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Author Topic: DoomRL 0.9.9.6 RELEASED!  (Read 16693 times)

Kornel Kisielewicz

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DoomRL 0.9.9.6 RELEASED!
« on: February 28, 2012, 13:03 »

Ladies and Gentlemen of the Forge of Chaos!

DoomRL 0.9.9.6 has been RELEASED!

This release may be the most important release yet -- for finally after many years, the awesome tiles of Derek Yu are in the game... This moment marks the first public GRAPHICAL release!

To make better use of the graphics, the interface has been upgraded, and mouse support has been introduced. The interface has been streamlined in many places, and will be streamlined even more in the near future.

To celebrate the graphical release, DoomRL has also received a significant upgrade in the Audio department, with a MP3 music soundtrack consisting of Sonic Clang's Classic Doom renditions as well as Simon Volperts DoomRL tracks in MP3 quality. Sound effects have been substituted with high quality versions created by Per Kristian Risvik.

Additionally several balance changes and important fixes have been made.

Grab it while it's hot on the official website!

However, before you do, please take a moment and Like! our official ChaosForge Facebook Page and/or ChaosForge Google+ Page, and if you didn't before, follow ChaosForge on Twitter to stay fully informed of the next release!

Downloads for Windows, Linux (both 32 and 64 bit) and 64 bit MacOS X are provided (the last one should be still considered a bit unstable -- read below). The game executables are universal in the sense that you can run graphical, console, sound or no sound using the same files -- for example on Linux the SDL libraries are not needed if running in console/nosound.

Download the new version to jump into the fun or join us on IRC ( #chaosforge on QuakeNet ) to celebrate, or read below for the full changelog!

Keep your eyes open also for a new version of every ChaosForge roguelike -- while there have been no official releases, a lot of work went into AliensRL, DiabloRL and Berserk!. Each of them will have a breakthrough release in the first half of this year -- no one shall be left behind! Don't be surprised if some of them become graphical too!

Note about the Mac OS X version -- coding for this platform is still relatively new for me, so this time the release requires some degree of manual installation. You can only reliably run it from the terminal, and need to manually unpack it to some folder. You'll also need to install SDL bundles -- SDL, SDL_image, and SDL_mixer -- if you have any problem installing, feel free to ask at the forums!

Note about the Linux versions -- you'll need SDL, SDL_mixer, SDL_image and libpng installed, and smpeg if you want to use the HQ versions. On some linux distro's mp3 support is not enabled in SDL_mixer -- a workaround has been posted on the forum.

Full changelist follows...

DoomRL v.0.9.9.6
Code: [Select]
[new] -- TR#249: Universal executable -- runs with different sound engines, or tiles vs console without
                 loading libraries it doesn't need
[new] -- TR#260: G-version - fullscreen support (ALT-Enter or Ctrl-F12)!
[new] -- TR#274: G-version - fullscreen resolution autodetection and startup query
[new] -- TR#264: G-version - different floors and doors for Hell
[new] -- TR#263: G-version - liquid edges unblockified and animated
[new] -- TR#261: G-version - full mouse support (smart LMB/RMB on map, menus and mousescroll)!
[new] -- TR#259: G-version - Variable resolution and x2 mode for text and sprites!
[new] -- TR#278: G-version - minimap added and grid overlay (SPACE)
[new] -- TR#---: G-version - Epic background and logo by Derek Yu!
[new] -- TR#249: Graphics and SoundEngine in config.lua
[new] -- TR#249: -graphics, -console, -nosound and -fullscreen command line override options
[new] -- TR#---: hint system serving as a crude tutorial
[new] -- TR#---: all menus/screen rewritten/redesigned
[new] -- TR#---: new keybinding system - you can bind any key, and any CTRL/SHIFT/ALT combination but
                 the syntax is different
[new] -- TR#---: anytime screenshot possible (hardcoded for F10/F9), also in graphics
[mod] -- TR#240: recharge mechanic revamp. (tehtmi, game_hunter)
[mod] -- TR#246: lots and lots of assembly changes (game_hunter)
[mod] -- TR#293: resistances now degrade with durability (game_hunter)
[mod] -- TR#---: configuration entries are optional, defaults will be used if not present
[mod] -- TR#---: FRONTAL option removed - all games start frontal
[mod] -- TR#---: Shottyman pulls from equipped ammo pack when no ammo is in inventory. (tehtmi)
[mod] -- TR#---: two equipped pistols can be quickswapped with Dualgunner.
[mod] -- TR#---: level 24 experience requirement dropped to be more in line. (25 unchanged) (tehtmi)
[mod] -- TR#---: Mastermind melee damage increased (game_hunter)
[mod] -- TR#---: Badass changed to two-level trait. (tehtmi, game_hunter)
[mod] -- TR#---: the player now has the customary grace period upon enter level 1. (tehtmi)
[mod] -- TR#---: different barrel types accept differnt sound bindings. (tehtmi)
[mod] -- TR#---: weapons that don't use ammo don't display it, can't be unloaded, etc. (tehtmi)
[mod] -- TR#---: added dodgebonus being property and dodgemod item property (game_hunter)
[mod] -- TR#---: added IF_FARHIT (attack ignores dinstance penalty) (game_hunter)
[mod] -- TR#---: added IF_UNSEENHIT (attack ignoares visibility penalty) (game_hunter)
[mod] -- TR#---: sniper weapon pack grants IF_FARHIT/IF_UNSEENHIT for 1/2 mods
                 added to weapon (game_hunter)
[mod] -- TR#---: blue armor gives 20% plasma resistance instead of fire (game_hunter)
[mod] -- TR#---: all mod packs are now exotic, have higher weights, and uniquely colored (game_hunter)
[mod] -- TR#---: Vampyre gives scaling amount of HP (game_hunter)
[mod] -- TR#270: a lot better and readable crash handling
[mod] -- TR#271: SaveOnCrash now in config.lua, may be turned off
[fix] -- TR#151: trait screen escape fixed
[fix] -- TR#---: message coloring doesn't break on newline
[fix] -- TR#---: combat pistol has dualreload. (tehtmi)
[fix] -- TR#---: tactical and assault shotties only get single reload with shottyman. (tehtmi)
[fix] -- TR#---: teleboss AI bug fixed. (tehtmi)
[fix] -- TR#---: full inventory AI bug fixed. (game_hunter)
[fix] -- TR#---: Ao100 level 100 fix. (game_hunter)
[fix] -- TR#---: fixed minor issue with target line coloring. (tehtmi)
[fix] -- TR#---: grammaton Cleric Cross fixed to work with new mastermind. (tehtmi)
[fix] -- TR#---: JC AI bug fixed. (tehtmi)
[fix] -- TR#---: fixed chainfiring on Tower of Babel. (tehtmi)
[fix] -- TR#---: fixed large health globe on Angel of Berserk. (tehtmi)
[fix] -- TR#---: fixed scout's stair sense briefly showing stairs in a certain unintended case. (tehtmi)
[fix] -- TR#---: barrels can once again be pushed into acid & lava (though it isn't advised). (tehtmi)
[fix] -- TR#---: teleboss_ai attack fix (game_hunter)
[fix] -- TR#---: enemy pursuing AI fix (game_hunter)
[fix] -- TR#168: proper error messages if missing files
[fix] -- TR#---: no more cannot resume dead coroutine on program error
[fix] -- TR#265: error and assert can be normally used in modules
[fix] -- TR#105: DoomRL will give now a meaningfull error if console is too small
[fix] -- TR#---: error reports will properly report params passed
[fix] -- TR#---: Linux 64 and Mac OS X player.wad fix
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #1 on: February 28, 2012, 13:12 »

Hooray! From now on, 28/02 shall officially be celebrated as "G-Day". :D
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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #2 on: February 28, 2012, 13:24 »

Just a quick erratum:
Code: [Select]
[mod] -- TR#---: Vampyre gives scaling amount of HP (game_hunter)
This didn't actually make it into the release. It's in the plans to change something about it, but we couldn't come to a decision in time so it was reverted. There are also a couple of small bits that were fixed up just before release: I'll mention the important ones.
Code: [Select]
[mod] -- TR#---: Killing JC also kills all of his summons
[mod] -- TR#---: Jackhammer "restored" to firing three shots (stacks with Triggerhappy)
[mod] -- TR#---: red armor minimum level 9 (up from 7)
[fix] -- TR#---: Cyberdemon has a proper death on Tower of Babel
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Silhar

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #3 on: February 28, 2012, 14:18 »

That's just OH MY GOD.

Kornel <3434632142352cos60

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #4 on: February 28, 2012, 14:28 »

Wowie!
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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #5 on: February 28, 2012, 14:33 »

Looks great. I'll have to give it a spin later!
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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #6 on: February 28, 2012, 15:13 »

It doesn't work for me :(
Code: [Select]
----------------------------------------------------------------------
Timestamp   : 2012-02-28 23:12:13
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $0040D59A :
EOutOfMemory : Out of memory
  $0040D59A
  $0040D8E9
  $004DE3FF

----------------------------------------------------------------------
I have 1 GB ram.. it's not much but I thought it would handle G version.
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #7 on: February 28, 2012, 15:15 »

Kg, tried the LQ version also?

DoomRL in HQ and GFX requires around 100 MB - 200 to be safe.
« Last Edit: February 28, 2012, 15:17 by Kornel Kisielewicz »
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #8 on: February 28, 2012, 15:20 »

Edit: nevermind, it works now! It's just Chrome did some strange memory overload. It's awesome, thanks Kornel!
Well, time to kill some monsters now...
« Last Edit: February 28, 2012, 15:23 by Kg »
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #9 on: February 28, 2012, 15:23 »

Try on a fresh reboot - maybe some background program is eating things up. I've had confirmation that it runs on Windows 2000 with 128 MB ram, so you must have something messed up :/. Does running console mode also produce the same error?
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #10 on: February 28, 2012, 15:46 »

Excellent work, gentlemen! Sonic Clang's soundtrack is a nice touch, and the new sound effects are very good. The new graphical set should really help entice novice or greenhorn Roguelike-ers, and the set is very well done, if I may say so myself.
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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #11 on: February 28, 2012, 17:05 »

The windows installer version does not list a quality, while the zipped version specifies that it is 'high quality'. Is the windows installer quality also 'high quality' or is it 'low quality'? Either way, it should probably be specified on the website, for better clarity :)
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #12 on: February 28, 2012, 17:28 »

Corrected, thank you!
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #13 on: February 28, 2012, 20:16 »

DoomRL just got about 50 layers of polish, and it shows. I was more eager to see what mechanics had changed, but after playing through a few games, what hits me hardest is the fact that now I see the familiar Doom faces when I play, rather than ASCII (may Gargulec and/or Malek cut out my tongue). Maybe there are some changes I'm unaware of that altered my experience, but I've been playing better than I did in the non-G version, and the super-shiny graphics, sounds and music all help me get more into the game.

Well done, DoomRL squad.
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Re: DoomRL 0.9.9.6 RELEASED!
« Reply #14 on: February 28, 2012, 20:45 »

Really impressive work on the graphical release!  I think this'll be one of the relatively few roguelikes I prefer playing with tiles.
« Last Edit: February 28, 2012, 20:47 by dtsund »
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