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Author Topic: Quick questions thread!  (Read 526118 times)

Game Hunter

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Re: Quick questions thread!
« Reply #300 on: March 01, 2012, 08:36 »

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.
Actually I'm still seeing this persist in rare occasions (usually involving more than two demons/souls though). I'll need to take another look at the AI code, maybe just make it impossible for them to be next to each other when the player isn't in sight.
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I'm just a dude playing a dude disguised as another dude.

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shark20061

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Re: Quick questions thread!
« Reply #301 on: March 01, 2012, 17:59 »

Actually I'm still seeing this persist in rare occasions (usually involving more than two demons/souls though). I'll need to take another look at the AI code, maybe just make it impossible for them to be next to each other when the player isn't in sight.

Yeah, it still exists, and even for just 2 demons.  Like these 2 in the image attached.  They didn't move a bit until I got in close to them.
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Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
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tinyrodent

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Re: Quick questions thread!
« Reply #302 on: March 01, 2012, 19:43 »

maybe just make it impossible for them to be next to each other when the player isn't in sight.

The movement freeze doesn't seem to require them being next to each other. I've observed it on many occasions like the screenshot above.
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void

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Re: Quick questions thread!
« Reply #303 on: March 01, 2012, 19:52 »

graphics version - windowed mode - minimap question

personally i find the minimap in the graphics version extremely hard to use, because:
#1 - it's too "transparency" - I cant tell the difference between a red dot and a dark red dot for example (fuel & enemy);
#2 - it's way too small.

now I believe the "too small" problem can be addressed by change the settings:

-- minimap size multiplication, set to 0 to remove minimap, -1 is auto
-- choice based on resolution
WindowedMiniMapSize = -1

; however I cant seem to find a viable number to make it larger - setting it to 0.5 removes minimap completely, setting it to 2 actually reduces the size in half.
the comment says "minimap size multiplication", I'd thought if I say 2 it'll be twice as larger as default, no? :(

help urgently needed on these two issues...otherwise I gotta stick to the ASCII ver :(


« Last Edit: March 01, 2012, 22:04 by void »
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tinyrodent

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Re: Quick questions thread!
« Reply #304 on: March 01, 2012, 20:20 »

I use FullscreenMiniMapSize = 6
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void

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Re: Quick questions thread!
« Reply #305 on: March 01, 2012, 22:42 »

I use FullscreenMiniMapSize = 6

thanks :)
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Uitë

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Re: Quick questions thread!
« Reply #306 on: March 02, 2012, 02:18 »

I believe the number is the amount of pixels used to display each tile on the minimap, so using that you can easily set it to precisely what you want!
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bardysya

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Re: Quick questions thread!
« Reply #307 on: March 02, 2012, 06:35 »

Have a strange question. Why my config.lua file doesn't change? I made some changes for me, then I press "save" and it writes: Cannot create a file config.lua. Check check the path and file name. What I gotta do?
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ih8regin

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Re: Quick questions thread!
« Reply #308 on: March 02, 2012, 06:49 »

bardysya, clear read-only flag from the file.
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bardysya

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Re: Quick questions thread!
« Reply #309 on: March 02, 2012, 08:34 »

bardysya, clear read-only flag from the file.
Oh... didn't try to do like that... Thanks!
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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

Dreadlord

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Re: Quick questions thread!
« Reply #310 on: March 02, 2012, 13:45 »

In the new version I went through my usual chaingun + 3A and instead of 'assault rifle' it now says 'assault chaingun'. Is this schematic now available to other weapons as well?
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tinyrodent

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Re: Quick questions thread!
« Reply #311 on: March 02, 2012, 14:09 »

In the new version I went through my usual chaingun + 3A and instead of 'assault rifle' it now says 'assault chaingun'. Is this schematic now available to other weapons as well?

Yes check the Assemblies page in your game:

Spoiler (click to show/hide)
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Demetrious

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Re: Quick questions thread!
« Reply #312 on: March 04, 2012, 17:29 »

I'm getting back to a Version 9.9.3 Ao100 game I haven't touched in a while, and I find myself with a conundrum. I'm using a rapid-fire build with the minigun for efficiency and a plasma rifle for tougher enemies. Given that it's Ao100, Whizkid was an immediate pick; but now I don't know if I should assemble the hyperblaster, or if I'd be better off with a vanilla plasma rifle with as many power + bulk mods as I can cram onto it, or something similar. I should note I've taken Eagle Eye/Intuition, not Ammochain, so accuracy isn't an issue for me.

EDIT: I've run the maths a few times, and it's when Tech mods and Finesse come into play that I start getting confused. Even with, say, two power mods on the Plasma Rifle, the Hyperblaster has an edge in damage-per-second, because it's firing time is exactly half that of the Plasma Rifle (0.5) But with two levels of Finesse and two tech mods...? I'm also worried about diminishing returns, since, if I recall correctly, a weapon can only be lowered to 0.2 firing time, no matter what mods are applied.
« Last Edit: March 05, 2012, 09:55 by Demetrious »
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Napsterbater

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Re: Quick questions thread!
« Reply #313 on: March 04, 2012, 17:44 »

How might I bind the backtick key to an action in 0.9.9.6? Neither "BACKTICK" nor "BACKQUOTE" seem to work.
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Hissatsu

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Re: Quick questions thread!
« Reply #314 on: March 05, 2012, 02:15 »

About that new assault assembly, does it mean i can mod things like laser rifle and minigun and bfg10k? Or i can only mod standart chaingun/plasma rifle into assault version?
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