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Author Topic: DarkRL - 0.0.2 (early update!) (based on EvoluStuff 1.0.2)  (Read 8051 times)

darkhaven3

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0.0.2 is out early. Check out the changelog.

Hey. I am not sure if this actually belongs in the Mod Releases forum as it's such an early release based on existing work, I apologize.

I'm new to modding this game, but I've been a fanatical player of DoomRL for a couple of years now. With this topic I hope to establish my first mod of the game, and thanks to SPTX and his frankly awesome (though unbalanced as HELL) EvoluStuff mod, I have a starting point with which to build upon. Pretty much 99% of the credit goes to SPTX right now as basically all of the code is exactly his, but I hope to make iterative releases towards my ultimate goal with this project every week and change stuff out and have a truly unique mod by the time I'm ready to call it finished.

Download 0.0.2 as a ... WAD / .module folder
Download 0.0.1 as a ... WAD / .module folder

Next tentative release is on 29 May 2013.

Changelog:
« Last Edit: May 21, 2013, 20:13 by darkhaven3 »
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SPTX

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You shouldn't base yourself too much on me, I am pretty much as new as you to this.
Still, I am glad to be of use.
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darkhaven3

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0.0.2 is out. Fixes some obvious bugs and removes automated mode. Next release I hope to include damage caps for each class of weapon, to hopefully give the mod better balance.

Also, after following the tutorials, I'm finding that no matter what I get issues with DoomRL claiming I'm trying to access an uninitialized variable, "Levels". Can anyone clarify this, and what the current method for adding levels is?
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shark20061

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Yeah, the syntax changed.

You should use:
Code: [Select]
register_level "level_id" {
  ...
}
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Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

Gushwin

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Re: DarkRL - 0.0.2 (early update!) (based on EvoluStuff 1.0.2)
« Reply #4 on: April 10, 2022, 20:43 »

Please reupload or fix links please 
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