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Messages - Klear

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31
I don't see why I couldn't do that. It's not like it's going to be so much extra work, since pretty much every other weapon would be just a recolour of those I already have.

And I should take this as an impulse to finally ASCII-fy the few remaining Doom 2 enemies I haven't touched yet. Could be fun.

32
Nice! I have to check it out...

Maybe it could be combined with this: http://forum.chaosforge.org/index.php/topic,5092.30.html

It's a work in progress, though, and I haven't touched it for a very long time now, unfortunately.

33
Off Topic / Re: The NEW Horrible Ideas Thread
« on: August 11, 2013, 11:46 »
You can nuke Cybie on pacifist run, just find a lucky invulnerability and pray that you'll find another nuke on your way...

34
Play-By-Forum / Re: 1899 - The Hidden Hands of the Aether
« on: August 08, 2013, 17:05 »
Not his strong suit, but three successes.

35
Play-By-Forum / Re: 1899 - The Hidden Hands of the Aether
« on: August 08, 2013, 09:47 »
OOC: Seeing that Josie probably didn't catch the little bugger - is there a convenient place to put the cupboard I'm still holding, or is it more practical to hold it up for now?

36
[post moved to the main thread]

37
Modding / Re: DukeRL
« on: August 08, 2013, 07:21 »
* I can't think of any way for you to make use of pipe bombs. You can't force-fire a weapon and you can't manually aim either, so 'throwing' them simply won't work.  Same goes for the tripmine.

I've been going through the modding section of DoomRL wiki and found the OnEnter() hook for items. Could be used to make pipe bombs basically into proximity mines?
Some other considerations:
 - pre-generated bombs shouldn't be armed. Can we make unarmed bombs that remove themselves from the game on pickup and create an armed copy of themselves in the player's inventory? Possibly this can be done in an easier way.
- can we make each pipe bomb a weapon with primary attack based on the secondary attack of combat knife?
- can the item check whether there is an enemy on top of it right after it is thrown (or rather, after it lands), triggering an immediate explosion? No biggie if not, though.
- the mines would probably be activated even when simply dropped. I don't see a problem with this, as long as...
- can the OnEnter() hook exclude Duke from creatures that can trigger the explosion?


If the answer to most of these is yes, I guess that is the way to go. Tripmines would be redundant after that, of course. Also, the pipe bombs wouldn't be able to stack in the inventory, but I guess that's ok too.

38
Modding / Re: [Design] DukeRL
« on: August 08, 2013, 05:00 »
I haven't thought about that. A lot of the stuff I'd like to see already goes beyond superficial changes, I think. I'd, of course, prefer to do make it the best we can. Hell, I'm willing to learn to code just so I could help out as well. Can't be that hard, right?

BTW, as long as the finished product is DukeRL, I think it counts as a TC as long as nothing refers to Doom any more...

39
Well, I use keyboard almost all the time. If I want to, say, spray nuclear plasma across the whole map blindly for a while (such as in lava pits), I just grab mouse for a while. Problem solved.

Though getting rid of the aim distance limit would be nice.

40
Play-By-Forum / Re: 1899 - The Hidden Hands of the Aether
« on: August 06, 2013, 10:19 »
Ok... I hope I still remember how to roll correctly - Str 4 + Sta 3 = 7 dice:

Result: 3 successes.

41
I'm going to have to reread a few pages to get back into character, but it's great that things are moving a bit again. I've almost forgotten about this.

Edit: I've made a stealth edit to my last post, though I'm pretty sure nobody was able to read the version without the lifting. This seems to be more interesting and true to Hugo's character.

I'm really wondering whether we'll manage to catch the rat before the room gets completely demolished =)

42
Play-By-Forum / Re: 1899 - The Hidden Hands of the Aether
« on: August 06, 2013, 07:33 »
   Hugo blocks the rat's route as per Josie's suggestion, looking concerned a bit.
   "Careful there. A cornered rat can be downright vicious. Let me..."
   He drops carefully to his knees to attempt to reach for the rat, moving slightly out of his blocking position. Then he thinks better of it and stands up again.
   "Be quick now, Josie", he warns, and lifts the closet into the air as quickly as he can, exposing the rat.

43
Off Topic / Re: Return of the Chaos Fanatic!
« on: August 03, 2013, 03:42 »
I had a feelings the forums were kinda quiet lately. Welcome back!

44
Modding / Re: [Design] DukeRL
« on: August 03, 2013, 03:23 »
OK, I should really start working on this some more. I've just posted a bit in the Babes section (and it's not because thelaptop announced his return either, I swear! I started writing a bit yesterday!)

I've built a brand new computer not long ago and I'm finally going through Duke Nukem Forever. It's surprisingly fun considering what I expected. It doesn't seem there are any interesting elements that should be cannibalized into DukeRL.

Next up is charater development, I see. I've been putting this off for now, but it seems I no longer have choice. I'll try to write something today.

@Trar
I think that should come in handy at some point... great!

45
Discussion / Re: Tiles or ASCII?
« on: August 02, 2013, 03:57 »
You can still only replace a few letters, only it won't work in graphical mode, at least I think that's the case.

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