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Author Topic: News from the Forge: DoomRL 0.9.9.2 BETA status thread  (Read 29623 times)

Gargulec

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News from the Forge: DoomRL 0.9.9.2 BETA status thread
« on: January 04, 2011, 17:55 »

There has not been much information on oncoming (shortly!) DoomRL release, barring some mysterious screenies from Almighty Kornel and like, so it is likely hat you are all starved for information on oncoming features.

Hunger no more, people of ChaosForge, for this is the Official Beta Status Thread, sanctioned by Almighty Kornel himself. Here, you will find freshest, goriest news on how is the newest incarnation of our beloved rogue-like developing, as well as sneak peaks from Ultra-Secret--And-Very-Awesome Graphical version that has recently came into the hands of most trusted testers.

As of now, tester team, consisting of everyone who donated for the welfare of ChaosForge (hint, hint: want to join, want to see the newest version? Be kind to Kornel, and do so yourself!) is testing Beta 2. Here is the run-down of changes.

Bugfixes
Most of the notorious .9.9.1 bugs has been already fixed, and even if a few new bugs slipped through, they will soon be eradicated (though some of the new bugs are quite hilarious, I must admit).
Fixed major bugs, as of now

New Features
Sadly, current betas are aimed at eradicating existing bugs, not adding new features- but that does not mean that none has been added, of course. And,obviously, there are more planned for future incarnation of betas, so allow me to present our current state of knowledge of what is, and what will be in DoomRL.
 
New features: already added
  • Asynchronous animation, bester presented by following screen by Almighty Kornel Himself
    Spoiler (click to show/hide)
    Yes, that means that several things will be occurring simultaneously- and it looks flashy. And is awesome. Despite some occasional setbacks.
  • Nightmare Cacodemons!
  • New death messages in mortem file.
  • Expanded history in mortem.
  • Mancubi For Added Fun - you will see. And you will weep in terror.


Features planned for Beta 3

That hardly all, of course. But what future (betas) hold, only Creator knows- though we may rest assured that new batch of exotics and uniques will be added, to joy of all (I think).

Graphical version
DoomRL Beta 1G is upon us, in the hands of the most trusted. And words cannot simply express it. I hope that image(s) will.
Spoiler (click to show/hide)



DoomRL 0.9.9.2 is to be released to public within one month. Stay tuned for more information from the Forge!
« Last Edit: January 04, 2011, 18:26 by Malek Deneith »
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NullPointer

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #1 on: January 05, 2011, 09:42 »

Whoo HOO!  Thanks Kornel!
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #2 on: January 05, 2011, 11:33 »

New Features
Sadly, current betas are aimed at eradicating existing bugs, not adding new features- but that does not mean that none has been added, of course. And,obviously, there are more planned for future incarnation of betas, so allow me to present our current state of knowledge of what is, and what will be in DoomRL.
 
New features: already added
    ...
    • Nightmare Cacodemons!
    ...

I think you mean they're added to Hellish Caves. I've definitely seen and defeated many Nightmare Cacos in Ao100 before this release.

But yeah, asynchronous animation is awesome, and definitely a help for potential speedrunning.
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UnderAPaleGreySky

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #3 on: January 05, 2011, 15:07 »

Well, the graphical version is looking spiffy. *eagerly awaits*
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ParaSait

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #4 on: January 05, 2011, 15:14 »

Graphical version
DoomRL Beta 1G is upon us, in the hands of the most trusted. And words cannot simply express it. I hope that image(s) will.
Spoiler (click to show/hide)
Words cannot simply express my reaction to this either. I hope that this image will:

Spoiler (click to show/hide)
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #5 on: January 08, 2011, 04:16 »

Wall-eating blood bug (no more "cracked" vaults and monster rooms, yayification)
Wait, that was a bug? I assumed that was deliberate sadism by Kornel :D
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thelaptop

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #6 on: January 08, 2011, 10:50 »

Wait, that was a bug? I assumed that was deliberate sadism by Kornel :D
It really was a bug.  The vaults were supposed to be contained room-in-a-room fortifications, and the wall eating was just a really bad miscue.
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DooMBringer

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #7 on: January 08, 2011, 15:07 »

So the game in version 1.0 will run in "pseudo console" like AlienRL 0.8?
Do not get me wrong I like well drawn 2D graphics (looks great), but the shape of the window, deformed font and the fact that  you can not see whole level on the screen  takes away a bit from the game. Would it be possible to include original console to 1.0 release?

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #8 on: January 08, 2011, 15:50 »

So the game in version 1.0 will run in "pseudo console" like AlienRL 0.8?
Do not get me wrong I like well drawn 2D graphics (looks great), but the shape of the window, deformed font and the fact that  you can not see whole level on the screen  takes away a bit from the game. Would it be possible to include original console to 1.0 release?
That is the plan.
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Brewtal Legend

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #9 on: January 08, 2011, 23:16 »

Quote
Bugfixes
Most of the notorious .9.9.1 bugs has been already fixed, and even if a few new bugs slipped through, they will soon be eradicated (though some of the new bugs are quite hilarious, I must admit).
Fixed major bugs, as of now

    *
    *
    * .
    *
    *
    * Demon Melee Sound bug.
    *

I knew that demon melee sound didn't sound right.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #10 on: January 09, 2011, 01:12 »

Oh my god! Graphics! I have been waiting for this for what... 5 years? Can't believe its almost there now...!

Is the graphic version available to those that donated yet?
« Last Edit: January 09, 2011, 09:12 by jake250 »
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #11 on: January 09, 2011, 23:23 »

Will the player info from the last version be compatable with the new one? I really don't want to go earning my ranks and badges yet again.
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Tavana

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #12 on: January 10, 2011, 00:00 »

I don't believe that the player.wad and score.wad are broken YET, but be prepared for it to come eventually. Anytime you add new badges, medals, uniques, challenge modes, et cetera...you will need a new score.wad and player.wad.

Also the Graphics version is still in alpha phase, so it's only available to a select few. Once we get rid of most of the horrible horrible bugs, those that have donated will get their hands on it.
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Malek Deneith

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #13 on: January 10, 2011, 02:13 »

Actually from what I remember current player.wad and score.wad structure was built with the idea that they will NOT be broken when new stuff gets added. In fact there were new uniques added (and removed) since the "great player.wad breakage" and only thing that was hurt in the process was the "seen uniques out of existing" number in player info page.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #14 on: January 10, 2011, 08:37 »

Actually from what I remember current player.wad and score.wad structure was built with the idea that they will NOT be broken when new stuff gets added. In fact there were new uniques added (and removed) since the "great player.wad breakage" and only thing that was hurt in the process was the "seen uniques out of existing" number in player info page.
This I can attest to.  I have figured out the formats for the player.wad and score.wad files (not really hard), and have found them to be in a format that is compatible in either direction.  Case in point, some of the old 0.9.9 unique finds are still within the player.wad file, and it just doesn't get shown in the 0.9.9.1/0.9.9.1 when the unique has been removed (I'm referring to the Advanced Tech mod).  So breakage is unlikely folks.
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