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 1 
 on: October 25, 2025, 06:20 
Started by Zoma - Last post by Tormuse
I tried to load it with gzdoom...

Ooh, are you talking about DoomRL Arsenal?  I haven't played that mod in ages, but it's a lot of fun.  :)  There's a thread for it here, but I don't know if Yholl is still actively working on it.  Probably worth giving them a ping there.

 2 
 on: October 25, 2025, 06:09 
Started by Tormuse - Last post by Tormuse
So I got the idea to see if I could win a Nightmare game with 100% kills, and decided that the easiest way to do that would be with Angel of Carnage, since I can easily gib all the smallest enemies with rockets, so they can't respawn, and I did it with a Ghost build, partly so I could have all enemies detected, so I could be sure I didn't miss anyone, and partly for the reduced stealth cost, since I figured having higher damage output would help with gibbing the larger lategame enemies.

But that all got simplified when I got Medusa's Fang as the reward in Callisto Anomaly.  :P  The Medusa's Fang relic makes it so any shot that hits a biological enemy that wouldn't otherwise kill it, instantly gibs it, with the drawback that every 3 enemies gibbed in this way makes me lose max health.  It was still worth gibbing the little guys normally, to cut down on how much max health I was losing, and I pumped all my multitools into every med station I could find to boost my max health, (which is why I went to Tyre Outpost for the guaranteed med station) but in the end, I did it, with about 90 max health to spare.  Yay!  :D  (This is how I found out that the max health reduction from Medusa's Fang doesn't seem to be capped like Medusa's Curse;  I lost a lot more than 50 max health)  :|

This all got sillier when I got a sustain mod in Infernal Lock, because it refunds ammo for each kill, and each shot was a kill, so ammo worries disappeared.  :)  I was also helped along by the unexpected fact that apparently, the Ancient doesn't count as a "boss" for the Medusa's Fang's purposes!  :o  (It says it only works on non-boss enemies, but the Ancient fell from one shot!)  And I also found the Overlord unique at the end of Io, which auto-hacks mechanical enemies, which up til this point, were pretty much my only threat, since they're immune to the Medusa's Fang.

The Butcher was also a bit of an issue, since he can apparently use his harpoon on you while you're stealthed and it still gives you the "Crippled" debuff, but with some careful maneuvering, I was able to take him out without too much trouble, and of course, Harbinger posed some difficulty, but my Shadowcloak was a big help for its extra stealth power, in that I could grenade a random minion to get some extra stealth and then hit Harbinger with extra critical hits.  :)

Tormuse, level 17 Scout,
defeated the Harbinger against all odds.

He survived for 14116 turns.
The run time was 4h 58m 45s.
World seed was 35375.
He scored 11978 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!

CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Desolation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Shadowcloak
EUROPA L3 - The Hunt
Europa Concourse -> Europa Dig Zone L1
Europa Dig Zone L2 - Secure Vault
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - Cleared!
Io Nexus - Secure Vault
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Strongroom - found Overlord
Dante Vestibule -> Ossuary L1
Ossuary L1 - Exalted Summons
Ossuary L2 -> Abattoir
Abattoir - Cleared!

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (gold cluster) (+200)
   * 100+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels
  Untouchable Ribbon (+100)
   * Won taking less than 1000 damage
  Ossuary Nails (+500)
   * Killed the boss of the Abattoir

He killed 889 out of 889 enemies.

 52 former grunts           9  security sentries
 3  corrupted grunts        10 military sentries
 1  former CRI grunt        10 CalSec bots
 12 former grenadiers       3  security bots
 2  corrupted grenadiers    2  military bots
 2  former CRI  grenadiers  4  guardian bots
 17 former soldiers         31 reavers
 16 corrupted soldiers      33 cryoreavers
 7  hellish soldiers        17 toxic reavers
 15 former CRI soldiers     47 archreavers
 2  CRI soldiers            6  kerberi
 8  former sergeants        18 cyberi
 2  corrupted sergeants     14 cryoberi
 4  former CRI sergeants    2  toxiberi
 21 former guards           6  medusae
 2  CRI guards              12 archmedusae
 9  former commandoes       16 ravagers
 15 corrupted commandoes    11 armored ravagers
 7  hellish commandoes      4  siege ravagers
 6  former CRI commandoes   12 plasma ravagers
 1  former heavy            39 CRI marines
 3  corrupted heavies       13 CRI bots
 13 fanatics                6  guardians
 8  security drones         1  frost guardian
 4  combat drones           5  sentinels
 73 fiends                  7  warlocks
 33 fire fiends             4  archwarlocks
 37 ice fiends              7  watchers
 14 toxic fiends            2  cryowatchers
 11 CalSec sentries         2  pyrowatchers

Traits
  Skilled L2
  Dash L2
  Hellrunner L1
  Juggler L3
  Hacker L1
  Hoarder L2
  Whizkid L3
  GHOST L2

Trait order
  Skl->Hak->Das->Skl->MGH->Whk->Whk->Whk->
  Jug->MGH->Jug->Jug->Hor->Hor->Hr->Das->


Equipment
  Slot #1 : VS rocket launcher +PB2A
   * Precise
   * Swap Harness
   * Loading holster
   * Auto-calibrated
   * Focused
   * ValSec

  Slot #2 : grenade launcher ASV
   * Vampiric 3
   * Calibrated 1
   * Sustain

  Slot #3 : JS EGLS launcher
   * JoviSec
   * Expendable System

  Slot #4 : plasma launcher HPBA
   * Hallowed
   * Precise
   * Hunter 8
   * Second chamber

  Body : Shadowcloak
  Head : Overlord
  Utility : AV4 utility AMP
   * Auto-med 10
   * Metabolic boost
   * Improved stealth

  Relic : medusa's fang
   * Kiss of Death


Permanents
  Blessing of Fire
  Crystal skin
  Relic Corruption

Inventory
  rocket (x10)
  rocket (x10)
  rocket (x10)
  40mm grenade (x15)
  40mm grenade (x15)
  multitool (x5)
  multitool (x4)
  combat pack (x2)
  small medkit (x3)
  large medkit
  large medkit

 3 
 on: October 19, 2025, 03:25 
Started by Zoma - Last post by Kornel Kisielewicz
Well good job signing up, but maybe you'd notice that you signed up for the wrong forum :P.

DRLA is a Doom mod that is based around a non-Doom engine fan game called DoomRL. This is the forum of the fangame, not the mod. I have no experience in running Doom mods :P 

 4 
 on: October 13, 2025, 17:14 
Started by Zoma - Last post by Zoma
I tried to load it with gzdoom and I got this message that I have attached. Basically it almost loads but runs an error. I am on gzdoom 4.13 and this happens when I try to load it.

Btw side note,

You WAY overdo the amount of captchas you have for checking for bots.

It was a hellish frustration signing up. Initially when I thought to say that, it wasn't a pun, but yeah... ten seconds later I realized it was.

Still, the bot checks even for posting are insanely high

 5 
 on: October 04, 2025, 22:14 
Started by Omega Tyrant - Last post by Omega Tyrant
As mentioned, if I got the choice to choose one unique for DRL, it would be the Unmaker from Doom 64, and so in this post I'll write up the concept I have in mind for it to formally propose it.

First some base stats for it:

Damage: 2d7 plasma damage (in Doom 64 each laser bolt of the Unmaker dealt exactly twice as much damage as a Plasma Rifle bolt)

Clip size: 60, uses cells for ammo

Reload time: 3 seconds

No alt-fire nor alt-reload (at least yet, see later in this post for a possible idea)

Give it a minimum spawning depth of 4 (referencing how in Doom 64 you can first find it in a secret level accessible from map 4, and so you should be able to possibly obtain it early here if very lucky), however it should have a spawning weight of only 1 to be one of the rarest uniques in the game.

Now what makes the Unmaker special is that it has four different "levels" to it, with it becoming stronger and stronger as it's upgraded, eventually being a strong contender for best weapon in the game at its final level. The Unmaker should function the following ways at each level:

Base Unmaker
Just shoots a single 2d7 laser bolt at 1 second firing time, just like how in Doom 64 it shot only a single laser with an unimpressive firing rate.

Level 2 Unmaker
Shoots a single 2d7 laser now at 0.5 second firing time, just like how its firing rate got basically doubled with its first upgrade in Doom 64.

Level 3 Unmaker
Shoots two 2d7 lasers at 0.4 second firing time, as in Doom 64 it got a second laser and even faster firing speed for its second upgrade.

Fully upgraded Unmaker
Shoots three 2d7 lasers at 0.3 second firing time, while it also gains the ability where if more than one enemy is in your vision at the same time, one laser will shoot the targeted enemy while the other two lasers will shoot at other enemies (either based on distance or randomly chosen), allowing it to spread damage out better against hordes, emulating how it functioned with its final upgrade in Doom 64.

Now the big question, and what I'm not so sure on, is how to actually upgrade it in DRL. Some possible ideas:

* You could add Doom 64's demon artifacts as new artifact items that could have their own effects in addition to powering the Unmaker, but finding them all alongside the Unmaker would require incredible luck that probably would almost never happen outside A666 unless you add them as guaranteed rewards in some special levels, while this would also probably be the most developmentally intensive, as well as possibly intrude on the special level reward balancing.

* You give the Unmaker its own EXP system, where it'll gain "EXP" when you kill enemies with it and then it literally levels up after you kill enough enemies with it. Probably the most mechanically simplest way to upgrade it and it's intuitive in that the more you use it the better it gets, while it was additionally conceptualized in the Doom Bible to "feed on souls" to get stronger, which killing enemies with it would do, but i have no idea how complex it would be to program said EXP system for a weapon in the DRL engine (also if this is done, the Unmaker in A100 should probably have much greater EXP requirements to level up than in the standard game, so that you can't so easily have a god tier weapon for the vast majority of the game if you find it early nor be able to quickly max it out if you find it late in the game).

* Give the Unmaker a "Tribute" alt-reload, where the player has the Unmake drain a large chunk of their health, and after enough "blood" is given to the Unmaker, it'll upgrade, with exponentially larger amount of "blood" needed for each upgrade. This is another thematically fitting way to power the Unmaker, but I also don't know if this would be easier or more complicated to actually implement than the previous suggestion, while it could get tedious too to repeatedly drain your health with the Unmaker to gradually power it up.

* Have the Unmaker automatically upgrade for doing certain feats within the game, for example tie an upgrade each to killing the Arena Master, killing the Agony Elemental, and killing the Angel Of Death, while if you get the Unmaker after doing any of these things, the game checks if you did them and immediately upgrades the Unmaker accordingly (and in A100, have the Unmaker instead upgrade as you pass floors 25, 50, and 75). I imagine this would be the easiest option to actually program in and would require no balance fiddling with the exact "EXP" or "blood" needed for each upgrade, while it also better resembles the pacing of how the Unmaker got upgraded in Doom 64, but it may be seen as the least interesting and least lore-accurate option.

Some other questions with how to implement the Unmaker:

* What accuracy should it have? (I think the first level should be extremely accurate to represent how the Unmaker was a perfect accuracy hitscan weapon in Doom 64, but should the subsequent levels remain just as accurate to ensure they're complete upgrades in every way and so any build can effectively use the Unmaker, or should the Unmaker get gradually less accurate with each level so EE isn't irrelevant with it)

* Should the final level of the Unmaker work with Triggerhappy? (breaks away from how it worked in Doom 64 and may be considered overkill, but you may want to ensure it beats out all other rapid fire options in the pure DPS department, and rapid fire builds really don't have a proper rapid fire unique of their own, the BFG 10K doesn't count)

* Should Ammochain work with the final level? (could be ludicrously powerful, but it is a very rare unique that has to go through an extensive upgrading process to reach this power for Ammochain, and if each level of the Unmaker lost accuracy, then Ammochain may not be able to use the final level of it quite as game-breakingly effectively)

 6 
 on: October 01, 2025, 18:30 
Started by jwrichards82 - Last post by GrantMoyer
OS: Arch Linux
Kernel: 6.16.8
Desktop: Sway 1.11
Graphic backend: Wayland (wlroots)
CPU: AMD Ryzen 7 7730U
GPU: AMD Radeon Graphics (RADV RENOIR)

I see this same issue, and my crash log is effectively identical to that posted by xman1, including the game version 1.8h. I took an strace of the game, and found the following suspicious call:

Code: [Select]
openat(AT_FDCWD, "/usr/lib/libfmod.so", O_RDONLY|O_CLOEXEC) = -1 ENOENT (No such file or directory)
Note that it tries to load libfmod from the absolute path "/usr/lib/libfmod.so", so the libfmod shipped with the game is not found. LD_LIBRARY_PATH appears to be ignored too.

Next, I tried temporarily copying the libfmod shipped with the game to the specified system path. However, the game still crashes trying to load libfmod, with the same crash log (including the same line number in the same file). The strace reveals that the file is opened successfully, but for whatever reason, the game still logs the error and quits immediately after without any particularly suspicious syscalls in between.

Code: [Select]
openat(AT_FDCWD, "/usr/lib/libfmod.so", O_RDONLY|O_CLOEXEC) = 6
read(6, "\177ELF\2\1\1\0\0\0\0\0\0\0\0\0\3\0>\0\1\0\0\0\300>\2\0\0\0\0\0"..., 832) = 832
fstat(6, {st_mode=S_IFREG|0755, st_size=1565896, ...}) = 0
mmap(NULL, 6006048, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_DENYWRITE, -1, 0) = 0x7fb5ee445000
mmap(0x7fb5ee600000, 3908896, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 6, 0) = 0x7fb5ee600000
munmap(0x7fb5ee445000, 1814528)         = 0
munmap(0x7fb5ee9bb000, 279840)          = 0
mprotect(0x7fb5ee76d000, 2093056, PROT_NONE) = 0
mmap(0x7fb5ee96c000, 73728, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 6, 0x16c000) = 0x7fb5ee96c000
mmap(0x7fb5ee97e000, 247072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_ANONYMOUS, -1, 0) = 0x7fb5ee97e000
close(6)                                = 0
munmap(0x7fb5ee600000, 3908896)         = 0
munmap(0x7fb5ef511000, 152019)          = 0
gettimeofday({tv_sec=1759364040, tv_usec=64144}, NULL) = 0
write(5, "00:00:02.23 [NOTICE  ] library \""..., 62) = 62
gettimeofday({tv_sec=1759364040, tv_usec=64269}, NULL) = 0
gettimeofday({tv_sec=1759364040, tv_usec=64324}, NULL) = 0
write(5, "00:00:02.23 [CRITICAL] library \""..., 62) = 62
gettimeofday({tv_sec=1759364040, tv_usec=64441}, NULL) = 0
gettimeofday({tv_sec=1759364040, tv_usec=64496}, NULL) = 0
write(5, "00:00:02.23 [CRITICAL] Abort cal"..., 58) = 58
gettimeofday({tv_sec=1759364040, tv_usec=64624}, NULL) = 0
gettimeofday({tv_sec=1759364040, tv_usec=64679}, NULL) = 0
write(5, "00:00:02.23 [CRITICAL]   in ../."..., 105) = 105
gettimeofday({tv_sec=1759364040, tv_usec=64793}, NULL) = 0
gettimeofday({tv_sec=1759364040, tv_usec=64846}, NULL) = 0
write(5, "00:00:02.23 [CRITICAL] Aborting."..., 35) = 35

ldd shows all of libfmod's dependencies can be found:

Code: [Select]
linux-vdso.so.1 (0x00007f11850d5000)
libdl.so.2 => /usr/lib/libdl.so.2 (0x00007f11850a2000)
librt.so.1 => /usr/lib/librt.so.1 (0x00007f118509d000)
libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x00007f1184800000)
libm.so.6 => /usr/lib/libm.so.6 (0x00007f1184af2000)
libpthread.so.0 => /usr/lib/libpthread.so.0 (0x00007f1185098000)
libc.so.6 => /usr/lib/libc.so.6 (0x00007f1184400000)
/usr/lib64/ld-linux-x86-64.so.2 (0x00007f11850d7000)
libgcc_s.so.1 => /usr/lib/libgcc_s.so.1 (0x00007f1185069000)

 7 
 on: September 28, 2025, 15:18 
Started by micerang - Last post by Omega Tyrant
Interesting that you went Scout instead of the Marine for this badge, especially in the version where the latter has that 20% energy resists to make tanking plasma balls in Blue Armor very comfortable, though I suppose with the dodging bug, you wouldn't need to tank as many plasma balls to destroy corpses. Arena Diamond will be interesting in the upcoming version; you can't camp excessively anymore (especially when getting past floor 2), the dodging bug has been fixed, berserk resistances got nerfed to +50%, and the Marine's energy resists got nerfed, but now throwing knives actually work as their accuracy properly gets boosted by Brute (plus their damage gets doubled by berserk), and even bigger, you're no longer going to need to kill respawns to clear each wave. Remains to be seen if the latter two points are enough to make Arena Diamond no longer an Angelic-level hellhole of a badge to get, but runs of it should be less luck-based and perhaps no longer depend on AoLT to clear.

Also apologies for being very late on it (been quite distracted with JHC of late), but this and your Strongman Diamond/Angelic run has been added to the 0.9.9.8 Badge Hunters thread.

 8 
 on: September 25, 2025, 08:49 
Started by Damerell - Last post by Damerell
I've talked to the vanilla Crawl developers / server admins about this; if they can make arrangements to host it, would you be willing in principle to turn the wiki over to them (doing a database dump for importation), please? I realise this too might have to wait for your admin to return.

Fine if not but it seems like it's making work for you which might as well be done by people who are already running Crawl sites.

 9 
 on: September 23, 2025, 00:24 
Started by Omega Tyrant - Last post by Omega Tyrant
The Halo pistol encouraging aimed shooting and shooting at enemies outside of the player's vision actually matches one of the ways it's used in CE, which is a neat touch. Of course, it's a powerful weapon at any range.

Maybe instead of the Marathon assault rifle there could be the dual-wielded WSTE-M5 Combat Shotgun from Marathon 2, which each only hold 1 shell (for a total of 2) but reload very quickly. Perhaps in exchange for such a withering rate of fire, you can't switch to an offhand item while they're equipped, since they're dual-wielded.

The dual-ammo idea might fit better with the M41A Pulse Rifle from Aliens, which was itself an inspiration for Doom. A 99-round magazine with 4-round bursts, that can also shoot rockets - I know it shot grenades but honestly I think rockets could fit in this case. It would make a pretty deadly unique.

The only other Doom weapon I can think of to suggest is the SMG from Doom 3, called the MG-88 Enforcer. It could fit as an exotic with a bigger mag than the chaingun and faster reloading but less damage.

Been a while, but I've added the MD6 Magnum to the proposal list. As for the WSTE-M5 Combat Shotgun, I don't think dual-wielding shotguns would be an option, and while a single shot shotgun with very fast reload time gives it some distinction, I'm not sure if that would give it a worthwhile enough niche to make it something you would use over the already existing Combat Shotgun and Tactical Shotgun, especially as Shell Boxes give you very quick reload times without even needing Reloader. Maybe in JHC it would be a more attractive option, as ammo boxes don't exist there and Kornel made it clear he doesn't want to add them to JHC.

With the M41A Pulse Rifle, I don't think a weapon could be easily programmed that uses two different ammo types and maintain two different clips, Kornel would have to chime in on how feasible it is to make such a weapon in the DRL engine. Regardless though it's not that useful of a niche, since as long as you have Juggler, you can just instantly swap from a Plasma Rifle to your Rocket Launcher of choice to achieve basically the same effect as is, and without the rocket launcher alt-fire, essentially just a weaker Plasma Rifle with a ridiculous clip size isn't terribly distinctive (it would probably often just end up as cell storage in players' inventories).

Then for the Enforcer, this is also something that might be better for JHC since it has an actual SMG weapon type there. It could be added to DRL as a normal rapid fire weapon, but a bullet rapid fire weapon that's even weaker than the Chaingun isn't an attractive sounding weapon regardless of any additional perks it has, when the Chaingun struggles to deal meaningful damage to bigger enemies as is without extensive SoB and modding (while the Chaingun can also be turned into a Gatling Gun to give it a major efficient boost in damage output, that the Enforcer would be hard pressed to match without a much more heavy mod cost).

 10 
 on: September 19, 2025, 10:40 
Started by Damerell - Last post by Kornel Kisielewicz
A lot of stuff is unstable, unfortunately my admin is on vacation, prolly another week or two :/

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