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Messages - shark20061

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I hate to do this, but I won't be around for the weekend.  I will *try* to post at least once a day after I get back again, I hope, but my job has taken much of my free time that I used to have away.  Thanks for keeping my character asleep till now Malek, as the timing is really good, but I've just been really busy.  If I'm still really busy, I might have to hand my character off, but I hope not.

Discussion / Re: Quick questions thread!
« on: September 27, 2013, 19:08 »
5) Know which special levels are death traps and which ones you can immediately escape from (ie you're spawned right next to the stairs).
The safe ones are Wall/Containment, Deimos Lab/Armory, Lava Pits/Erebus, and Cathedral.  You can start Arena if you want, but don't complete it, or you'll be stuck in Chained Court till all are dead.  You'll NEED the Chainsaw. 

Other things to try:
 - Change a few settings in config, like MorePrompt and RunOverItems to False and True in the config.  This will let you skip over annoying Enter prompts and excessive keypresses while doing the speedrun.
 - ',' to "Fast Walk" (it says run in game, but it's confusing when tactics changing is also run), which lets you move around faster and will stop automatically if you step next to something or enemies come in sight.  It's equivalent to hitting the movement keys repeatedly.  If RunOverItems is True, you'll only stop in front of doors, reaching stairs, bumping walls and other obstacles, or in the presence of enemies.
 - Console mode has a shorter delay on animations than Graphics mode, especially is you change the RunDelay.

Requests For Features / Re: Item Traps
« on: September 27, 2013, 18:42 »
Spoiler: Technical Talk (click to show/hide)

Requests For Features / Re: Color-coded extended Cateye LOS
« on: September 27, 2013, 18:36 »
It is not.  The X only takes into account whether there is a direct line (using the monster's sight method) between you and the space, regardless of distance.  Spaces in the extended vision of Cateye or Light-Amps could show as green if they have a direct path to your space.

In reference to the OP, the use of such a display would be incorrect anyway.  Demons, for instance, have a vision range 1 less than yours.  Some enemies (Cyberdemons, for instance) can attack you beyond your normal vision range.  It would also look confusing in console mode.  I don't think it would provide much of a benefit.

Bug Reports / Re: Pushing barrels paints a floor
« on: September 03, 2013, 21:02 »
The level data could... if we wanted to.  But it'd be specific to barrels and doors (and maybe floor/liquid edges?), and add an entire extra map layer.  I don't think it's worth our time just yet, as KK said.

Bug Reports / Re: Pushing barrels paints a floor
« on: September 03, 2013, 07:44 »
(never mind)

Graveyard / Re: Interest check - Hackmaster 4e
« on: August 13, 2013, 11:35 »
May I resume or pass on my previous (still alive) character? :P

First, the most obvious problem is that the mouse can fire at any square regardless of line of sight or distance. The keyboard cursor cannot. I'm not 100% sure what determines the max cursor range, I've seen myself unable to move my reticle more than about 7 squares away from me, other times it's more like 15. However, any limit is too short, and targets that are far away often require absolute reticle precision to hit.
This one's already fixed for the next version.  As in, mouse will have the same limits as keyboard.  There are reasons for the limitation.

For reference:  Shotguns are bugged, and can target any space up to their maximum range (8 for wide-type, 15 for all others).  The bug is fixed for next version.  Everything else is (properly) limited by the player's LoS range with a few exceptions.

As an example of such an exception, rocket jumping (rocket launcher alt fire) limits targeting to 1 space.  Such custom range restrictions are enforced by the game even if targeting out of range with the mouse.

Additionally, keyboard users suffer disadvantage when firing repeatedly into non-LOS squares. For some reason, the default UI will remember blind fires only if the blind fire was targeting a square within LOS. However, it is often the case that a blind fire will want to target outside LOS (Intuition makes this extremely frequent). For mouse users, this problem does not exist as they simply need not move the mouse between fires. But constantly repositioning a cursor with no memory is extremely tedious for keyboard users.
This one is just a convenience issue.  I've been thinking about changing it, but I could see problems because of the way it's currently implemented.

Finally keyboard users are at special disadvantage in Intuition builds due to the game providing no help in selecting intuition markers as targets. Mouse users can select any square with equal ease, but keyboard users need help. This is why tab target exists. But, since tab target does not work with intuition markers, this build heavily favours mouse use.
This one will be indirectly fixed with the limited target selection fix (well, partially).  I can see where it could be a help in cornershooting, but most cases the intuition target will be blocked or outside sight range.

As a side note, mouse targeting will always be superior to keyboard targeting by it's own merit.  But by superior, I simply mean faster.

Discussion / Re: Quick questions thread!
« on: July 21, 2013, 12:15 »
Angel of 666. Wiki says should unlock at Sergeant Major, but I'm Warrant Officer, and the last 3 arch angel challenges are still locked.
...I have the exact same problem.
The first of those 2 should unlock at Warrant Officer.  AAoHu is supposed to unlock at 1st Lieutenant.  The only thing I'd can say right now is to double check your player info pages.

Discussion / Re: Quick questions thread!
« on: July 15, 2013, 08:22 »
SoB and shotguns:

([8d3] * (1-(0.07*[distance]))) + SoB


([8d3 + SoB] * (1-(0.07*[distance])))

I've seen text indicating the former, but my experience is suggesting that it's the latter, or that the nano super shotgun is not the glorious weapon I think it is.
It's the latter.  However, the bigger problem with double shotguns, super shotguns, and the Jackhammer is the fact that each blast causes knockback, which reduces the damage of the second (and third+ for Jackhammer) shot, since they are handled sequentially.

Bug Reports / Re: [|console|WinXP] Whirlwind bugs
« on: July 13, 2013, 19:50 »
Fixed issues 1 and 2.

Regarding #2: It will take at least 0.8s to perform the whirlwind no matter how many bonuses can be stacked up.  This could be changed later.

Fixed in repo.  Nukes will affect cells on the edge of the map unless it's a permanent wall.

To be honest, rarity shouldn't be a counterbalance for power.

These two different types of regeneration are applied in different parts of the code. (Medical armor regen is in Lua, the item's regen is not).

The property is now implemented, but I haven't modified the armor's blueprint yet.  Any other concerns or considerations before the armor gets changed?

Great idea, I'll add regen limit in as a property of items.

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