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Author Topic: DoomRL 0.9.9.1 RELEASED!  (Read 20618 times)

Kornel Kisielewicz

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DoomRL 0.9.9.1 RELEASED!
« on: March 11, 2010, 11:36 »

The DoomRL 0.9.9.1 has finally been released!

The new version has several minor modifications, a lot of polish, and a couple major features, including teasers for features yet to come!

Grab it while it's hot in the downloads downloads section of the DoomRL webpage! Currently, only the Windows version is available, Linux version will appear soon.

I'll also take this occasion to announce a new donation drive -- while it is in the general interest of ChaosForge development (I spend a lot of time away from my PC, and that time could be spent on developing roguelikes), it also is of special interest to iPhone owners, and people wanting a Mac version of CF roguelikes. If either, or if you want to help ChaosForge grow in general, please be sure to check out the ChaosForge treasury and if you think that ChaosForge games gave you something, then why not give something back :).

First of all we have a new transition level, the Hellgate, which may surprise you -- and following the path of secrets there's a surprise for our Ao100 regulars too!

While advanced weapons have been removed and Whizkid boosted for normal weapons, a new class of weapons has been introduced, the Exotics. These are a step below Uniques, and in fact the lesser uniques have been made Exotic. You have more chances to find them, and it will be typical to find half a dozen of those, with high chances that one of them will fit into your build. And yes, Exotics are not unique, which means that dual-Blaster wielding is possible.

Nightmare has been made harder (following the Doom setting of "fast"), but to make that up, gibbing has been introduced -- there's nothing more fun than seeing your enemy splatter due to massive damage! You can gib corpses too, so here's a party to you Nightmare and Arch-vile frustrated people.

Several UI upgrades have been introduced, most notably an in-game 'T'raits screen, and upgrades in player and score screens.

Finally, two experimental features have been added, that are a taste of things to come -- game replays based on simple screen-by screen recording (there will be a flash player for those, in the meantime you can use gmfplayer.exe), and... the Sandbox, that in a limited way exposes DoomRL modding to the world! Read about it in the forums, and on the DoomRL wiki -- add1 did a great job of documenting it -- thanks :).

And for those that are interested in internal changes and things to come... internally, the display has finally been completely separated from logic, which means... yes, the Tile version will be here, soon...

DoomRL 0.9.9.1
[add] -- TR#032: Hellgate added!
[add] -- TR#098: Lesser uniques made non-unique Exotics!
[add] -- TR#033: Experimental GMF support
                 ("doomrl -record filename.gmf")
[add] -- TR#---: Experimental sandbox level support
                 ("doomrl -sandbox sandbox/sandbox_arena.lua")
[add] -- TR#---: [secret feature]
[add] -- TR#---: added two exotic weapons (shotgun and chain)
[add] -- TR#093: Gibbing! Massive damage (nukes included) doesn't leave corpses,
                 and corpses may be destroyed
[add] -- TR#---: Unhandled Exceptions now leave a error.log!
[add] -- TR#---: color.ini added :)
[mod] -- TR#---: Trait screen can be accessed anytime ("T")
[mod] -- TR#098: removal of advanced weapons, whizkid bonus upped
[mod] -- TR#---: walls and other terrain now have hp in addition to armor
[mod] -- TR#098: all UNIQUE's resist destruction, lava, nuking and armors don't
                 get destroyed
[mod] -- TR#100: armor always has at least 1 protection until destroyed or 0
                 durability, made stronger armors more durable
[mod] -- TR#---: balance : arachs and commandos 1 less accuracy, arachs 1 less shot
[mod] -- TR#---: balance : demons upgraded
[mod] -- TR#122: medal info on player screen
[mod] -- TR#---: upgraded HOF table
[mod] -- TR#---: upgraded player info screens
[mod] -- TR#124: message on all wall destroying lever
[mod] -- TR#093: Nightmare! is Fast -- monsters move faster, shoot more often
[mod] -- TR#116: you can now escape out of the mod menu
[mod] -- TR#---: DoomRL now blocks the close window button and doesn't react for
                 Ctrl-C (Windows only)
[mod] -- TR#136: LockClose and LockBreak options added to ini
[mod] -- TR#112: ESCAPE and OK ini-settings now correctly recognized
[mod] -- TR#BNT: Fireangel requirements changed (now an alternative shotty-run trait)
[mod] -- TR#141: Gib sound added
[mod] -- TR#138: Megasphere fixes armor on AoMs
[mod] -- TR#139: Failed JC kill attempts count as a win now
[mod] -- TR#063: Ao100 now has a proper mortem and highscore message
[fix] -- TR#114: zero-time melee attack fixed
[fix] -- TR#109: barrels pushed into acid/lava have now the proper explosion
[fix] -- TR#108: phase devices are properly used on AoI
[fix] -- TR#106: crash on Blaster with Shottyman fixed
[fix] -- TR#104: infinite loop on corrupted savefile fixed
[fix] -- TR#103: crash on mortem fixed
[fix] -- TR#---: UAC Diamond Badge now achievable
[fix] -- TR#125: correct meta-information for executable
[fix] -- TR#110: nuking oneself will no longer give abnormaly low scores
[fix] -- TR#101: shotgun pump sound position fixed
[fix] -- TR#113: gun kata now dual-reloads uniques
[fix] -- TR#115: fixed all badge bugs relatred to timed or max-kill challenges
[fix] -- TR#120: EmptyConfirm message now appearing correctly
[fix] -- TR#121: "normal" highscore filter works again
[fix] -- TR#123: monster spawning on player fixed
[fix] -- TR#---: Fixed MasterDodge trait
[fix] -- TR#---: Railgun shots visible again
[fix] -- TR#126: nuke nick of time bug fixed
[fix] -- TR#---: score is no longer based on game-time
[fix] -- TR#137: updated AoB description
[fix] -- TR#---: crash on God Hand rank fixed
[fix] -- TR#129: viewing enemy information out of LOS via LookMode not possible
                 anymore
[fix] -- TR#143: Unaccesible stairs bug fixed
[fix] -- TR#---: fixed crash on too long staying on a level on Nightmare
[fix] -- TR#---: OnKill hook active again (fixes a couple bugs, thanks sorear)


Compatibility note: Player and Score files are compatible (and always will be), ini files are not, there are several changes.
« Last Edit: March 11, 2010, 11:57 by Kornel Kisielewicz »
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Kornel Kisielewicz

Anticheese

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #1 on: March 11, 2010, 12:31 »

Hurray! Great to see another version out. I was really stoked to see the announcement in my inbox this morning.

Sorry about not contributing in the beta testing, though!
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #2 on: March 11, 2010, 16:13 »

No problem Anticheese, you might want to help up with PR now however :>. (hint, hint!)
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #3 on: March 11, 2010, 17:15 »

Thank you very much Kornel. I'm taking it that the purples are exotics and the uniques are still lime green?
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #4 on: March 11, 2010, 17:40 »

Yes :)
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #5 on: March 11, 2010, 18:15 »

Will the old player and score files from the last version work with the new version?
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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #6 on: March 11, 2010, 20:56 »

Yes.  Only if it is of the 0.9.9 series.
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Hell Baron 1st Lieutenant (0.9.9.7)
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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #7 on: March 11, 2010, 22:19 »

Do I just replace the score and player data files or the doomrl data file too?
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #8 on: March 11, 2010, 22:51 »

Score and Player wad's only.
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #9 on: March 12, 2010, 05:05 »

How does one go about gibbing corpses on the floor?
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Fanta Hege

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #10 on: March 12, 2010, 05:47 »

Fast monsters? THANK YOU!
Finally some more challenge with Nightmare!
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leonresevil2

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #11 on: March 12, 2010, 07:46 »

For once, I'm glad I'm still running Windows.

So, customized ini files will need to be remade? Or can the new features listed in the ini for 0.9.9.1 be copied over into existing ini files and used? It's no big issue, just wondering how much work I will need to do. I'll probably end up using fresh files anyway, because of all the changes (doesn't seem quite fair to use a player file based off a substantially different game version).
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yns88

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #12 on: March 12, 2010, 12:17 »

How does one go about gibbing corpses on the floor?

Try causing an explosion next to the corpse. If the corpse is next to a wall, I think it might gib if you shoot a rocket at the wall. If the corpse is in the middle of a large room and there aren't any barrels...I think the revenant launcher might let you destroy the corpse.
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leonresevil2

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #13 on: March 12, 2010, 12:28 »

Try causing an explosion next to the corpse. If the corpse is next to a wall, I think it might gib if you shoot a rocket at the wall. If the corpse is in the middle of a large room and there aren't any barrels...I think the revenant launcher might let you destroy the corpse.

I believe any explosions can cause gibbing. I have heard the sound from caco shots, but maybe that's a new explosion hit on player sound. I haven't paid close enough attention.
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raekuul

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Re: DoomRL 0.9.9.1 RELEASED!
« Reply #14 on: March 12, 2010, 22:14 »

0.9.8.10 folder deleted
0.9.9.0 folder changed to Hacked Games Only folder
0.9.9.1 folder changed to Regular Games Only folder

Commence marine failure in ten... nine...
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