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Author Topic: DoomRL 0.9.8.9 - Released!  (Read 25788 times)

Rola

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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.
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commodorejohn

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Re: DoomRL 0.9.8.9 - Released!
« Reply #16 on: January 15, 2008, 11:26 »

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

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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.
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Karry

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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 »
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n9103

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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 »
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Kornel Kisielewicz

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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.
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Kornel Kisielewicz

n9103

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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.
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Malek Deneith

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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)
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Zeb

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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.
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Derek

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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)
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Zeb

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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.
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Blade

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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 »
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DaEezT

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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.
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Malek Deneith

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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>
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JimmyJ

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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!
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