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Messages - GinDiamond

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16
Bug Reports / Re: [0997G WinXP] Phaseshift Set [WARNING: SPOILERS]
« on: November 14, 2013, 12:36 »
The resistances may not show up, but I do know that the health of armor now reflects its resistance ability. For example, with the Cerberus boots, if you assemble them on boots that are less than 50% hp, the resistance to lava/acid is less that 100%, therefore, at least 1 damage point will be dealt to the boots every tile on hazardous terrain.

In conclusion, your resistance to fluids on the floor will be set to 100% resistant when wearing the phase shift set. Correct me if I'm wrong, but damage is calculated by:

HP=(round(damage.points*resistance.asdecimal)-damage.points)-current.hp.percent

So say my boots have a max hp of 10, and I have the phase shift suit on. Say I stepped on lava that deals 12 points of damage.  So:

HP=10-(12-round(12*1))

Giving me a total of 10 hp.

If I had 50% resistance on 12 damage lava with full health 10 hp boots:

HP=10-(12-round(12*.5))

Giving me
HP=10-6
HP=4

That's damage calculation (at least for fluids) in a nutshell.

17
I have noticed this annoying fact too.


Will it be fixed on the console version too?

18
Bug Reports / Re: [0997G WinXP] Phaseshift Set [WARNING: SPOILERS]
« on: November 13, 2013, 13:47 »
Instead of a flag set to "floating", from my understanding, your resistance to fire and acid on your feet is increased to 100%. Damage to armor is calculated by its HP versus its resistances. Resistances are accounted for first (from the Mechanics section of the wiki), and THEN the HP is calculated. So, because you actually have 100% resistance to acid/lava on your feet (and I believe you can see this on a mortem), it blocks all damage before it does anything to the HP.

I also believe you can exercise this fact by Onyx-modding phaseshift armor (or at least doing something like a Nano mod on it) and you're pretty much invincible vs the elements.

19
Discussion / Re: Nightmare Anomaly
« on: November 13, 2013, 13:42 »
Sorry, I meant save-scumming on like Ultra-Violence.

Yes, its true that for me with Nightmare!, if I die, I die. Then I have to hope for a good roll next time.

20
Discussion / Re: Nightmare Anomaly
« on: November 13, 2013, 07:31 »
Success rate for the no phases? Hah, possibly like 40% or so

I don't like to admit it, but I save-scum right before the anomaly to try try again.


I don't really know how you'll take out the demon horde with rapidfire, but what about a burst cannon? It shoots weirdly and "scatters" a bit, making it the only ranged weapon I know of that has a sort of spread.

21
Discussion / Re: Nightmare Anomaly
« on: November 12, 2013, 19:03 »
Try not to rely just on rapidfire weapons.

My strategy to get past the Anomaly is:

a) Get lucky with 2 phases and phase around until I land where I want (either the brusiers, which I would then destroy ASAP or in the room between them) If in the room between, I creep up to the door and open it from below or above, and then go bang bang with shotguns, and then close the door to reload.

Also, know that open doors won't be destroyed.


b) If no phase devices, but I have a rocket launcher, I gather up what gear I want in the first room and drop what I can't fit right away by the righthand corners. I leave the globes be for later if I need them. I then equip red armor and the rocket launcher. I open the door, go out of the first room, and when the walls drop and I get raped, I rocket jump backward into my room MAKE SURE YOU DIDN'T CLOSE THE DOOR. I've found that with red armor on, and if you didn't hit any monster, just one rocket jump is needed to land you safely behind the door. Close the door and recuperate. From there, open the door repeatedly and pick off enemies with a mix of shotgun/rapidfire weapons. Once that room is clean, recuperate, take inventory, change armors/whatever, and then advance to the bruisers.


Good luck!

22
Discussion / Clear Vaults by luck--?
« on: November 12, 2013, 18:54 »
Im just trying to figure how how to "clear the Vaults by luck"

Does this mean like nuke the level and then teleport inside the main vault and then leave (because I have noticed that the Vaults are not bound by the Arena Master's Staff anymore)? Does it mean to dodge attacks so that the enemies miraculously kill eachother?

Im trying to get the Scavenger Silver

23
Bug Reports / Re: Gun Kata - enemies don't cause an auto reload
« on: October 13, 2013, 07:50 »
Good point!

Is there any flag put up or something that says a monster died of "environmental causes" so that in theory, the game could block that death from causing a reload?

24
Bug Reports / Re: "Teleporting Bullet" - aiming and LOS problem
« on: October 13, 2013, 07:49 »
Is there any documentation on how the LOS works?

Im very interested on how this works.

25
Bug Reports / "Teleporting Bullet" - aiming and LOS problem
« on: October 12, 2013, 13:41 »
In 0.9.9.7, there seems to be a sort of LOS issue with aiming and firing a weapon.

When Im firing around corners of pillars, sometimes there's a gap in the firing sight. I pushed a barrel into that "missing" square and fired repeatedly using a pistol, and it never seemed to hit the barrel.

Moving the barrel to the targeted square ensued a hasty explosion.


Fire -- Choose target...                                                       
 
You see : out of vision                                                       
 
##############################################################################
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^###.###..###..###...#..###...###   ###  ###..#.###             ###      #
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 #......................}.#........                # h   }                    #
 ##############################################################################
 
Patrick                    Armor : green armor [1/1] (40%)                   
 
Health: 97%  Exp:  3/53%   Weapon: chaingun (1d6)x4 [40/40]                   
  cautious                                                   
Phobos       Lev3


With barrel:


Fire -- Choose target...                                                       
 
You see : out of vision                                                       
 
##############################################################################
 #........................#........................#......................    #
 #.................###....#........###.............#......###..###.
}|....###..#
 #............
}....###....#.0.###..###...###............###..###0.###..###..#
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 #........###.......###...+..###...###       0###..#.###...|###..
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^###.###..###..###...#..###...###   ###  ###..#.###...}........###......#
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\.#
 #...............}........#.... .....              # .........................#
 #......................}.#........                #  ...}....................#
 ##############################################################################
 
Patrick                    Armor : green armor [1/1] (40%)                   
 
Health: 110% Exp:  3/55%   Weapon: chaingun (1d6)x4 [20/40]                   
  cautious                                                   
Phobos       Lev3


26
Bug Reports / Gun Kata - enemies don't cause an auto reload
« on: October 12, 2013, 13:36 »
I was just playing Angel of Marksmanship, and decided to go for the Gun Kata build.
It seems that only enemies killed as of a direct hit by directly aiming on their tile causes an autoreload.

If I did this:

Code: [Select]
######
#.....
#.....
#h..X@
#...##

the former human would die, but it wouldn't cause my guns to reload.

Is this a bug, or a "feature"?

DoomRL 0.9.9.7 console mode

27
Cybernetic armor? I rarely ever don Cybernetic. I don't like the cursed state it has, and it has a sucky 30% move speed reduction :-(.

I've tried Cerberus armor once, but I really don't care for the 0 protection. Its GREAT against stuff like plasma and acid, but other than that, I'd rather use something like cybernano armor.

As for boots, I usually pray for the Inquisitors set or even the Phaseshift set (you can exploit the latter by onyx-modding the armor, so you are pretty much invincible to the elements).

Antigrav phaseshift boots, A modded, AND with a P or A modded cybernano phaseshift armor? Thats called the Boss Set.

28
what's it missing?

Oh, are you going to do some music for Halls of Carnage, Spiders Lair, and others?

That would be cool.

29
Discussion / Re: Tiles or ASCII?
« on: August 02, 2013, 13:21 »
I've always liked the ASCII. It makes me feel at home or something, some sort of feeling of nostalgia from when I first discovered DoomRL. I also like how you can see the whole map at once, and it leaves alot to imagination.

That said, I do enjoy playing it fullscreen with tiles every now and then.

30
I made it!

I took the album cover art you made and changed it a bit (so it looked better on the CD). I then got all the FLAC files you had on your site and burned them losslessly to the disk. I then made a jacket for the case and gave it to my little sister for her birthday yesterday (she loves the music from the game).

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