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Author Topic: News from the Forge: DoomRL 0.9.9.2 BETA status thread  (Read 27438 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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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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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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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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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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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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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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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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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #15 on: January 11, 2011, 00:02 »

Mmm. You are correct. It didn't break it, but it did cause a couple of small bugs with showing you've collected more Uniques than actually exist, or the like. I was thinking there was some reason that something might happen in the future that could break it, but I can't think of any likely candidates besides that. Must have been imagining things.
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Gargulec

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #16 on: January 20, 2011, 11:26 »

    Do you hear the hammer sound too? It is Him, forging the newest beta in the deepest bowels of Forge of Chaos. And now, he is giving it to his trusted testers.

    Beta 3 is upon us, people!

Bugfixes
All the bugs of .9.9.1 that I am aware of are now fixed. There are of course truckloads of bugs introduced by beta, but they are being fixed constantly, as evidenced by the cia.vc commit log (view here).

New Features
Beta 3 saw introduction of one major new feature, very major one, and something called by Him a "new lua", whatever that would not mean. Sadly, features planned for Beta 3 were pushed back to Beta 4 (which, quite incidentally is also going to be RC1)
New features: already added
  • Assemblies
  • New Lua API or something like that. Don't ask me, I don't understand it!
  • Also, DoomRL will now resist crashing in most of the cases.


As said, RC1 is going to be the next beta, and that means that release of .9.9.2 to public is now even closer. Stay tuned for more news from the Forge![/list]
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #17 on: January 20, 2011, 11:33 »

New Lua API or something like that. Don't ask me, I don't understand it!
It means "Modding Paradise is near". At least if sandbox mode would be fixed.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #18 on: January 28, 2011, 11:37 »

Well, once again are the news brought here from the deepest forges of Chaos. And they are even more hot than before! Also, I, Gargulec, would want to ask you all for forgiveness- I have stated that the next beta is going to be the last one, opening the line of Release Candidates. This is not true- unfortunately, Almighty Kornel has changed his wise plans so that the current beta- or the next one- will be the final one. But enough with that bickering!

DoomRL BETA 4 is now being tested by supporters, and, boy, it has a lot of fun stuff.

Bugfixes
Bugs of previoust beta- however numerous - were all fixed. And that is pretty much all of the bugfixes in BETA 4, which, I must admit, is surprisingly stable, crashing really not that often.

New Features
BETA 4 is really rich with new features, but the nature of them is such that I am really not allowed to talk about them in detail- wait, and you will see the new glory of DoomRL
New features: already added
  • Two new unique items- and I mean UNIQUE!
  • New challenge mode!
  • Ten new badges!
  • 15 new medals!
  • New unique enemies!
  • Spicing up of certain special levels.


Further alterations (or should I say- upgrades?) to special levels are also planned. I must say that I love the current ones, really and honestly. Also, if you are interested in all thing BETA, don't forget to check Post Mortem forum. Several teasers were posted there, showcasing some of the fresh features.

That is all for today, stay tuned for more news form the Forge!
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #19 on: January 28, 2011, 11:59 »

Two new unique items- and I mean UNIQUE!
According to the Wiki definitions, I think we could even classify them as artifacts. I myself have found one so far, the other is (presumably) going to take some serious effort.

I'm doing my best to take a look at all the assemblies before release so they're all as awesome as can be, and I'm anticipating that these will be the highlight for veteran players (especially Ao100 fanatics), but I'd also like to see that there's enough variety for beginners to find them even by accident. Keep posting in the array/assembly thread!
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Gargulec

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #20 on: February 05, 2011, 04:15 »

I bring a wonderful news for all of you that wait for the new version of the most doomy rogue-like that is- DoomRL .9.9.2 Release Candidate 1 is currently being tested! Yep, that means that the version will be released to public within time much shorter than longer (I would personally assume that it is around a week, but don't quote me on that, it is just an idle speculation). Anyway, beside that, Release candidate brought a lot of new, interesting stuff to the game, expanding upon the themes already set in previous betas.

Bugfixes
Again, all of the bugfixes were related to previous betas problems, so there is no point in talking about them in any greater detail.

New Features
Release Candidate 1, as it was said before, brought its share of new, interesting additions, along with a feature freeze- so that means that there will be no new features in subsequent RCs, obviously. But I digress!
New features: already added
  • Three new unique items
  • Two new exotics
  • Five new badges and several new medals
  • Further alteration to special levels
  • Ao100 will be now more frightening than ever!
  • New unique foe!
  • Changes to floor generation, including mazes
  • Few features so secret, that even thinking of them will force the Chaos overlords to sic their Inquisition on you!

No new planned features... so just sit back, enjoy and wait just a moment longer!
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #21 on: February 06, 2011, 14:09 »

  • Few features so secret, that even thinking of them will force the Chaos overlords to sic their Inquisition on you!

And I get to think that the assembly feature is one of them, as shown in several mortem previews, huh? The interesting thing WILL be how to assemble those items.
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Gargulec

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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #22 on: February 06, 2011, 14:14 »

Nah, assembly is as public as it can only get: it is one of the flag features of the version.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #23 on: February 07, 2011, 05:29 »

I am bouncing in my seat in anticipation.

Instead of doing my work like I'm supposed to be doing
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #24 on: February 07, 2011, 16:52 »

The question on no one's mind (but mind): Linux 64-bit version?
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #25 on: February 07, 2011, 17:10 »

The question on no one's mind (but mind): Linux 64-bit version?
We will try to make this happen.  Personally, I run 64-bit Linux on some of my boxes, and not having DoomRL runnable on them just doesn't feel right.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #26 on: February 07, 2011, 20:15 »

Personally, I run 64-bit Linux on some of my boxes, and not having DoomRL runnable on them just doesn't feel right.
Well... I'm currently running a 64bit Slackware and have been able to play Doomrl on it for sometime. At first I was using Qemu to run a virtual copy of XP, but I found that it didn't work well for speed runs (it feels a touch slower and I could never break the 7:00 barrier virtually). To make a long story short I ended up using Qemu to install a virtual 32bit copy of Slackware, then I mounted that image under my real OS, bound a couple of directories then 'chroot'ed to it. Turns out that'll let you run 32bit applications. I could elaborate more if anyone is interested, the process isn't that hard, but I have no understanding of how it actually works. It feels like magic.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #27 on: February 07, 2011, 20:32 »

That is of course doable, but it is nice if the binary runs native on 64-bit.  Even though we are not exploiting anything much from the 64-bit architecture, expecting folks to run a chroot'ed version of the 32-bit edition is just a little unreasonable for a simple shoot'em up game.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #28 on: February 09, 2011, 10:13 »

Ladies, gentlemen...

DoomRL 0.9.9.2 has gone GOLD!

~48 hours until release.
« Last Edit: February 09, 2011, 10:15 by Gargulec »
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #29 on: February 09, 2011, 10:29 »

Woohoo!
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #30 on: February 11, 2011, 03:42 »

Booya.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #31 on: February 11, 2011, 08:06 »

Frantic refreshing will start in two hours.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #32 on: February 11, 2011, 08:23 »

Use auto-refresh with "if server says page is new"! In Opera.
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #33 on: February 11, 2011, 11:13 »

It's out! Also, I get the same error I did on this thread: http://forum.chaosforge.org/index.php?topic=3332.0

:(
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Re: News from the Forge: DoomRL 0.9.9.2 BETA status thread
« Reply #34 on: February 11, 2011, 11:22 »

Cheater, use a terminal emulator. The bug is known, and we're working on it.
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at your service,
Kornel Kisielewicz
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