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Author Topic: DoomRL 0.9.9.2 RELEASED!  (Read 31020 times)

Kornel Kisielewicz

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DoomRL 0.9.9.2 RELEASED!
« on: February 11, 2011, 10:56 »

DoomRL 0.9.9.2 has been released!

The new version fixes all known bugs, adds a lot of flavor, and expands the game with not yet seen content! A new animation system has been introduced, you can play around with Assemblies, and several of the special levels became truly special!

Grab it while it's hot on the DoomRL website! Both Windows and Linux 32-bit versions are available -- Linux 64-bit and hopefully a Mac OS X version will come soon!

ChaosForge is growing! I'd like to use this moment to announce a lot tighter release schedule from now on -- the first Beta of 0.9.9.3 should be available to Supporters no later than in one month, and the official 0.9.9.3 release is going to be no later than in 4 months. 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 :).

Most noticeable change in this release is the asynchronous animation system -- many things happen in DoomRL at the same time, strongly reinforcing the dynamic feel of the game! This is a side effect of the concurrently developed graphics version, which a few of the Chaos crew are already testing.

Second major change, not immediately visible is the presence of Assemblies. Specific combinations of mods applied to an item may trigger an Assembly possibility -- sometimes completely transforming an item into a more powerful version! Known Assemblies with their receipts are gathered in the player info screen -- the names of the basic ones are already revealed.

Final major change are major changes to some of the special levels. There's even a presence of a semi-plot that binds three special levels together. Following that we have three new boss monsters, fighting which is truly no joke!

To celebrate the enhanced levels there are three DoomRL dedicated MIDI tracks for some of them, possible thanks to the artistic talent of Simon Volpert. Be sure to check out the forum thread for a lot better sounding MP3 renditions!

Minor changes include a completely new config system, new exotics and uniques, new config options and several tweaks and flavor enhancements!

Code: [Select]
[b]DoomRL v.0.9.9.2[/b]
[add] -- TR#---: Asynchronous animation system!
[add] -- TR#---: Assemblies! Play around with different combinations of mods to create new equipment!
[add] -- TR#---: Hell Armory revisited! Now with a special prize!
[add] -- TR#---: Lava Pits now have a guardian and special reward!
[add] -- TR#---: The Vaults are now openable!
[add] -- TR#---: New powerful configuration system!
[add] -- TR#---: advanced error recovery mechanism (error.log and recovery)
[add] -- TR#---: Command line switch -config filename.lua
[add] -- TR#---: JC level and Unholy Cathedral MIDI track added (by Simon Volpert)
[add] -- TR#---: 15 new medals (most of them hidden) and 20 new badges!
[add] -- TR#---: alternative reward for Cathedral... sometimes...
[add] -- TR#---: two new options for Config -- IntuitionColor and IntuitionChar
[add] -- TR#---: Single monster level type added! (Xander)
[add] -- TR#---: 3 more exciting exotics and 2 unique items!
[add] -- TR#---: the ultimate ending...
[add] -- TR#---: new more powerful Lua API
[mod] -- TR#---: Finesse works now on melee attacks
[mod] -- TR#---: Ao100 badges rebalanced -- Platinum requires UV and Diamond requires N!
[mod] -- TR#---: more arena-type level layouts
[mod] -- TR#---: only wider mazes will generate now
[mod] -- TR#152: durability of armor is no longer limited to 255
[mod] -- TR#165: finished special levels are also marked blue
[mod] -- TR#153: more varied death reasons
[mod] -- TR#164: Proper demon melee sound
[mod] -- TR#117: Uniques can now be fully soundbinded
[mod] -- TR#173: You can now change colors of tiles in colors.lua
[fix] -- TR#---: Conqueror/Explorer fix
[fix] -- TR#---: Typos and grammar fixed (Tavana)
[fix] -- TR#147: Berserker damage reduction bug fixed
[fix] -- TR#118: Shotgun unique sounds fixed
[fix] -- TR#166: Nightmare! may now be autochosen
[fix] -- TR#117: "CENTER" can be used in ini-file (by default means wait)
[fix] -- TR#---: on challenge info fixed
[fix] -- TR#148: item generation glitch fixed
[fix] -- TR#---: blood eating walls in vaults fixed
[fix] -- TR#167: enemy telefrag bug fixed
[fix] -- TR#149: sniper mod fixed
[fix] -- TR#160: N! mortuary AA multispawn fixed
[fix] -- TR#155: unique mods on AoI fixed

Compatibility note: Player and Score files are compatible (and always will be), ini files are not, as there's a completely new configuration system.
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Kornel Kisielewicz

metroidRL

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #1 on: February 11, 2011, 10:58 »

Hyez!!!

* metroidRL cheers and dls
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[24]    [20]   [15]  [07]       [03]
Bronze Silver Gold  Platinum  Diamond
Assemblies: 31/40;  Uniques and Exotics: 56/60;  Medals: 26/42.

yaflhdztioxo

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #2 on: February 11, 2011, 11:01 »

There are a lot of Sandbox changes in 0.9.9.2; the wiki is being updated, slowly, and will hopefully be useful if not complete by the weekend's end.

Until then, modders are advised to check out IRC.


As for the non-modder parts of the wiki, well, it's a community project!  Start editing as you find stuff!  I'm not going to spoil it for you...
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Kamikaze14

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #3 on: February 11, 2011, 11:17 »

All right!  I'll have to wait a little seeing as my school blocks doom.chaosforge.org but not any other part of the site...
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Erakko

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #4 on: February 11, 2011, 11:45 »

Yesssssss! Thanks Kornel! The assemblies look really interesting; I love crafting stuff in games.
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Matandun

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #5 on: February 11, 2011, 12:53 »

Thank you!
Now I know what to do after work :)
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0.9.9.1: [19/19/13/4/0]
0.9.9.2: [22/20/11/2/1], assemblies [10/2/0]
0.9.9.3: [25/16/10/1/0], assemblies [13/4/0]
0.9.9.4: [25/18/12/1/1], assemblies [18/7/1]

Game Hunter

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #6 on: February 11, 2011, 14:17 »

I count 3 new uniques (not gonna name them HERE of course) and 15 new badges (Speedrunner/Gatekeeper series, Masochist Bronze/Silver, and Everyman Gold/Platinum/Diamond. You also didn't mention another upgrade to a level, but now I'm just nitpicking (and most people will see it on their first try anyway).

Still, it's the upgrade to DoomRL I've been wanting for a very long time, and it's great to have something immeasurably fun to do again. Cheers!

Well SOMEONE checked the Wiki like, ten minutes after I added that section. Good thing I didn't put down the schematics yet or else the spoilers would be all over the place. (Guess I'll wait a while to add the non-random items too.)

EDIT: They took it down so I will too, heh.
« Last Edit: February 11, 2011, 15:23 by Game Hunter »
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Kamikaze14

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #7 on: February 11, 2011, 14:36 »

Post removed.  Sorry, I got a little too enthusiastic about the 40k references.
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Sambojin

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #8 on: February 11, 2011, 18:18 »

Excellent work Kornel. I've been waiting for a new update for what seems like ages. The only problem is, my girlfriend just asked what are we going to do today? The weather is beautiful, the surf's great, it's a perfect weekend and I have the day off work. How am I going to explain to her that I'm going to sit at the computer playing DoomRL all day?
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #9 on: February 11, 2011, 18:19 »

@Sambojin, don't you have a project to finish for tommorow? xP
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Kornel Kisielewicz

Fanta Hege

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #10 on: February 12, 2011, 01:04 »

Woohoo!
Time to start the hunt again :D

edit: nvm, its.
« Last Edit: February 12, 2011, 01:25 by Fanta Hege »
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skarczew

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #11 on: February 12, 2011, 04:49 »

Yay, new avatar! :D

Quote
I'd like to use this moment to announce a lot tighter release schedule from now on -- the first Beta of 0.9.9.3 should be available to Supporters no later than in one month, and the official 0.9.9.3 release is going to be no later than in 4 months.
I have seen something similar, where it was ...

Oh I know, ADOM, website :P .
« Last Edit: February 12, 2011, 04:51 by skarczew »
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Palmiro Togliatti

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #12 on: February 12, 2011, 13:18 »

YYYEEESSS!!!
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Karry

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #13 on: February 12, 2011, 18:40 »

Quote
fixes all known bugs
Is that so.
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Gargulec

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #14 on: February 12, 2011, 18:45 »

Is that so.

We shall find out in the next episode!
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Garlyle

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #15 on: February 13, 2011, 04:21 »

Just wanted to say thank you to those responsible for this!  Really, I can feel the added effort that was put into this - and more than that, can really feel that suggestions from the playerbase were paid attention to and implemented, which is an absolutely wonderful thing when you're a player.
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Sambojin

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #16 on: February 15, 2011, 19:42 »

Yeah Kornel, project planned and completed on-time, and only slightly over budget. She was happy :)
Ahhhh, St. Valentine, you devil.............

I'm hoping that as the additions continue with new versions we get some more basic assemblies for all weapons. The nano (and firestorm) based ones are sweet, but I'm finding that just the basic ones give a huge variability to play-style. Still random enough on finding the mods, but with good basic options to give the game a new feel. It's allowing me to use a few different play-styles with differing builds that's drawing me back into "under-powered" builds, as well as really cranking a few others up a notch.

Just a few more shotty/pistol or generic weapon assemblies and  a couple more armours and I think this baby will fly to 1.00. Expect a donation within the fortnight. I still play this more than most commercial games..............

This is probably the most minor whinge I can think of. But did you pack the cool little "bronze skull" icon in with the .exe? Mine doesn't show (under WinXP). Unless we're getting a new one (my hand's up bagsying the design :) )

« Last Edit: February 15, 2011, 19:46 by Sambojin »
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thelaptop

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #17 on: February 15, 2011, 22:16 »

This is probably the most minor whinge I can think of. But did you pack the cool little "bronze skull" icon in with the .exe? Mine doesn't show (under WinXP). Unless we're getting a new one (my hand's up bagsying the design :) )
Nah, he didn't put in the meta data into the executable this time.  If you really want your sweet skull icon (I know I do!), just take your old 0.9.9.1 DoomRL executable and rename it as doomrl.ico.  Then use that for the shortcut or something.

It won't work in replacing the icon for the executable though -- I'm sure there are other ways of doing that, but I'm lazy to find out.  =P
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UltimateChaos

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #18 on: February 16, 2011, 01:23 »

So, I was doing something like a bi-weekly visit to DoomRL to see if it's been updated, and OMFG it has been.  This update is massive, and I'm so damn excited to give this a try, hunt down those badges, and discover all those special assemblies.  I have only one complaint though...

Why did you have to release the update in the middle of the academic quarter, how will I restrain myself from playing until spring break =(
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thelaptop

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #19 on: February 16, 2011, 01:35 »

Why did you have to release the update in the middle of the academic quarter, how will I restrain myself from playing until spring break =(
Um, don't restrain?  =P

Actually part of the reason why it was released now and not later is due to the new PR direction (and that we have not updated DoomRL for so long that we just need to get something cool out so that folks can go bananas over the new stuff).

I know the feeling... I have to do all these heavy work stuff, but I keep drifting back to thinking about the next YAVP/YASD I will have.  It has gotten to the point that when I get delirious from lack of sleep, I started dreaming that I was Doomguy, surrounded by c and V.  Talk about diorientating...
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AtTheGates

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #20 on: February 24, 2011, 04:43 »

"all known bugs fixed"

hmmm...
as long as auto targeting with the shotgun still doesn't work properly, i guess not all known bugs are fixed.
i also had some minor sound bugs, like the chaingun firing so fast that it was basically 1 sound even though there was a target.

also, some music tracks seem touched up or very slightly changed, or was that another sound bug?
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Kornel Kisielewicz

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #21 on: February 24, 2011, 05:23 »

Auto targeting with the shotgun? What do you mean by that? Also, was the bug reported? If not, then it wasn't a known bug :P
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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #22 on: February 24, 2011, 05:31 »

I believe he means the issue with shotguns shooting around corners sometimes resulting in a wall full of buckshot and an unscathed enemy.
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AtTheGates

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #23 on: February 24, 2011, 12:10 »

that's what i was talking about, yes. if the auto-targeting tries to select an opponent autmatically, it should only do so if the enemy is hittable. or the auto-targeting should be improved ^^

anyway, i'm having an eye on the rapid sounds, i have a feeling it has to do with gameplay, and not the sound itself.

by the way: awesome job on 992, i'm really excited about all the changes!
« Last Edit: February 24, 2011, 12:30 by AtTheGates »
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Malek Deneith

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Re: DoomRL 0.9.9.2 RELEASED!
« Reply #24 on: February 24, 2011, 13:14 »

Chaingun sounds are a matter of asynchroneous animation meaning the animation is faster, and thus the sound are. It takes some getting used to, but isn't that bad I think... well with exception of dual pistols, because there the shots are literally made "as one".
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