DoomRL > Releases

DarkRL - 0.0.2 (early update!) (based on EvoluStuff 1.0.2)

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darkhaven3:
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:
Spoiler: v0.0.2: 22 May 2013 @ 7:10PM (click to show/hide)* Cleaned up the code for resupgrades() and badluck(). Negligible if any performance benefit or whatever but the needlessly complex code really irked me.
* Fixed the bug when trying to kill something with no weapon equipped.
- Removed Automated Mode.Spoiler: v0.0.1: 20 May 2013 @ 10:30PM (click to show/hide)* Armor and boots durabilities are now calculated and stored differently. The new value gets stored in player.eq.###.maxdurability, which I imagine is what SPTX intended it to be.
+ Started working on a new equipment levelup system. Will remain secret for now.

SPTX:
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.

darkhaven3:
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?

shark20061:
Yeah, the syntax changed.

You should use:

--- Code: ---register_level "level_id" {
  ...
}

--- End code ---

Gushwin:
Please reupload or fix links please 

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