Quick questions thread!

Started by bleak, February 27, 2011, 14:19

AlterAsc

Stack corpses.
Or personally i'd just skip it.
(0.9.9.6 - ?) Arch-Vile Chaos Lt. Colonel [26|20|18|16|12|2]

Game Hunter

Quote from: ih8regin on February 27, 2012, 03:31how come I can never pass Hell's Arena on AoD?...I can't for my life wreck all of them down, they either constantly reappear, or get revived like in Nightmare!
They ARE reviving like in Nightmare!. That's one of the changes that AoD imposes: I'm surprised you never noticed it until then. But yeah, corpse-stacking is a pretty good way to deal with reviving enemies when you don't have explosives handy.
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

ih8regin

it was my first AoD try, that's why I didn't noticed that. Thanks.
0.9.9.6: Cacodemon 2nd Lieutenant, wins 3|5|3|2|0, badges [22|17|7|1|0]
0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

Klear

Quote from: ih8regin on February 27, 2012, 21:00it was my first AoD try, that's why I didn't noticed that. Thanks.

Yeah, it has taken me by surprise as well. The challenge description (intentionally, probably) doesn't mention this little fact.
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptopDude... we need to change your forum handle from "Klear" to "Klear Nukem".

bardysya

Why on AoB 0.9.9.5. large healing globes don't give any berserk, and in challenge description is written that they work as berserk packs?
0.9.9.3 Cyberdemon Warrant Officer 12/6/6/0/0
0.9.9.5 Cacodemon 1st Leutenant Md-14, Sp-54, As-28, B-21, S-15, G-10, P-1, D-0

ZicherCZ

Quote from: bardysya on February 28, 2012, 09:16Why on AoB 0.9.9.5. large healing globes don't give any berserk, and in challenge description is written that they work as berserk packs?
A bug, long known about and fixed for 0.996.
DoomRL 0.997: Cyberdemon Brigadier General - Games: 217, Wins: 2/5/3/6/0, Medals: 18, Specials: 64, Asm: 39, Badges: 19/17/16/5/1/Are you kidding?
Jupiter Hell: Inner Circle - first tech build reached and working

Uranium

Not sure if this should go in the Modding forum, but it seemed too small to warrant a new thread.
Is there any way to find out what sprite number each item uses, or is it just trial and error to find the ideal number?
Use power for power.

Game Hunter

Quote from: Uranium on February 28, 2012, 15:28Not sure if this should go in the Modding forum, but it seemed too small to warrant a new thread.
Is there any way to find out what sprite number each item uses, or is it just trial and error to find the ideal number?
Nothing other than trial and error for now, correct. I'll try to include a page on the modding section of the wiki that has all of the sprites and their corresponding sprite number.
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

tinyrodent

Quote from: Uranium on February 28, 2012, 15:28Not sure if this should go in the Modding forum, but it seemed too small to warrant a new thread.
Is there any way to find out what sprite number each item uses, or is it just trial and error to find the ideal number?

For this I would recommend something like:
Spoiler
local function dump(o,indent)
if type(o) == 'table' then
if indent == nil then indent = "" end
indent = indent .. "  "
local s = '{\r\n'
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. indent .. '['..k..'] = ' .. dump(v,indent) .. '\r\n'
end
return s .. indent .. '} '
elseif type(o) == 'nil' then
return "<nil>"
else
return tostring(o)
end
end

Then in the .run function of your module:core.log(dump(items))
It will dump out all of the properties of all of the items in log.txt. So you'll see stuff like:
Spoiler
  ["rarmor"] = {
    ["durability"] = 100
    ["nid"] = 6
    ["res_acid"] = 0
    ["res_bullet"] = 0
    ["color"] = 4
    ["overlay_blue"] = 0
    ["res_shrapnel"] = 0
    ["is_exotic"] = false
    ["overlay_green"] = 0
    ["overlay_red"] = 1
    ["is_unique"] = false
    ["weight"] = 150
    ["armor"] = 4
    ["level"] = 9
    ["res_plasma"] = 0
    ["overlay_alpha"] = 1
    ["flags"] = {
      [1] = 191
      }
    ["type"] = 3
    ["res_melee"] = 0
    ["rechargeamount"] = 1
    ["id"] = rarmor
    ["flag_set"] = {
      }
    ["movemod"] = -20
    ["desc"] = Nice, red and shiny. Look out for it, because if it's gone, you're gone.
    ["coscolor"] = {
      [1] = 1
      [2] = 0
      [3] = 0
      [4] = 1
      }
    ["ascii"] = [
    ["name"] = red armor
    ["dodgemod"] = 0
    ["knockmod"] = 0
    ["sprite"] = 33
    ["rechargedelay"] = 5
    ["res_fire"] = 25
    }
which of course includes the "sprite" property.
Arch-Vile Major

Kornel Kisielewicz

however, that is unwise. Internally the sprites are referenced by names and not numbers -- and once GH has a moment he'll post the name list to the wiki.

This will make it way easier to keep compatibility if the spritesheets change.
at your service,
Kornel Kisielewicz

Robsoie

February 29, 2012, 08:00 #295 Last Edit: February 29, 2012, 08:01 by Robsoie
Question about 0.9.9.6 keybindings.lua

In previous version (up to 0.9.9.5) , i used to bind the (regular) shotgun and pistol to the PageUp and PageDown of my keyboard.
So in the keybindings.lua i had :
   PAGEDOWN     = function() command.quick_weapon('pistol') end,
   PAGEUP     = function() command.quick_weapon('shotgun') end,

And it worked very well.


In 0.9.9.6, all i obtain from this is "unknown command" , i have tried with :
   PAGEDOWN     = function() command.quick_weapon('pistol') end,
   PAGEUP     = function() command.quick_weapon('shotgun') end,

or
   ["PAGEDOWN"]    = function() command.quick_weapon('pistol') end,
   ["PAGEUP"]     = function() command.quick_weapon('shotgun') end,

All my other key binding are working, but i'm unable to make those 2 work in 0.9.9.6, is there a solution ?

tinyrodent

Quote from: Kornel Kisielewicz on February 28, 2012, 19:55Internally the sprites are referenced by names and not numbers

This function will dump out all of the sprite constants:local function dumpsprites()
local t = {}
for k,v in pairs(_G) do
if (string.sub(k,1,6) == "SPRITE") then
core.log(k .. " = " .. v)
end
end
end

And here they are:
Spoiler
SPRITE_AGONY = 89
SPRITE_PISTOL = 20
SPRITE_SHOT = 225
SPRITE_CHAINSAW = 19
SPRITE_PLAYER_DSHOTGUN = 7
SPRITE_BRUISER = 80
SPRITE_PLAYER_PLASMA = 10
SPRITE_DSHOTGUN = 23
SPRITE_PLAYER = 1
SPRITE_PLASMABALL = 234
SPRITE_HELLFLOOR = 289
SPRITE_CELL = 45
SPRITE_PLAYER_KNIFE = 2
SPRITE_MASTERMIND = 106
SPRITE_PLAYER_STAFF = 14
SPRITE_ACIDSHOT = 235
SPRITE_ARROW = 241
SPRITE_ENVIRO = 50
SPRITE_WALL = 401
SPRITE_BAZOOKA = 25
SPRITE_FIREBALL = 233
SPRITE_TMAP = 61
SPRITE_PCELL = 46
SPRITE_DEMON = 70
SPRITE_COMMANDO = 68
SPRITE_ANGEL = 99
SPRITE_TELEPORT = 247
SPRITE_STAFF = 30
SPRITE_BRICKWALL = 407
SPRITE_BERSERK = 59
SPRITE_CAPTAIN = 67
SPRITE_CORPSE = 251
SPRITE_MARK = 243
SPRITE_MOD = 37
SPRITE_PSHELL = 42
SPRITE_LAVABARREL = 214
SPRITE_PLAYER_SHOTGUN = 5
SPRITE_ACIDBARREL = 215
SPRITE_GRAYSTAIRS = 229
SPRITE_WALLBLOOD = 252
SPRITE_REVENANT = 78
SPRITE_LHGLOBE = 52
SPRITE_PLAYER_DRAGON = 16
SPRITE_LAVAELEM = 98
SPRITE_ARMOR = 33
SPRITE_BLAST = 227
SPRITE_SBOOTS = 35
SPRITE_FORMER = 65
SPRITE_STAIRS = 244
SPRITE_SHELL = 41
SPRITE_BFG9000 = 27
SPRITE_ROCKET = 43
SPRITE_SHARD = 56
SPRITE_BRIDGE = 487
SPRITE_ACID = 483
SPRITE_NUKE = 64
SPRITE_CLEAVER = 31
SPRITE_WBOX = 489
SPRITE_PLASMA = 26
SPRITE_CHAINGUN = 24
SPRITE_CAVEWALL = 404
SPRITE_LMEDPACK = 58
SPRITE_BFGSHOT = 232
SPRITE_WATER = 481
SPRITE_MEGASPHERE = 55
SPRITE_ARCHVILE = 77
SPRITE_INV = 54
SPRITE_LAVAINV = 114
SPRITE_YBOX = 488
SPRITE_BOSSWALL = 413
SPRITE_ROCKETSHOT = 228
SPRITE_TECHWALL = 410
SPRITE_CAVEFLOOR = 273
SPRITE_FLOOR = 257
SPRITE_GRID = 253
SPRITE_PLAYER_CHAINGUN = 8
SPRITE_BLOOD = 249
SPRITE_LEVER = 248
SPRITE_PORTAL = 246
SPRITE_REDSTAIRS = 245
SPRITE_SELECT = 242
SPRITE_PLASMASHOT = 231
SPRITE_EXPLOSION = 230
SPRITE_CSHOT = 226
SPRITE_TREE = 218
SPRITE_BARREL = 213
SPRITE_HELLDOOR = 211
SPRITE_OPENDOOR = 210
SPRITE_DOOR = 209
SPRITE_CYBERDEMON = 102
SPRITE_IMP = 69
SPRITE_LOSTSOUL = 71
SPRITE_ARACHNO = 76
SPRITE_PAIN = 73
SPRITE_CACODEMON = 72
SPRITE_MANCUBUS = 79
SPRITE_SHAMBLER = 100
SPRITE_SERGEANT = 66
SPRITE_LIGHTAMP = 63
SPRITE_SKULL = 38
SPRITE_LAVA = 485
SPRITE_MAP = 60
SPRITE_MEDPACK = 57
SPRITE_HGLOBE = 51
SPRITE_PHASE = 47
SPRITE_SUPERCHARGE = 53
SPRITE_PLAYER_SPEAR = 12
SPRITE_PROCKET = 44
SPRITE_PAMMO = 40
SPRITE_AMMO = 39
SPRITE_BOOTS = 36
SPRITE_AARMOR = 34
SPRITE_BFG10K = 29
SPRITE_SPEAR = 28
SPRITE_CSHOTGUN = 22
SPRITE_KNIFE = 18
SPRITE_PLAYER_CLEAVER = 15
SPRITE_PLAYER_BFG9000 = 11
SPRITE_PLAYER_BAZOOKA = 9
SPRITE_PLAYER_CSHOTGUN = 6
SPRITE_PLAYER_PISTOL = 4
SPRITE_PLAYER_CHAINSAW = 3
SPRITE_BARON = 75
SPRITE_HELLOPENDOOR = 212
SPRITE_BLOODPOOL = 250
SPRITE_SCHEMATIC = 62
SPRITE_DRAGON = 32
SPRITE_SHOTGUN = 21
SPRITE_MASTER = 97
SPRITE_BACKPACK = 49
SPRITE_JC = 101
SPRITE_KNIGHT = 74
Arch-Vile Major

Angles of death

Is it just me, or has the AI improved?
...........A...A....M...A.....V
[email protected]..>
........V....V..C....B....B..A
Take a look to the sky just before you die it's the last time he will!!!

ih8regin

the pathfinding has been really improved, previously I had a very easy time in City of Skulls with a Vampyre, because souls lined up in a queue in an attempt to attack me from diagonals, now they don't stack like this but instead get around corners and monsters and can surround you in no time. For this reason I start having major trouble in Anomaly, I even expect that souls have got a speed/walkspeed boost in the line of 0.3s/tile, I was able to outrun them previously, but now I can't.
0.9.9.6: Cacodemon 2nd Lieutenant, wins 3|5|3|2|0, badges [22|17|7|1|0]
0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

Klear

Yeah, the Lost Souls are scary right now. And even demons can no longer be easily escaped by running through a door and closing it. It also helps that the melee enemy bug (which I thought of as "Gay pinkies syndrome") is gone. The lost souls are now very quick in dispersing around the map.
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptopDude... we need to change your forum handle from "Klear" to "Klear Nukem".