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Author Topic: DoomRL 0.9.8.8 - Released!  (Read 42239 times)

Kornel Kisielewicz

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DoomRL 0.9.8.8 - Released!
« on: December 22, 2007, 11:11 »

Ladies and Gentlemen,

Alltough it's still not 0.9.9, I present DoomRL 0.9.8.8, another step on the road of DoomRL's development. 0.9.8.7 had a few serious bugs that needed fixing. Also, there's a LOT of refactoring needed to present the features of DoomRL 0.9.9 and 1.0.0 -- a lot of this refactoring has been done in this version.

Probably the most visible change will be the new item and monster placement -- there are a lot of monsters now, but that also means a lot more exp :). Monsters now may also appear in packs, especialy in the later levels. Medpack/item placement has been tweaked accordingly.

Player and Score data should be compatible, but I advise to restart them anyway (especialy score xP).

There's an absolutely new system of soundbindings, that will make both modding, and doing custom jobs easier. Also, a new system of tactics has been implemented (it will be expanded), and several "cute" interface changes. You can also mod any weapon now, with 1+WhizKid mods. Ialso rewrote the code for shotguns and explosion damage. Rocket Launchers should be more useful now, and shotguns differ in spread and damage reduction over distance.

Also, a TON of bugs has been fixed.

There is a linux version available, but it might be unstable, for I hacked it up myself using VMWare.

So without further ado, I present DoomRL 0.9.8.8! Get it at:

http://doom.chaosforge.org/

And a Merry Christmas to all :D

Full change list:

Code: [Select]
v.0.9.8.8
(22.XII.2007) r139
(19 bugfixes, 23 modifications, 5 additions)
[add] -- FS#2: New random generator for monster placement! Monsters may appear in packs!
[add] -- FS#3: New random generator for item placement! Item rarites changed and vault rewards better.
[add] -- Tactics now temporary -- Running is the default tactic
[add] -- MaxRun and MaxWait options added to the inifile
[add] -- Introducing ColorBlindMode
[mod] -- Green Armor on level 1 on non-AoB UV and N! games
[mod] -- SoG damage bonus reduced to +1 in fear of rebalancing
[mod] -- a single weapon mod can be applied to normal weapons
[mod] -- WhizKid increases modding of normal weapons by +1/level
[mod] -- Enemies no longer lineup in a horizontal line
[mod] -- 'f' when in melee executes a directional melee attack (also for barrels/doors)
[mod] -- level name color changes to blue if "relatively safe" appears.
[mod] -- easier diff levels and nightmare have now a boost to experience gained
[mod] -- character name color reflects health
[mod] -- color of the weapon on the status line changes to red if empty
[mod] -- Juggler changed - now it alows automatically using a prepared melee weapon in melee
[mod] -- Run in place (long wait) now possible
[mod] -- AoMr : you can swap weapons as long as there is a pistol in the prepared slot
[mod] -- reworked shotguns - combat now more precise, double short range and stronger
[mod] -- FS#85: reworked explosion damage
[mod] -- FS#86: rocket launchers should now be stronger
[mod] -- sounds and music now have separate ini-files
[mod] -- modified the way sound bindings work (more custom binding power!)
[mod] -- new music bindings (mp3 and midi in seperate files), also per special level
[mod] -- FS#49: rewrote the autotarget code
[mod] -- FS#8: better boots reduce knockback a little
[mod] -- FS#8: boots get damaged faster
[mod] -- FS#57: pain elementals don't leave a corpse, but spawn 3 lost souls at death
[fix] -- FS#62: Barons and Hell knights have separate sounds now (thx Malek)
[fix] -- maze levels don't generate closed rooms anymore
[fix] -- exp percent are now floored instead of rounded (no more 100%)
[fix] -- hopefully fixed one load game crash bug
[fix] -- FS#25: item wielding monsters wont wield weapons now
[fix] -- FS#22: Going downstairs, and quitting doesn't take time anymore
[fix] -- FS#17: Player WILL run over water now, and WON't run into teleporters
[fix] -- FS#12: You can no longer place a nuke on the stairs
[fix] -- FS#20: teleports will no longer be placed in corridors
[fix] -- BBCode screenshot default binding changed to F9
[fix] -- double and combat shotgun can have their own sounds now
[fix] -- Unloading of weapons now compatible with Backpack
[fix] -- fixed overmodding of weapons
[fix] -- you can no longer close a door on an item or being
[fix] -- SoB and SoG now give ranged damage bonuses (they didn't!!!)
[fix] -- reduced arenatype level difficulty
[fix] -- fixed several typos
[fix] -- fixed AoI medpack messages
[fix] -- fixed double player in arena levels
« Last Edit: December 22, 2007, 11:15 by Kornel Kisielewicz »
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Kornel Kisielewicz

DaEezT

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Re: DoomRL 0.9.8.8 - Released!
« Reply #1 on: December 22, 2007, 11:15 »

An early Christmas gift \o/
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Blade

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Re: DoomRL 0.9.8.8 - Released!
« Reply #2 on: December 22, 2007, 11:51 »

Thanks, Kornel!) I think this version will be more pleasant to everybody because it's more comfortable, tolerant for newbies, and playable than previous. And it don't have some very annoying glitches and bugs from 0987. Thank you again and prepare for lots of donations!)
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Potman

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Re: DoomRL 0.9.8.8 - Released!
« Reply #3 on: December 22, 2007, 12:59 »

Ngaa, and I was going to finish Baldur's Gate II before thursday, when I'm gonna get Fallout!

Best laid plans... *Downloads*

Edit: Have you reduced combat shotgun spawn? I so waited to get my hands on them new shotties, and now I can't find any!
« Last Edit: December 22, 2007, 13:23 by Potman »
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Styro

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Re: DoomRL 0.9.8.8 - Released!
« Reply #4 on: December 22, 2007, 14:26 »

Awesome!

I really like all the changes you have put into the game lately. Keep up the good work!
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Derek

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Re: DoomRL 0.9.8.8 - Released!
« Reply #5 on: December 22, 2007, 20:53 »

Oi, congrats, Kornel!  Return of the Dark Knight, indeed. ;)

Gotta make some time to give this a spin.  It's been too long!
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Re: DoomRL 0.9.8.8 - Released!
« Reply #6 on: December 23, 2007, 03:29 »

Yay, nice X-mas gift for us all, thanks! Downloading ASAP.
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DaEezT

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Re: DoomRL 0.9.8.8 - Released!
« Reply #7 on: December 23, 2007, 11:59 »

The new "tactics" system is weird for berserking. You're now stuck in "cautious" while being berserk and cannot run. IMO it should be the other way around!?
Also the game crashed on me at ~dlvl20 D:
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #8 on: December 23, 2007, 12:08 »

@Bersrk and tactics: I told Kornel pretty much the same, but for some reason he dislikes the idea of beeing able to run in berserk >_>
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Re: DoomRL 0.9.8.8 - Released!
« Reply #9 on: December 23, 2007, 12:10 »

Well, maybe Polish Berserkers are thoughtful people who don't run screaming at their victims like normal berserkers do ;D
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Silhar

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Re: DoomRL 0.9.8.8 - Released!
« Reply #10 on: December 23, 2007, 12:18 »

Dammit, proably nicest Christmas gift I ever recieved :). Thanks Kornel and merry Christmas to you ! :)

* Ilhar downloads and goes to kick some demon ass.

Blade

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Re: DoomRL 0.9.8.8 - Released!
« Reply #11 on: December 23, 2007, 12:39 »

Well, maybe Polish Berserkers are thoughtful people who don't run screaming at their victims like normal berserkers do ;D

Lol.))
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #12 on: December 25, 2007, 06:43 »

Bug when picking up phase device in AoI. There was a former human in LOS in cease it matters:

Code: [Select]
You use a phase device immediately. You feel yanked in an non-existing¨¨¨¨¨¨¨#
 direction! Game saved. Press <Enter> to exit.                         ¨¨¨¨¨¨¨#
 #                #                         #¨}|||•¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨|#¨¨¨¨¨¨¨0¨#
 #                #########+#####+#######+###¨•}||}•¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#¨¨¨¨¨¨¨¨¨#
 #                #¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨#¨};}}¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#¨0¨>¨¨¨¨¨#
 #                #¨¨¨¨¨¨¨¨¨¨0¨¨¨¨¨¨¨¨|¨¨¨¨+#¨¨|}|¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#¨¨¨¨¨¨¨¨¨#
 # ^              #¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨}}¨•|}}+¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨/¨¨¨¨¨#¨¨¨¨¨¨¨¨¨#
 # 0       ¨¨¨    #¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨[|¨¨¨¨}#|¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#####+#/###
 #         ¨¨¨¨¨|}#¨|¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨+¨¨¨¨¨¨#¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#=========#
 #        ¨¨¨¨¨h|}#}|¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#=========#
 #        ¨¨¨¨¨}||}An unhandled exception occurred at $00420106 :¨¨¨#=========#
EAccessViolation : Access violation¨¨¨¨¨¨¨¨¨#¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#=========#
  $00420106  TITEM__ISPOWER,  line 688 of dfitem.pas¨¨¨¨¨¨¨0¨¨#¨¨¨¨¨#=========#
  $0045C388  TBEING__AISCAN,  line 654 of dfbeing.pas¨¨¨¨¨¨¨¨¨#¨¨¨¨¨#=========#
  $0045CF5A  TBEING__ACTION,  line 776 of dfbeing.pas##########################
  $0045D0E3  TBEING__CALL,  line 788 of dfbeing.pas1] (53%)  Phobos Base  Lev8
  $0046640D  TLEVEL__TICK,  line 744 of dflevel.pasun (1d6)x5 [55/65] (M1)
  $00410646  TDOOM__RUN,  line 374 of doombase.pas
  $00401920  main,  line 21 of doomrl.pas

Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>

(I think I reported something like this in one of betas)
« Last Edit: December 25, 2007, 06:45 by Malek Deneith »
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Re: DoomRL 0.9.8.8 - Released!
« Reply #13 on: December 25, 2007, 08:46 »

Great work, Kornel.

I haven't played or been here for a long time, so I was surprised to see the new release when I checked back. Played a short test run, and all in all gameplay seems more comfortable than before. Congratulations on the monster placement and AI changes, those must've taken a lot of work. The colorblind mode is a nice touch, I'll finally be able to distinguish plasma charges from ammo clips. (y)

In previous versions I got used to tabbing through tactics every turn, but I guess that's no longer effective. Is there a detailed description of the new tactics system out there? I found nothing in the in-game help or the manual (the tactics descriptions appear to be outdated).

The one thing I'm still wishing for is a fix for the FOV gaps at low angles, and line-of-fire traces through walls. They still annoy me to no end. It would be a great way to make up for ever introducing weapon mods. ;) Why don't you go with recursive shadowcasting?
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.8 - Released!
« Reply #14 on: December 25, 2007, 09:25 »

Thank you all for the good words! I'll resume working on DoomRL soon :).

Malek and Blade, please remember to report all bugs to the bugtracker!
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Re: DoomRL 0.9.8.8 - Released!
« Reply #15 on: December 25, 2007, 09:45 »

Interesting update.
The balance is rescaled yet again.

Now the ordinary games are easier, mostly because those "monster packs" are almost always just marines, even in Hell levels.

However, the challenge games became much more harder. For example AoB is even HARDER than in the previous release, i didnt think it was possible. Now its just pure luck, skills are useless.

Also, this new tactics system seems either bugged, or maybe the dodge bonus in "cautious" mode has been substantially reduced. Before you could dodge, like, every 6th shot from marines, on average (while actively strafing, of course), now it seems like its every 8th shot or ever more rare.

However still, several HUGE and OLD bugs were fixed as well, so its all good.
« Last Edit: December 25, 2007, 09:50 by Karry »
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Blade

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Re: DoomRL 0.9.8.8 - Released!
« Reply #16 on: December 25, 2007, 10:05 »

Now the ordinary games are easier, mostly because those "monster packs" are almost always just marines, even in Hell levels.

On what difficulty levels?

However, the challenge games became much more harder. For example AoB is even HARDER than in the previous release, i didnt think it was possible. Now its just pure luck, skills are useless.

Only AoB, or all challenge games?

Also, this new tactics system seems either bugged, or maybe the dodge bonus in "cautious" mode has been substantially reduced. Before you could dodge, like, every 6th shot from marines, on average (while actively strafing, of course), now it seems like its every 8th shot or ever more rare.

Seems that not tactics are bugged, but to-hit chance is bugged(it's bigger to everyone)(or dodge chance is lowered for everyone), because look here, and check mortem text log. Count quantity of hit bullets fired from my chaingun only with EE*1. They are 18 of 18.
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Karry

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Re: DoomRL 0.9.8.8 - Released!
« Reply #17 on: December 25, 2007, 10:15 »

Quote
On what difficulty levels?
I just dl'd it today, so i can only check the first 3.

Quote
Only AoB, or all challenge games?
Same, only AoB for now. It was always significantly harder than other types, but you can clearly see how it got progressively harder and harder from the first release onwards.

Quote
Seems that not tactics are bugged, but to-hit chance is bugged(it's bigger to everyone)
Could be true. I could also say that for "cautious" the chaingun in my hands was surprisingly accurate.
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Blade

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Re: DoomRL 0.9.8.8 - Released!
« Reply #18 on: December 25, 2007, 10:41 »

I just dl'd it today, so i can only check the first 3.

Try UV, i'm interested in your opinion.

Same, only AoB for now. It was always significantly harder than other types, but you can clearly see how it got progressively harder and harder from the first release onwards.

Then it's problem of AoB only. I have tested some other challenges and they seems to be ok. Possible fix of AoB difficulty - make monsters sum for levels for AoB challenge lower(coefficient 0.75, maybe). Or make monsters not to appear in packs for this challenge...

P.S. Have just tried AoB game on NTR. I got to the CC without problems in first try. Maybe that was very lucky try, but still..
« Last Edit: December 25, 2007, 11:24 by Blade »
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Karry

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Re: DoomRL 0.9.8.8 - Released!
« Reply #19 on: December 25, 2007, 11:21 »

About those "monster packs"...
I tried AoB one more time, got to level 5 on 3rd difficulty, and then i saw them...22 former humans in a single room...and maybe i havent quite seen all of them, i dont know.
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Thomas

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Re: DoomRL 0.9.8.8 - Released!
« Reply #20 on: December 25, 2007, 20:06 »

I think AoB's suddenly gotten harder too, I've got 3 AoB wins but I hardly ever get the chainsaw any more. Once I died on level 6 with the chainsaw, too! That was just sad.

It's mainly because of
A. I'm still not exactly the best player here...
B. There are frigging humans and imps everywhere now and you never see just one.
C. The monsters seem to be attracted to the stairs now. But I guess that's just my luck.
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.8 - Released!
« Reply #21 on: December 26, 2007, 11:50 »

Bugfix release, fixing the two crashbugs, and one nuisance (the after-death aiming) has been fixed.

http://doom.chaosforge.org/
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Re: DoomRL 0.9.8.8 - Released!
« Reply #22 on: December 27, 2007, 10:15 »

By the way, is it my imagination, or the Demon HP got a little reduced in this version ?
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.8 - Released!
« Reply #23 on: December 27, 2007, 11:32 »

Not that I know of :)
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Re: DoomRL 0.9.8.8 - Released!
« Reply #24 on: December 27, 2007, 15:40 »

Interesting update.
The balance is rescaled yet again.

That being true, I have to applaud Kornel's ability to keep developing and adjusting the game in major ways. Mostly for the better.

Quote
Now the ordinary games are easier, mostly because those "monster packs" are almost always just marines, even in Hell levels.

It does make wielding a shotgun in DoomRL a better experience than firing a Kalashnikov in GTA. ;)

Btw, now that colour blind mode is functional, I recalled your comment about not being able to distinguish light gray from dark gray in the game. At the time I had no problem with contrast. In the meantime I've upgraded my video card and I can hardly tell the difference between light gray and dark gray. Messing with contrast and brightness makes no noticeable difference. So I guess the actual colors depend on what display adapter you have.

I'm going to return mine and ask for one that properly displays text mode colors. Without the fuzzy full screen anti-aliasing. And tell them to wipe the smirks off their faces when they hand me a crumbling 512K VGA board. Dammit.
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Re: DoomRL 0.9.8.8 - Released!
« Reply #25 on: December 27, 2007, 23:37 »

Quote
It does make wielding a shotgun in DoomRL a better experience than firing a Kalashnikov in GTA. ;)
I wouldnt say that. For example, it looks like double shotgun is now for extremely close-range and with no penetration power whatsoever. It does have some huge spread, though. Combat shotgun seems to be behaving just as before.
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #26 on: December 28, 2007, 05:40 »

The reason why double shotgun lacks penetrating power over long range is that it deals damage in three separate parts, causing it to apply armor reduction (as well as SoaB increase) three times as well. It still has formidable hitting power on point-blank range (as it should).

As for combat shotgun - can't say for sure, but I think it had simmilar stats as normal shotgun before - i.e. wider spread cone and crappy damage on long range.
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Re: DoomRL 0.9.8.8 - Released!
« Reply #27 on: December 28, 2007, 06:18 »

Quote
The reason why double shotgun lacks penetrating power over long range is that it deals damage in three separate parts, causing it to apply armor reduction (as well as SoaB increase) three times as well. It still has formidable hitting power on point-blank range (as it should).
I meant a little different thing, let me explain : if i encounter 10 marines in a bunch, and fire at them with a combat shotgun - they all get hit.
But, once i had a double shotgun, and met same 10 marines in a bunch - i'll only hit the front row, all the others will not get hit at all. Not receive reduced damage, just not get hit at all.

I may be mistaken (as i so often am), but it seemed to me that in older versions double shotgun could actually penetrate just like the ordinary shotgun.
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #28 on: December 28, 2007, 10:08 »

It's not a matter of penetration, it's a matter of range - previously double shotgun had a longer range - probably matching other shotguns 15 squares of range. After upgrade it got cut down to just 8 squares of range - so the back row of marines must have been 9 or more squares away .
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Re: DoomRL 0.9.8.8 - Released!
« Reply #29 on: December 28, 2007, 12:53 »

Nope, i'm telling you, five paces - and the monsters can laugh at me safely, while standing behind someone. Of course, if i actually TARGET them with no one blocking the path - THEN they get hit.
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #30 on: December 28, 2007, 13:19 »

I played today a bit, found double shotgun each time and I'm fairly sure it did penetrate (tried to doublecheck even, but I'm not in the mindset at this particular moment so I died to soon). By chance were you fireing diagonal at the time this happened?
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Zeb

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Re: DoomRL 0.9.8.8 - Released!
« Reply #31 on: December 29, 2007, 07:33 »

Without the fuzzy full screen anti-aliasing.

My Laptop does this. I started playing Roguelikes on it (about 2 years ago) so for a while I thought it was just what happened when a roguelike went full screen. Then at one point about 9 months ago I ended up playing NetHack on a Desktop while my laptop was in for repairs and it was...beautiful...

Too bad you can't change the video cards in laptops. (That I know of.)
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n9103

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Re: DoomRL 0.9.8.8 - Released!
« Reply #32 on: December 29, 2007, 19:08 »

To those complaining of desktop-level Anti-Aliasing (AA), there are global settings that can be adjusted for every video card made in the last 7+ years.
They might be a bit hidden, but they're there.
Try looking for a brand-specific control panel item (Nvidia/ATI/Intel, etc)

Additionally, you might want to change the font smoothing from ClearType to standard, and/or disable smoothing completely with the checkbox. (Properties>Appearance>Effects...)
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Rabiat

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Re: DoomRL 0.9.8.8 - Released!
« Reply #33 on: December 30, 2007, 05:12 »

Quote from: Zeb
My Laptop does this. I started playing Roguelikes on it (about 2 years ago) so for a while I thought it was just what happened when a roguelike went full screen. Then at one point about 9 months ago I ended up playing NetHack on a Desktop while my laptop was in for repairs and it was...beautiful...

Too bad you can't change the video cards in laptops. (That I know of.)

Most laptops have an on-board graphics adapter, i.e. the video card is built into the main board. So unless you're planning to replace the main board you're out of luck. Also, it's going to be hard to find a main board with a different graphics adapter for a specific laptop model, and you'd void the warranty by replacing it. Anyway, I'm not seriously considering to replace my video card, and I can't imagine there is no way to change the the display options for text mode.

Quote from: n9103
To those complaining of desktop-level Anti-Aliasing (AA), there are global settings that can be adjusted for every video card made in the last 7+ years.
They might be a bit hidden, but they're there.
Try looking for a brand-specific control panel item (Nvidia/ATI/Intel, etc)

Additionally, you might want to change the font smoothing from ClearType to standard, and/or disable smoothing completely with the checkbox. (Properties>Appearance>Effects...)

I appreciate your suggestions, but I'm afraid they won't help in full screen mode. The colors look okay in a console window on the desktop (and if they don't, it's easy to adjust them). I've been poking around in my video card's control panel, but I can't find any options to adjust the display in full screen text mode. I'll dig around some more and try to come up with something that helps.
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n9103

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Re: DoomRL 0.9.8.8 - Released!
« Reply #34 on: December 30, 2007, 22:41 »

The desktop AA settings are usually right next to Application-specific (aka full-screen) settings.
If you find one, you should be really close to the other.

Additionally, there should be font settings for the shortcut (cause you're running the batch file to play, right?)
Perhaps one or two of the other fonts will look better for you than the default in your case.
« Last Edit: December 30, 2007, 22:43 by n9103 »
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Rabiat

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Re: DoomRL 0.9.8.8 - Released!
« Reply #35 on: December 31, 2007, 04:18 »

Thanks for the suggestion, I'll check as soon as I have time for it. I'm still uncertain if we're talking about the same thing, though. In my video config panel (NVidia GeForce 8600 series) I can change the global and application-specific settings like you said. However I'm positive that application-specific settings are not the same as full screen text mode settings, and application-specific settings (to my knowledge) only apply to windowed mode. Font settings similarly apply to windowed mode; in full screen text mode there is no such thing as font.

One more thing; when booting my pc, the startup screen (text mode) has standard VGA text mode colors and no anti-aliasing. So I'm sure that the display mode I'm looking for is supported by the video card. It's just that when I open a console in Windows, and switch to full screen, colors are adjusted and display is anti-aliased. I'd be very suprised if this isn't caused by some config option in the display driver running under Windows. I'll try booting to prompt, and check if the display mode is the same as during startup.
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