Chaosforge Forum

General => Announcements => Topic started by: Kornel Kisielewicz on February 28, 2012, 13:03

Title: DoomRL 0.9.9.6 RELEASED!
Post by: Kornel Kisielewicz 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 (http://doom.chaosforge.org/)!

However, before you do, please take a moment and Like! our official ChaosForge Facebook Page (https://www.facebook.com/ChaosForge) and/or ChaosForge Google+ Page (http://gplus.to/ChaosForge), and if you didn't before, follow ChaosForge (http://twitter.com/chaosforge_org) 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 (http://en.irc2go.com/webchat/?net=QuakeNet&room=Chaosforge) ) 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 (http://alien.chaosforge.org/), DiabloRL (http://diablo.chaosforge.org/) and Berserk! (http://berserk.chaosforge.org/). 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 (http://www.libsdl.org/release/SDL-1.2.15.dmg), SDL_image (http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.12.dmg), and SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12.dmg) -- 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 (http://forum.chaosforge.org/index.php/topic,5254.msg42649/topicseen.html#msg42649).

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
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: ParaSait on February 28, 2012, 13:12
Hooray! From now on, 28/02 shall officially be celebrated as "G-Day". :D
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Game Hunter 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
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Silhar on February 28, 2012, 14:18
That's just OH MY GOD.

Kornel <3434632142352cos60
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Klear on February 28, 2012, 14:28
Wowie!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Stabwound on February 28, 2012, 14:33
Looks great. I'll have to give it a spin later!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Kg 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.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Kornel Kisielewicz 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.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Kg 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...
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Kornel Kisielewicz 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?
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: IronBeer 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.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Holo 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 :)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Kornel Kisielewicz on February 28, 2012, 17:28
Corrected, thank you!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Ander Hammer 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.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: dtsund 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.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: mcz117chief on February 29, 2012, 00:45
Hooray for the God Hand
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Angles of death on February 29, 2012, 00:59
Is there a way to turn off tiles and play the game in ASCII?
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Zalminen on February 29, 2012, 01:14
Sure.

doomrl.exe starts the graphical version, doomrl_console starts the normal ASCII version.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: ZicherCZ on February 29, 2012, 01:31
Beautiful. Absolutely beautiful.
RNG forbid, this may be the first roguelike I'd like more to play in Tiles rather than ASCII.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Robsoie on February 29, 2012, 06:13
I'm frankly amazed, not only by the gorgeous graphics that are very Doom-like (and even better than in the videos preview) but the mouse driven interface took me completely by surprise, not having read about it before, i just love it, DoomRL feels incredibly polished.
Everything is nearly so perfect. Only thing i could think is that the minimap may not be bright enough (at least in windowed versino) in the bottom of the screen, it's difficult to see the items/monsters on it sometime.

Thank you so much for this release.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: spacedust on February 29, 2012, 07:31
Actually, with the recent explosion of Kickstarter success stories (eg Double Fine, FTL), why not consider raising money through Kickstarter for DoomRL 1.0? I understand that commerciality might not really be what the Forge is after, but I reckon it would be a fine way to raise money for a final push (plus drinking the sweet nectar of money is always a fine treat). As it is, the G-version is so pretty that I have trouble believing this is free.

Edit: just realised that copyright issues, etc. Oh well. Maybe a reskinned DoomRL? I'm sure the community is more than eager to help out with renaming stuff. And Derek can get some monetary reward for his spriting, too.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Kornel Kisielewicz on February 29, 2012, 07:42
Actually, with the recent explosion of Kickstarter success stories (eg Double Fine, FTL), why not consider raising money through Kickstarter for DoomRL 1.0? I understand that commerciality might not really be what the Forge is after, but I reckon it would be a fine way to raise money for a final push (plus drinking the sweet nectar of money is always a fine treat). As it is, the G-version is so pretty that I have trouble believing this is free.

There are several issues here - copyright is one, but the other is that Kickstarter is only allowed for USA-based people. Commerciality *is* what the Forge is after, but rather in a way that allows people to pay what they want and if they want (probably not viable in the long run). The goal for me is to be able to treat the Forge as a fulltime job.

Edit: just realised that copyright issues, etc. Oh well. Maybe a reskinned DoomRL? I'm sure the community is more than eager to help out with renaming stuff. And Derek can get some monetary reward for his spriting, too.

It wouldn't be Doom anymore -- and instead of reskinning I'd rather do something on my own IP using the gathered experience :).
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: raekuul on February 29, 2012, 08:32
Chaosforge: The Game: The Movie: The Game
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Uitë on February 29, 2012, 09:11
It wouldn't be Doom anymore -- and instead of reskinning I'd rather do something on my own IP using the gathered experience :).
So, when is GenRogue coming out? :p
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Trar on February 29, 2012, 10:17
The graphics and (most) of the music are better than I expected them to be. Well done, guys!

I do wish there was a way to turn off the game music so I could play my own tracks in the background, though; or maybe replace the game music with my music. I like (most) of the new music, I just wish I could hear my stuff as well. On that note, I'd like to hear the rest of the game's tracks remixed and placed in the game, if at all possible.

The feature I'd probably like the most would be a level editor, again if it's possible (or if it's already out and i don't know about it :p). I already have some good ideas for maps to make...
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: dtsund on February 29, 2012, 10:44
I do wish there was a way to turn off the game music so I could play my own tracks in the background, though; or maybe replace the game music with my music. I like (most) of the new music, I just wish I could hear my stuff as well.

You already can.  Just drop your music files into the mp3 folder and edit musichq.lua accordingly with a text editor.  Maybe keep a pristine copy of musichq.lua around in case you accidentally mess it up (good general practice for such things).
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Trar on February 29, 2012, 10:52
You already can.  Just drop your music files into the mp3 folder and edit musichq.lua accordingly with a text editor.  Maybe keep a pristine copy of musichq.lua around in case you accidentally mess it up (good general practice for such things).
Didn't know that. I'll try it; thank you!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Uitë on February 29, 2012, 10:52
Also, you can turn music off completely via config.lua
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Benkyo on February 29, 2012, 12:19
Awesome, really enjoyed the new release and finally got 1st lieutenant to boot.

One question though, is there any better way of equipping new stuff when your inventory is full? The current system seems to be:

1) drop an item you'd prefer to keep
2) pick up new equipment
3) equip it
4) drop replaced equipment
5) pick up item dropped at (1)

This really comes to the fore when doing AoLT.

I'd love to see the ground at your feet as another slot in the inventory and equipment menus.

Of course, if I've missed something really obvious please let me know =)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Zalminen on March 01, 2012, 00:22
I'd love to see the ground at your feet as another slot in the inventory and equipment menus.

Oo, this I would really like to see as well!

(Although this probably belongs in the Request for Features area...)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: fluocrazykenny on March 01, 2012, 02:14
holy cow !

I have drop DoomRPG for about a year and a half and I have found this news on my email. I was curious about it and try it.

OMG. What an amazing upgrade ! It feels very very good to play with graphism and to feel the same way than in ASCII ! Therefor all the little things added sounds very very fun !

I think I will play a lot again now ! Thanks !!!! Keep up the good work !
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: NeedsFoodBadly on March 01, 2012, 16:57
I want DoomRL 0.9.9.6 to be a woman so I can have babies with it.

_) _)
o o
__
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: thelaptop on March 01, 2012, 20:49
I want DoomRL 0.9.9.6 to be a woman so I can have babies with it.

_) _)
o o
__
That is such a terri-bad idea.

Babies with Cyberdemons and *gasp* Spider Masterminds?

Really?!

>.>
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Deathwind on March 01, 2012, 22:53
I think the music with this version is just putrid, it's just way too far over the top. I'll just keep using the mp3s from before, were there any changes to the music bindings?
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: NeedsFoodBadly on March 02, 2012, 01:00
I think the music with this version is just putrid, it's just way too far over the top. I'll just keep using the mp3s from before, were there any changes to the music bindings?

Unless, I'm mistaken if you want the NEW DoomRL with the OLD music just download the low quality version.

Yeah, I just confirmed.  The High Quality version contains the new MP3's/new graphics.  The Low Quality version contains the old music/new graphics.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Klear on March 02, 2012, 03:57
I think the music with this version is just putrid, it's just way too far over the top. I'll just keep using the mp3s from before, were there any changes to the music bindings?

I thought so when I first played it. In a few games it has grown on me. I think it's quite possible that in a few more games, I'll love it and won't be able to stand the original version =)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Blade on March 02, 2012, 07:49
Congratulations on the graphics version! Great job, and a very good looking too!)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Nachtfischer on March 04, 2012, 07:20
After a few hours of intensive playing I can say that DoomRL seems to have become my favourite roguelike. I always enjoyed its streamlinedness, but now it even looks, sounds and feels incredibly cool and polished! I'm excited to see how it will turn out even further improved in the future. Until then: Congratulations to this huge release, I'm off playing again now. ;)

A quick word on the mentions of the other ChaosForge games in the blog post: Wow! Breakthrough releases for all of them? And also pretty soon? Would be incredible to see graphics in those, too. Keep up the great work, I hope it really gets appreciated enough (financially, also...) for its immense quantity and quality.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: snusnumrik on March 04, 2012, 16:11
i discovered Doom RL randomly after the 0.9.9.6 update.
it was my first Roguelike to actualy kept me playing again and again....
the grafics are fantastic te gameplay also.
Thanks for implementing easter eggs like berserk sword or hellsing gun, they were really fun to discover beacause i never expected them.
So keep it up man, great game.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Hissatsu on March 05, 2012, 05:57
Everything about the graphic version is great... except the abscence of map. Real map, not a minimap. You see, before, you could look at your screen and see every item, every corpse, everything, and easilly comprehend where is it located, how do you get there (especially if the land is flooded in an erratic pattern with hazardous liquid), etc. I never played "timed" runs like that "every level has a nuke" since i hate time limits but i think that mode would be completely unplayable in the current graphical version.

This is indeed supreme and very cool to have, this graphics version, and playing the game became much more fun (i'm just loving the way the game looks now), but we need some way to see the level as we could before (meaning, whole level is on screen and every unit/item/tile is represented by an easilly comprehendable symbol, like a letter).

Right now, the minimap is of little use if any! I tried setting it to a bigger size and it honestly isnt helping much. It has two unsolvable flaws as it is now
- its transparent;
- it can only have a dot for an object.

This yeilds - for example, i cannot see what kind of ammunition is left on the level and where, since that dark blue dot that is supposed to stand for ammunition is just not visible on the map if that part of the map isnt over a bright tile (and it usually isnt since all tiles player doesnt see are dark).

Doom had a map and you could even play in map-mode (could move, shoot, etc). I think DoomRL could have something like that, like, a graphical ascii-like mode that can be triggered on-the-fly?

Still, great release that i'm loving ALOT, big thanks!!!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: spacedust on March 05, 2012, 07:01
This post probably belongs in suggestions but maybe you could tab to change between graphic and console modes? Dunno how much refactoring that would require but it would satisfy most people's need for a minimap I reckon.
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Jorge Alonso on March 06, 2012, 08:43
Level 2, AoB: I pulled a lever, and the lava filled the floor. I tried to run away, but eventually I died. But the mortem said I was killed by a soldier!

EDIT: It's a bug! I put it in the alredy existent "Death by lava = "Killed by a soldier".
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: skarczew on March 06, 2012, 13:41
Level 2, AoB: I pulled a lever, and the lava filled the floor. I tried to run away, but eventually I died. But the mortem said I was killed by a soldier!
Because a soldier pulled the lever :D !
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Klear on March 06, 2012, 14:26
YOU ARE SOLDIER! (http://hrwiki.org/wiki/Population:_Tire)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: PFL on March 08, 2012, 10:18
It's been a while since I played DoomRL but I never expected it to be this good!  The tiles really add to the game - something I was never that bothered about before.

So far, I've played a few games and everything seems pretty stable.  Great work guys. :)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: briareoh on March 24, 2012, 12:05
Amazing job. Nice graphics, great atmosphere, good sounds. Congrats!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Melon on July 09, 2012, 11:55
Just wanted to throw my tree bitcoins.

This version works (at least for now) on lubuntu 11.04 32-bit.

Soon I'll be moving to 12.04 and we'll see there...

Anyway good job!
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Frigok on January 11, 2013, 07:28
Hi,

Amazing job !!

But one question, can i play without the graphical mode? I prefer ASCII :)
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: skarczew on January 11, 2013, 07:48
Hi,

Amazing job !!

But one question, can i play without the graphical mode? I prefer ASCII :)
There was a switch for console version, check the docs.
Also, there was a batch file for running in console mode (at least Win ZIP version got it).
Title: Re: DoomRL 0.9.9.6 RELEASED!
Post by: Frigok on January 11, 2013, 08:07
There was a switch for console version, check the docs.
Also, there was a batch file for running in console mode (at least Win ZIP version got it).

<3 Thanks you :)