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 21 
 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)

 22 
 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.

 23 
 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.

 24 
 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).

 25 
 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 :/

 26 
 on: September 19, 2025, 08:34 
Started by Damerell - Last post by Damerell
New year, same problem until recently (see below) although right now requests are timing out:

Sorry! This site is experiencing technical difficulties.

Try waiting a few minutes and reloading.

(Cannot access the database)

Backtrace:

#0 /home/jail/home/crawl/public_html/includes/libs/rdbms/loadbalancer/LoadBalancer.php(1028): Wikimedia\Rdbms\Database->reportConnectionError('Unknown error (...')

 27 
 on: August 25, 2025, 15:19 
Started by Omega Tyrant - Last post by Trar
I remember the former idea before and being concerned it would outclass the Trigun without a big firing speed penalty, but with the SoG change making reaching minimum firing speeds no longer possible, even if it holds the same power as the Trigun it wouldn't outclass thanks to the Trigun's firing speed advantage. Just increased accuracy would be boring though for a Unique, perhaps it could have a special type of aimed shot that has autohit (thus making it guaranteed to always hit against in-vision and out-of-vision targets, at the expense of doubled firing time). A special pistol that does encourage more aimed-shooting would be a niche that's currently unfulfilled.

As for the latter, I would need more information on how it would actually function, but if it's supposed to be firing grenades, that may be something better off proposed for JHC, which has grenade launchers as a separate type of weapon class with its own ammo type (being well, grenades).

And I think more weapons from other Doom games would be neat. I personally would really like the Unmaker and it would be my first choice if I got to choose a new unique, but haven't formally proposed it as I'm unsure how to replicate its progression system in DRL and not just make it a souped up Hyperblaster out of the box.

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.

 28 
 on: August 22, 2025, 14:29 
Started by Omega Tyrant - Last post by Omega Tyrant
New uniques:

* M6D Magnum, from Halo: Combat Evolved. Very powerful, 12 round magazine, has a zoom feature (could be represented as increased accuracy).

* MA-75 Assault Rifle/Grenade Launcher, from Marathon. 52 round mag, can fire grenades (could use rocket ammunition).


I'm not sure if I should suggest uniques from other Doom games like the Unmaker or Crucible, given that DRL's meant to represent the first Doom game, but it does have the super shotgun so idk.

I remember the former idea before and being concerned it would outclass the Trigun without a big firing speed penalty, but with the SoG change making reaching minimum firing speeds no longer possible, even if it holds the same power as the Trigun it wouldn't outclass thanks to the Trigun's firing speed advantage. Just increased accuracy would be boring though for a Unique, perhaps it could have a special type of aimed shot that has autohit (thus making it guaranteed to always hit against in-vision and out-of-vision targets, at the expense of doubled firing time). A special pistol that does encourage more aimed-shooting would be a niche that's currently unfulfilled.

As for the latter, I would need more information on how it would actually function, but if it's supposed to be firing grenades, that may be something better off proposed for JHC, which has grenade launchers as a separate type of weapon class with its own ammo type (being well, grenades).

And I think more weapons from other Doom games would be neat. I personally would really like the Unmaker and it would be my first choice if I got to choose a new unique, but haven't formally proposed it as I'm unsure how to replicate its progression system in DRL and not just make it a souped up Hyperblaster out of the box.

 29 
 on: August 22, 2025, 13:48 
Started by Omega Tyrant - Last post by Trar
New uniques:

* M6D Magnum, from Halo: Combat Evolved. Very powerful, 12 round magazine, has a zoom feature (could be represented as increased accuracy).

* MA-75 Assault Rifle/Grenade Launcher, from Marathon. 52 round mag, can fire grenades (could use rocket ammunition).


I'm not sure if I should suggest uniques from other Doom games like the Unmaker or Crucible, given that DRL's meant to represent the first Doom game, but it does have the super shotgun so idk.

 30 
 on: August 22, 2025, 12:48 
Started by Omega Tyrant - Last post by Omega Tyrant
New Content

This post will cover all suggestions for new content to add to the game. It is organized by general features, equipment/items, enemies, new challenges, and miscellaneous stuff (a traits and special levels section could be added too if Kornel says they're on the table and anyone has decent suggestions for them).

Features

[ ] Have the trait selection screen be more color-coded (example by Mader Levap): 1 2
Spoiler (click to show/hide)


[ ] Add a toggle in the settings that turns off the powerup overlay filters of Berserk, Invulnerability, and Envirosuit. 1 2

[ ] When playing Nightmare or Angel of Darkness, have a message that informs you when every unique enemy on the floor has been killed at least once, so that a player going for 100% kills but not meticulously disposing of every corpse doesn't need to keep bringing up the player info screen to check when they have gotten 100% kills on any floor. Also maybe consider adding a visual indicator to respawned enemies to help immediately discern them, such as some dull-colored aura? 1

[ ] Have the player info screen display the amount of ingame time the player has spent on the current floor, to make it easier to track the Enraged Timer and other time-based events. 1

[ ] Add trap rooms. These would have a powerup/exotic/unique item inside, and when picked up, has a randomized chance of spawning enemies similar to a summon enemies lever, or floods the room with acid, lava, or blood. The weight of the powerups/exotics/uniques would not impact the rest of the floor, and any enemies spawned by the trap will not give EXP. The chance of the trap activating can be affected by depth level and/or difficulty. 1 2 3 4 5

[ ] Add a replay system to record and playback runs. 1 2

Equipment, assemblies, and other Items

[ ] New exotic: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. (Could alternatively be named "Baron's Hide" to have a more flavorful name) 1 2

[ ] New exotic: Glass Armor, which is 0 Protection, 50% Durability, 50% all resistances. 1 2

[ ] New exotic: Glass Shield, which is 0 Protection, 50% Durability, 80% all resistances, cannot be repaired, cannot be modded, doesn't degrade. 1 2 3 4

[ ] New unique: Dimensional Boots, which is 4 Protection, -30% Move Speed, +30% Knockback, and when worn, you move two tiles for each movement rather than the usual one tile. (However you can allow the player to move only 1 tile by holding Shift as they move, so that they don't need to switch boots for finer movement control.) 1

[ ] New unique: M6D Magnum (from Halo: Combat Evolved), 3d6 pistol with a 12 round clip and standard firing time, which has the perk of having a special aimed shot alt-fire that has autohit (but still has the doubled firing time penalty). Also make it moddable by Technicians. 1

[ ] New unique: Big Fucking Shotgun, which is a shotgun with 40d5 plasma damage and a new "BFS" shotgun blast type with a max range of 10, spread of 5, and dropoff reduction of 10% per tile. However it has a clip size of 40 and requires 40 cells to shoot, has a 2 seconds firing time, and a 4 seconds reload time. (In effect, this weapon is a more faithful mechanical recreation of Doom's actual BFG). Also make it moddable by Technicians.

[ ] New unique: Unmaker (Quite complicated, see linked post for details on how it should function) 1

[ ] New assembly: Scouting Armor (any armor + AS), which is original with +1 Vision, +10% speed. 1

[ ] New assembly: Blastproof Armor (any armor + TF), which is original with half damage to explosions, +30% knockback. 1

[ ] New assembly: Sniper Rifle (Chaingun + BAS), which is original with auto-hit property. (Also a reference to Doom's actual Chaingun being a perfectly accurate sniping weapon when two-tapping it). 1 2

[ ] New assembly: Laser Blade (Combat Knife + BTN), which is 5d5 plasma damage with 0.8 sec firing speed, -2 accuracy, and when equipped, it has the ability to reduce any plasma hit that deals less than 5 damage before armor/resistances to 0 (or if that is too difficult/annoying to program, alternatively just have it give +50% plasma resistance when equipped). Also make it indestructible, so its throwing altfire can be utilized without risking losing it. 1

[ ] New set: Tactical Set (Tactical Armor + Tactical Boots), which gives Dodgemaster. 1 2

[ ] New set: Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance. 1

Enemies

Currently no new ideas

New challenge ideas

[ ] "Angel of Gladiating" and "Angel of Labyrinth" (or any other appropriate name): The former challenge will have all floors be Arena-type levels, and the latter challenge will have all floors be mazes. Alternatively, the challenges can be combined together and caves could be thrown into the mix for a "hard level types only" challenge. 1

[ ] "Angel of Misfortune" (or any other appropriate name): Every floor will have a level event. 1

[ ] "Angel of Spilling" (or any other appropriate name): Your inventory will be reset to the starting loadout upon entering every floor, emulating the popular Pistol Start challenge in Doom. The starting loadout may be modified to give you more of the standard weapons and some ammo for them, so that you're not practically forced to use Pistol builds. Exotics/uniques may also have increased chances of spawning to compensate for the temporary equipment, and an exception to resetting inventory could be made when entering boss and special levels, so that they all remain beatable. 1

[ ] "Angel of Turbo" (rudimentary placeholder name, can be replaced with something better): All enemies are 20% faster, recreating Doom's own "fast monsters" setting that DRL currently lacks an equivalent to. An Archangel version can also be made that makes enemies even faster.

[ ] "Angel of Drought" (alternatively "Angel of McGee" if you want to get clever with the reference, named after the Doom developer that made some of Doom's most infamous resource deprivation maps): All ammo drops will contain only a third of the usual ammo (including ammo boxes, but dropped weapons will still contain their full ammo), and melee weapons will be unusable so the player cannot easily bypass this challenge with melee, while Brute will also give no melee damage boost so the player's fist remains worthless against anything bigger than Formers and Imps. 1

[ ] "Angel of Pestilence": The player's health steadily drains nonstop, as if it were a permanent deadly air event that doesn't affect enemies. You can additional make an Archangel version, where the health drain is much faster. 1

[ ] "Archangel of Darkness": You have a vision radius of 4 and enemies revive, but you gain x2.5 experience. 1 2 3 4 5

New level events

[ ] "Mortuary event": All enemies will immediately die when entering the floor (and not give any EXP in the process), then a random number of Arch-Viles will be spawned around the floor (and especially bad level rolls on UV/N! could spawn Nightmare Arch-Viles). Also disable the "reveal enemies" mechanic and stair sense in this event. 1

[ ] "Max Carnage event": Emulates Angel of Max Carnage for a single level, i.e. the player and enemies always deal maximum damage while having +12 accuracy. Particularly bad level rolls should instead have a "Snake Eyes" event, where only enemies always deal maximum damage and have +12 accuracy. 1

[ ] "Masochism event": Emulates Angel of Masochism for a single level, i.e. the player will be unable to heal through conventional means until they exit the floor. To prevent a player from getting screwed by entering such a floor at low health, have the player get supercharged upon entering the floor. 1

[ ] "Malice event": The Enraged Timer gets reduced to 2 and a half minutes for the floor, this event should only occur lategame in HMP+. 1

[ ] "Blood floods": Lategame floods on UV/N! can flood with blood.

[ ] "Reinforcements event": At regular time intervals (which are lower the higher the difficulty), a random enemy based on current depth will spawn in on a random spot on the map, which will continue until the player kills all enemies on the floor or 12 ingame minutes pass. These "reinforcements" will not give any EXP, but will drop any inventory they have, like enemies spawned by a summon lever will.

[ ] "Turbo event": All enemies on the floor get a +10% speed bonus. If on UV/N!, especially bad level rolls can result in a harder version of this event where enemies get a +20% speed bonus.

Miscellaneous

[ ] New powerup: Partial Invisibility globe, which when active can either make enemies shoot at random angles instead of directly at the player (most faithful to how Doom's actual Partial Invisibility works but also most chaotic and may have conflicts with how VMR's targeting works), reduce enemy accuracy and increase the player's dodging rate like Running does (most banal but functionally useful option), work like JHC's stealth does where enemies won't see the player until the player attacks or it wears off (which also replicates how the powerup works in ZDoom-based source ports), or some combination of these effects. 1

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