    : red armor PB
  Utility : CRI rifle power control

  energy cell (x34)
  rocket (x10)
  rocket (x1)
  7.62 ammo (x32)
  .44 ammo (x31)
  krak grenade (x2)
  smoke grenade (x2)
  CRI phase kit (x1)
  military stimpack
  military stimpack
  stimpack (x1)
  large medkit

General Discussion / Listening to Roguelike Radio #154
« on: October 04, 2019, 13:03 »
* Sorry to hear that it took you that insane amount of resources to create a Mac version. It's a huge sacrifice, and I value it tremendously!
I can envision a headline in some press: "Apple's proprietary technology costs $100k to an indie game developer to port a game to Mac and drives them almost broke".
* I believe, RTX will make the missing lighting pre-calculation "problem" go away eventually. Maybe a bit too late, maybe not.
* Can't wait for a Switch version, even though then I'll be completely lost for the society. Will do my best to sell it to all the Switch gamers I know.
* I'm really happy to have pointed out that Zenimax only demands to take down the names :D Don't want to steal the credit for being the first with the idea, but I remember pointing this out.
* Can the game's animations be modded? For some reason, I feel that animation of hunkering down and shooting from behind a cover would feel super-fun. I do understand that it's a way lower priority than the stuff you have on your hands now.

Bug Reports / Console mode crashes on Mac
« on: September 24, 2019, 23:52 »
Crash log:
Spoiler (click to show/hide)

Bug Reports / Lighting artifacts on Mac/Iris
« on: September 04, 2019, 12:16 »
on this MacBook:

Note the rectangular shades on the floor, and the triangular shards in a corner light.
I see these all the time.

Discussion / Aww cute.
« on: August 30, 2019, 14:10 »

On Discord, Malek suggested that corner-shooting is a vital but not obvious tactic and should be described in "Getting started".

I'm drafting a pull request. I'd love to have a text for it from someone with a writer's bone. For now, here's what I'm thinking of:

Are you a fan of running head-on into an enemy that shoots at you?
No? Smart recruit. There's a great tactic for you: shooting from behind
the corner. This way, you can see the enemies (and shoot them!), but
they cannot see (and shoot!) you.

On this map, you can shoot the cross location, even if you cannot see it:


Do you think it's a good idea?

Modding / I have a working Mac package
« on: December 31, 2017, 21:05 »
I got a working Mac package, with diagonal keys too.
Testers welcome.

It's based on tung's fork:
His changes are:
* better mouse performance
* AnimationSpeed control. Maybe we'll get the console speed?
* Allow targeting beyond visible range
* crash after winning/dying on a continued game
* high ASCII chars for some terrains and a custom text backend (no idea what is it and if it works at all)
* Require Enter when run key fails due to nearby enemies
Spoiler (click to show/hide)
* more minor enhancements that I like.

Discussion / Anyone else on Mac - do diagonal keys work for you?
« on: December 18, 2017, 16:43 »
Thanks to collaborative effort on Github, D**mRL runs on Mac again:

I only miss diagonal keys, though mouse is OK.

I have an external PC keyboard and Karabiner Elements that translates numpad keys to PgUp/PgDn/Home/End. Does this configuration work for anybody else?

Modding / Building D**RL for Mac 10.12
« on: October 05, 2017, 14:15 »
I made about 5th pass at trying to run DoomRL no Mac OS X 10.12.

Does anyone else do it? If yes, let's join forces. If no, you're welcome to follow.

Good news - this time, it built!
Bad news - I still see the yellow progress bar, but then it turns black, exactly the way the existing binary does.

My Lazarus cannot attach to gdb yet, though it might work after reboot.

Now I'm unsure - should I try to debug the graphics errors, or just migrate to SDL2 (if possible).

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