Chaosforge Forum

  • August 24, 2019, 08:31
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 2 3 [All]

Author Topic: DoomRL 0.9.8.9 - Released!  (Read 25902 times)

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4459
    • View Profile
    • http://chaosforge.org/
DoomRL 0.9.8.9 - Released!
« on: January 14, 2008, 11:10 »

Ladies and Gentlemen,

Not even a month has passed since the 0.9.8.8 release, and a new and fresh 0.9.8.9 release is available! Except for a lot of refactoring, this version has a *lot* more new features than 0.9.8.8 had!

The two most visible additions are 4 new challenge modes for the experts and Unique Items! Yes, unique items, are the DoomRL artifacts. Most of them have completely unique abilities, and sometimes even dangerous side effects. Four completely unique weapons are to be found too!

Several new items are added - homing phase devices, weapon accuracy mods, several armor and boot mods and the Megasphere. Yes, boots and armor can be modded now.

Several tweaks and balance changes happened -- see list below for details. You can also find detailed stats for your character on the character ("@") screen -- use it to guess unique item properties too! Two major system changes were a complete rewrite of the speed and targeting system.

Finally, a TON of bugfixes were made.

One of the most important internal invisible changes is a total rewrite of the underlying Lua system. Soon, the API will be released and even Total Conversions are going to be possible! (QuakeRL anyone? xP)

Good news for Linux users -- I binded Lua statically into the executable so there shouldn't be any more problems with that. Both sound and nosound versions of DoomRL are available.

Player.dat's and score.dat's should be compatible!

Hence, I present DoomRL 0.9.8.9! Get it at:

http://doom.chaosforge.org/

Full change list:

Code: [Select]
[add] -- FS#060,FS#100,FS#101,FS#164 : Four new challenges!
[add] -- FS#119: Unique Items! 2 melee, 2 shotguns, 2 pistols, 2 rocket launchers,
  1 unique BFG, 1 unique plasma, 1 chaingun, 1 special item, 5 armors, 2 boots,
  and 3 completely new unique weapons!
[add] -- FS#119: enhanced character ("@") screen
[add] -- FS#---: Armor and Boots mods!
[add] -- FS#---: homing phase device added
[add] -- FS#---: Accuracy mods
[add] -- FS#---: added two new skill ranks over General
[add] -- FS#---: added missing monster descriptions
[add] -- FS#063: Megasphere (200% heal and armor repair to 100%)
[mod] -- FS#---: reworked Lua scripts
[mod] -- FS#---: changed experience values for monsters
[mod] -- FS#074: optional confirmation when trying to fire an empty weapon [DaEezT]
[mod] -- FS#091: optional pickup sound for swaping, and quickkeying weapons [Malek]
[mod] -- FS#---: TOTAL Lua rewrite - expect modding and even TC's soon!
[mod] -- FS#145: Removed bleeding
[mod] -- FS#068: Vision system rehaul
[mod] -- FS#---: Juggler now allows instant swap, and instant quickkey
[mod] -- FS#---: reduced triggerhappy bonus to +1
[mod] -- FS#---: reworked and tweaked ToHit modifier
[mod] -- FS#154: tweaked AoB - removed Berserk from LHP and increased knife damage
[mod] -- FS#---: Eagle Eye bonus reduced to +2 (it's much more valuable now)
[mod] -- FS#---: monsters have a higher toHit on HMP, UV and N!, and a lower on ITYTD
[mod] -- FS#163: bumping into a wall no longer takes time
[mod] -- FS#136: Level name moved to bottom of the screen to make place for armor desc
[mod] -- FS#141: two small medpacks at start moved to inventory (large on AoB)
[mod] -- FS#---: armor now has a slight move speed penalty (Green -5%, Blue -10%, Red -20%)
[mod] -- FS#---: reworked speed system
[fix] -- FS#169: Kills percentage in mortem now rounded down
[fix] -- FS#---: Overcharged plasma rifles and BFG now add SoB bonus (they didn't!)
[fix] -- FS#147: Overcharged BFG now has more damage
[fix] -- FS#155: medpacks in inv no longer spawn on AoI, AoMs and AoP
[fix] -- FS#---: correct items spawn in City of Skulls again
[fix] -- FS#---: affects now are properly saved and loaded
[fix] -- FS#153: fixed one monster suicide range check error
[fix] -- FS#144: Ressurection crashbug fixed
[fix] -- FS#131: Juggler working again
[fix] -- FS#143: Rezscumming not possible anymore
[fix] -- FS#137: plasma rifle and BFG ammo fix
[fix] -- FS#138: boss music wasn't read
[fix] -- FS#---: Plenty minor fixes
[fix] -- FS#133: Chainsaw do not jumps into hands
[fix] -- FS#134: Crash when entered The Wall
[fix] -- FS#139: Spawn rate fixed
[fix] -- FS#132: Weapon mods are working again
[fix] -- FS#135: Computer map no longer in Halls of Carnage
[fix] -- FS#---: Arch-vile raised monsters no longer give XP
[fix] -- FS#010: scores now wont dissapear
[fix] -- FS#019: chainsaw pickup bug fixed

And a happy birthday to out Grand Inquisitor Malek Deneith! May the light of your Holy Flamer never extinguish!
« Last Edit: January 14, 2008, 12:01 by Kornel Kisielewicz »
Logged
at your service,
Kornel Kisielewicz

Potman

  • Major
  • *
  • Offline Offline
  • Posts: 395
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #1 on: January 14, 2008, 11:37 »

Whoa! Right from behind a tree!

*Downloads*

Edit: Spoil me the challenges. It's not like I'm gonna see them pretty soon anyway.
« Last Edit: January 14, 2008, 11:41 by Potman »
Logged

Rola

  • Sergeant
  • *
  • Offline Offline
  • Posts: 91
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #2 on: January 14, 2008, 11:58 »

Wow! That's A LOT of changes! Gotta check them out, even out of simple curiosity.
*Downloads now*

I understand this version changes player.dat file.

And my vote goes to WolfensteinRL total conversion! :D

Thanks for your hard work & wasting your eyes on the endless lines of code.
Logged

Potman

  • Major
  • *
  • Offline Offline
  • Posts: 395
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #3 on: January 14, 2008, 12:00 »

Hm, it seems that I keep running into acid now. Bad change.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4459
    • View Profile
    • http://chaosforge.org/
Re: DoomRL 0.9.8.9 - Released!
« Reply #4 on: January 14, 2008, 12:00 »

Player.dat's and score.dat's should be compatible!
Logged
at your service,
Kornel Kisielewicz

maso

  • Elder
  • Lance Corporal
  • *
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #5 on: January 14, 2008, 12:12 »

Not gaining levels for diving on AoPc.
Logged

DaEezT

  • Greater Elder
  • Colonel
  • *
  • *
  • Offline Offline
  • Posts: 565
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #6 on: January 14, 2008, 12:50 »

from the manual:
Quote
  '('    -- Toggle sound on and off
  ')'    -- Toggle music on and off
  F10    -- Take ASCII screenshot
  F11    -- Take BB screenshot (forum coded)
  'P'    -- Show previous messages
The default key for BB screenshots is F9.
Logged
"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4459
    • View Profile
    • http://chaosforge.org/
Re: DoomRL 0.9.8.9 - Released!
« Reply #7 on: January 14, 2008, 12:57 »

Fixed the AoPc -- the manual will have to wait for next release. You can either redownload the zip or download fixed wad here.
Logged
at your service,
Kornel Kisielewicz

Zeb

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 147
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #8 on: January 14, 2008, 15:11 »

Still no nerfing of SoaB? I blame myself for being to busy to refute the dissenting yet misinformed posts in my topic. :-(

Oh well, maybe in 0.9.9.0.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4459
    • View Profile
    • http://chaosforge.org/
Re: DoomRL 0.9.8.9 - Released!
« Reply #9 on: January 14, 2008, 16:33 »

SoaB is nerfed because of the nerfing of rapid weapon accuracy -- try for yourself :P
Logged
at your service,
Kornel Kisielewicz

Zeb

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 147
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #10 on: January 14, 2008, 21:07 »

SoaB is nerfed because of the nerfing of rapid weapon accuracy -- try for yourself :P

Really? Hmm.
I'll have to try that.

Anyway, I'm liking this whole faster development time thing. Are you planning on keeping up this pace?
« Last Edit: January 14, 2008, 21:09 by Zeb »
Logged

Cyber Killer

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 98
  • cyberpunk
    • View Profile
    • CK's site
Re: DoomRL 0.9.8.9 - Released!
« Reply #11 on: January 15, 2008, 03:15 »

Woohoo! sound works under linux! ;-)
Logged

Karry

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 206
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #12 on: January 15, 2008, 05:02 »

Quote
[mod] -- FS#068: Vision system rehaul
Its noticeable. ALOT.
Now you can shoot quickly in situations where you had to move target cursor manually.
However, now monsters can ALSO shoot at you, from all sorts of weird angles, including positions where you cant see them at all. Quite a shot from the blue.
Also, sometimes they will try and shoot you through walls, without ever actually seeing you (i.e. you start on a level and a nearest wall gets blasted away by an imp).

Kornel should stop adding stuff already, fix all the bugs and call it finished. This project seems to be mildly infected by Featuritis (wiki it).
Logged

Potman

  • Major
  • *
  • Offline Offline
  • Posts: 395
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #13 on: January 15, 2008, 07:04 »

Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.
Logged

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #14 on: January 15, 2008, 10:10 »

Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.

Not until we get IDDQD back.
Logged

Rola

  • Sergeant
  • *
  • Offline Offline
  • Posts: 91
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #15 on: January 15, 2008, 10:15 »

Not until we have Spider Mastermind.
Honestly, I find DoomRL complete as it is, and I have little need for more features (only bugfixes), but if I were to choose one last thing, the Spider-Mommy gets my vote.
Logged

commodorejohn

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 31
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #16 on: January 15, 2008, 11:26 »

Hey, no QuakeRL. I'm already working on that!
Logged

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
  • Lost Seraph
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #17 on: January 15, 2008, 15:17 »

Features get added because people want them. Plus this is rogulike world - you evolve or die, if you want proof just recall how *dead* the community was in the long time between 0.9.8 and 0.9.8.5. That beeing said once the planned modability will be fully added Kornel will be able to call it a day and focus on other projects, only adding ocassional patches with new flags for use in mods.
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

Karry

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 206
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #18 on: January 16, 2008, 02:30 »

Quote
Couldnt be further from truth, Features wanted by the people are pretty much ignored.

Now that was really unfair towards me :(.
« Last Edit: January 16, 2008, 02:39 by Kornel Kisielewicz »
Logged

n9103

  • Private FC
  • *
  • Offline Offline
  • Posts: 15
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #19 on: January 16, 2008, 23:14 »

Just wanted to give a shoutout to the K-Man for the awesome release, and to let him know that the live-feed has lost it's love!

EDIT:
Impression after 1 1/2 plays (crashed in 2nd) :(

Chaingun no longer seems a viable build due to a complete lack of captains and former humans once you hit hell.
Could've been my particular case that just happened to not generate any between 15 and 20 (yes, I blue'd the levels until 20 of course.)

Also, Arti Boots should prevent all floor damage.

Other than potentially losing my favorite build *sigh* It's a nice release.
Hope I can find Arti non-Chainguns to encourage me to try other playstyles.

PS: I really hope that Artis are invulnerable to explosions... it would just be wrong to lose one, without knowing what it even was, due to a stray shot.
« Last Edit: January 17, 2008, 01:09 by n9103 »
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4459
    • View Profile
    • http://chaosforge.org/
Re: DoomRL 0.9.8.9 - Released!
« Reply #20 on: January 17, 2008, 02:29 »

Just wanted to give a shoutout to the K-Man for the awesome release, and to let him know that the live-feed has lost it's love!
? Instead of the live feed there are commit messages on the main site ( http://chaosforge.org/ )

Also, Arti Boots should prevent all floor damage.

PS: I really hope that Artis are invulnerable to explosions... it would just be wrong to lose one, without knowing what it even was, due to a stray shot.
That would make Arti's overpowered -- anyway, floor damage will go through a revamp.
Logged
at your service,
Kornel Kisielewicz

n9103

  • Private FC
  • *
  • Offline Offline
  • Posts: 15
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #21 on: January 17, 2008, 03:46 »

Well, apparently there's a problem with them as the don't display, either in FireFox, or using the IETab plugin.


How would it be overpowered to prevent accidentally losing an Arti before ever picking it up, or in many cases before even seeing it?
I'm not talking about while you're wearing/using, but while it's sitting on the ground.
Logged

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
  • Lost Seraph
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #22 on: January 17, 2008, 03:59 »

Quote
Well, apparently there's a problem with them as the don't display, either in FireFox, or using the IETab plugin.

They're on the right side, you just ned to scroll down a bit - they work fine for me ('cept SVN, but that one seems to be down ATM)
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

Zeb

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 147
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #23 on: January 17, 2008, 18:17 »

Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.
This.
 
Although aside from SM and possibly rebalancing/new challenges I agree with Karry that that project should be starting to get wrapped up at this point.
Logged

Derek

  • Team Artist
  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 194
    • View Profile
    • http://www.derekyu.com
Re: DoomRL 0.9.8.9 - Released!
« Reply #24 on: January 17, 2008, 20:04 »

Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.
This.
 
Although aside from SM and possibly rebalancing/new challenges I agree with Karry that that project should be starting to get wrapped up at this point.

All this.

And graphics! (unbiased opinion)
Logged

Zeb

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 147
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #25 on: January 18, 2008, 13:26 »

Whatever did happen to the live feed anyway? I liked looking through it to see what was coming up for the new releases.
Logged

Blade

  • Tester
  • Elder Chaos Guard
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 691
    • View Profile
    • Upyachka
Re: DoomRL 0.9.8.9 - Released!
« Reply #26 on: January 18, 2008, 14:12 »

Whatever did happen to the live feed anyway? I liked looking through it to see what was coming up for the new releases.

First - there are Recently Closed Tasks to the right of ChaosForge main page, but it's only 4 last of them there. And second - there is link to the BugTracker, where all bugs, RFFs, RFMs are listed.
« Last Edit: January 18, 2008, 14:31 by Blade »
Logged
Low orbit ion cannon damaged my brain!!1
Now i'm an idiot!1 Kill me, somebody!!11

DaEezT

  • Greater Elder
  • Colonel
  • *
  • *
  • Offline Offline
  • Posts: 565
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #27 on: January 18, 2008, 14:24 »

And third, there is a bot in the official IRC channel that posts every SVN commit from Kornel.
Logged
"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
  • Lost Seraph
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #28 on: January 18, 2008, 18:06 »

Range check error. I was shot by Arach, might have somethign to do with the fact that any knockbakc that might have happened could send me out of his LOS/LOF

Code: [Select]
                                   
                        Game saved. Press <Enter> to exit.
                                 ====[
                                 #===  |#
                                =#
                                ==}|
                               ===#|
                               =#=#
                               #=>An unhandled exception occurred at $0046
BB40 :                         ###
ERangeError : Range check error ##########  #####
  $0046BB40  TLEVEL__VISIBLE,  line 434 of dflevel.pasr [3/3] (57%) (P)
  $0046726F  TBEING__SENDMISSILE,  line 1292 of dfbeing.pas6/8] (M1)
  $0046365F  TBEING__AISCAN,  line 707 of dfbeing.pas        Phobos Hell  Lev26
  $00463E86  TBEING__ACTION,  line 777 of dfbeing.pas
  $00463FE7  TBEING__CALL,  line 789 of dfbeing.pas
  $0046E32D  TLEVEL__TICK,  line 782 of dflevel.pas
  $0040F30A  TDOOM__RUN,  line 275 of doombase.pas
  $004019A0  main,  line 22 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>
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

JimmyJ

  • Major
  • *
  • Offline Offline
  • Posts: 324
  • Integrated Circuit
    • View Profile
Re: DoomRL 0.9.8.9 - Released!
« Reply #29 on: January 21, 2008, 14:57 »

Wow, I'm getting behind, the last version I've played was 0987. This is great!
Logged
Howdy.

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
  • Lost Seraph
    • View Profile
Combat Shotgun problem.
« Reply #30 on: January 24, 2008, 15:46 »

After reading old damage calculations in wiki I realised there is a problem with Combat Shotgun. Not the overpowered/underpowered problem mind you, no the problem is that it the best effect isn't achieved by using it as it should be used. The "standing pump" has a time of 0.2 second - little known fact, but still an important one. Also that 0.2 sec is added to the special reload time. BUT if you have exactly 0 shells and load one normally you ignore that 0.2 second. In result doing "Fire, Reload, Fire, Reload" routine is more effective than "Fire 5, Reload 5" one, because the former gains one free second per 10 shots fired - this obviously isn't meant to be.

My fix suggestion is a simple one. The combat shotgun has already some variable that checks is a shell pumped or not, right? Then it should preserve the "empty" state if reloaded normally - essentially if someone loads a single shell he should still have to pump the shell - the most obvious way is just adding the 0.2 extra time to loading time of first shell. Also special reload should check that variable too, and add the 0.2 second only if the shotgun is unpumped.

Lastly I think it might be usefull if comabt shotgun status could be displayed somewhat like that
Code: [Select]
Combat Shotgun (6d3) [1+4/5]..where the 1+4 wouild mean "one shell ready, 4 more in magazine" - personally I sometimes forget if I have a shell pumped or not - what do others think?
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

Baphomet

  • Guest
Re: DoomRL 0.9.8.9 - Released!
« Reply #31 on: March 02, 2008, 06:09 »

Woohoo! sound works under linux! ;-)
Sound works here too, but I don't here the music ... some hints why?
Logged

Cyber Killer

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 98
  • cyberpunk
    • View Profile
    • CK's site
Re: DoomRL 0.9.8.9 - Released!
« Reply #32 on: March 03, 2008, 00:20 »

I remember there was music at first, but after a while it stopped playing, no idea why. Currently I'm trying to bring myself to write a ini file for the dark side of phobos album.
Logged

Baphomet

  • Guest
Re: DoomRL 0.9.8.9 - Released!
« Reply #33 on: March 03, 2008, 00:44 »

Already tried to rename the music files (e.g. removed the space in its filename) but it didn't help, there is no music, neither in the intro nor in the game.
Logged
Pages: 1 2 3 [All]