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 11 
 on: January 10, 2024, 04:17 
Started by Kornel Kisielewicz - Last post by Icy
How is #3 a bug? It should be commented out if not used.

Oh, I meant that by default it's commented out. If a player wanted to use it, they would first have to fill in the quotations to have their name set, and also delete the hyphens.

 12 
 on: January 10, 2024, 01:10 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
How is #3 a bug? It should be commented out if not used.

#2 is due to SDL (and the reason of the wall-destroy level audio "fixing"). I'll create an audio manager maybe for next beta that should fix both.

Also I'll look into patching #1 maybe earlier than B3.

Thanks for the quick turnaround! <3

 13 
 on: January 09, 2024, 19:10 
Started by Kornel Kisielewicz - Last post by Icy
Great release!

I played a round of HNTR attempting 100% conqueror but decided to end the game shortly after the Cyberdemon. I used a goofy mix of stuff to test out the new version and have both my mortem and a video if needed.

Bug #1 - Backpack and Schematics are indestructible, but they also can be picked up infinitely. By mashing, I have made my player profile show that I've assembled 18 Chainswords.

Bug #2 - Audio gets buggy when there are multiple sounds simultaneously. At first I thought this was due to using RunWait and it might just be a bug with that, but even running around normal levels with lots of enemies around I had this issue. It's worth mentioning that I always used DEFAULT, but this was my first game using SDL.

Bug #3 - In the config.txt file, AlwaysName is hyphened such that it's commented out.

Other notes:

I went with Reloader x2 and Ironman x3, and they're both quite powerful now. I found Reloader to be extremely helpful with Shotgun, which is also generally the best starter weapon and was able to clear out enemies pretty safely. I don't believe Reloader is in broken territory however as many weapons, especially melee weapons, won't benefit as much by fast reloading speeds, ammo boxes nullify its effect, and long games tend to lead to weapons with infinite firing. Ironman's extra resistances was very helpful, but not overpowered, and it certainly would make a player more inclined to select it. Once more of the ideas are fleshed out, I'll do some theorycrafting of what Ironman x5 with some end game equipment might become. I think in standard games where reaching level 20 is more common, it should be fairly balanced, but I'm curious how it will be in Angel of 100 and Archangel of 666.

I just so happened to find Jackhammer in Deimos Lab, and got to try out both the buff and modding it since I picked Technician. It was a solid weapon and neither too weak or too strong, even for where I was in the game at that point.

I battled against the Cyberdemon using a BFG and Reloader helped make it much safer, but this was also balanced well by not being able to fire the BFG out of range.

I found a Rocket Box which now holds 25 Rockets and it seemed to work fine.

The kill spree appeared to be fixed.

Loud audio from wall-destroying levers seems to be fixed.

 14 
 on: January 09, 2024, 09:11 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Beta 2 is up!

I've reverted the unpopular change for firing out of vision, fixed most of the issues reported in the previous beta topic (see message there), and started implementing some stuff from the compilation topic. However, most important (and biggest) change to test is the invisible stuff - internally I've moved from SDL to SDL2, and from OpenGL 1.2 to OpenGL 3.3 core. Report any weird behaviour! While invisible for now, not only will this fix porting issues (hello OSX) but also will open up to several improvements in the future.

Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!

DoomRL 0.9.9.8 BETA 2 Windows LQ

If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!

Code: [Select]
0.9.9.8 BETA 2
[mod] -- GH#028: ported the game to SDL2
[mod] -- GH#048: ported the game to OpenGL 3.3 core
[mod] -- GH#062: Marines start with +20% fire/acid/plasma resistance
[mod] -- GH#062: Scout stair-sense works on regular stairs only
[mod] -- GH#062: Tech can single-mod: Cleaver, Mjollnir, Silent, Trigun,
                 Jackal, Jackhammer, Frag Shotgun, multi-mod Revenant Launcher
[mod] -- GH#064: Ironman adds +10% bullet/shrapnel/melee resistance per level
[mod] -- GH#064: Reloader bonus increased +20% -> +30%
[mod] -- GH#064: Intuition range reduced to Vision + 2
[mod] -- GH#064: Gunrunner - blocks Brute instead of Whizkid
[mod] -- GH#064: Army of Dead - blocks Son of a Gun instead of Finesse
[mod] -- GH#064: Bullet Dance - block Intuition instead of Eagle Eye
[mod] -- GH#067: Backpack and schematics are now indestructible
[mod] -- GH#067: doubled BFG9K and Chainsaw natural generation weight
[mod] -- GH#067: rocket boxes hold 25 rockets (up from 20)
[mod] -- GH#066: Frag Shotgun shotcost 4 -> 2
[mod] -- GH#066: Mega buster ammo consumption 5 -> 3
[mod] -- GH#066: Medical Powerarmor armor 4 -> 6
[mod] -- TR#294: MF_EXACT weapons locked to vision range
         ( BETA NOTE - this is the vision range REVERT, only MF_EXACT will have this restriction)
[mod] -- TR#---: pick bottom-most stack when reloading
[fix] -- TR#---: improve mouse responsiveness
[fix] -- TR#---: fix current kill spree showing best kill spree
[fix] -- GH#054: fixed error when DS/BA has no room to spawn demons
[fix] -- BETA  : fixed post-mortem crash related to kill types (OT Bug #7/#8)
[fix] -- BETA  : fixed kill source related crashes (OT Bug #4)
[fix] -- BETA  : fixed feet resistance not respected by lava/acid (OT Bug #2)

 15 
 on: January 05, 2024, 09:18 
Started by Michael512 - Last post by Kornel Kisielewicz
Fixed in BETA 2

 16 
 on: January 05, 2024, 08:44 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BUG #1 - can't reproduce this! Once BETA 2 drops please try again, and if it still doesn't work, we'll investigate!
BUG #2 - fixed in BETA 2
BUG #3 - I wasn't the author of the AI changes, so I'd need to more closely investigate what happens there, let's leave it as it is for the time being
BUG #4 - fixed in BETA 2
BUG #5 - fixed in BETA 2
BUG #6 - added a task for it https://github.com/chaosforgeorg/doomrl/issues/59
BUG #7/#8 - same bug actually - fixed in BETA 2
BUG #9 - I did some changes here, but I guess it's still slow (especially compared to JH). if the changes didn't help then please be patient - I'm planning a fully non-blocking animation system for the future


 17 
 on: October 10, 2023, 03:46 
Started by Michael512 - Last post by Michael512
Screen is weird, but game is completely functional. When I target a mob I can see white background behind * and X targeters. mostly everything else is black like without invul effect. Berserk and envirosuit are fine though. also im on omega old pc rn. One more tiny bug is that knockback-ing a mob on teleport doesn't trigger it.

 18 
 on: September 23, 2023, 11:35 
Started by Icy - Last post by Icy
I like all of these ideas, great suggestions!

 19 
 on: September 22, 2023, 18:10 
Started by Icy - Last post by Omega Tyrant
Related to sounds, I got three more small suggestions:

*Have a sound cue for when an Archvile initiates its attack

A simple suggestion; aside from making the game feel more lively, it can be confusing at times to know if an Archvile raising its arms is because it's initiating its attack or because it's reviving enemies. Having a sound cue would let you definitively know what it's doing, and will also better alert players who aren't fully paying attention to the game messages. The Archvile already has a fire attack sound set by default in the sound.lua file that goes unused (because the actual attack just uses the explosion sound), which uses the sound of the Archvile's flames when charging its attack; simply have its fire sound play when it initiates its attack. Not to mention that this would be more consistent with actual Doom.

*Have a sound cue for enemies reviving

There is similarly no sounds when an enemies revives, which again adds to the confusion to what an Archvile is actually doing, and just feels unpolished in general. So whether an enemy is revived by an Archvile, or because of Nightmare/Angel of Darkness, a sound should accompany it when the player is in close proximity to the reviving enemy. As for what sound to use, Doom has two different sounds for it depending on the method of revival; enemies revived by Archviles use the gibbing sound, while enemies reviving on Nightmare use the teleporting sound (as they are teleported back to their starting spawn point). Since DRL enemies revive on the spot of their corpse no matter the method with no teleportation involved, the gibbing sound would be more appropriate.

*Have a sound cue for spawned enemies

There is similarly no sounds for enemies being spawned, no matter the method. This one is more complicated, as there is no "one sound fits all" here. I think Pain Elementals summoning Lost Souls could simply use the Lost Souls' attacking sound, enemies spawned by traps (whether by levers, special level scripts, or the proposed trap rooms) can use the teleporting sound, enemies spawned by John Carmack could use the Icon of Sin's spawn cube sound (but if adding a new sound file to the default isn't doable for whatever reason, then they could just use the teleporting sound as well), and I don't know what sound to use for the Nightmare Demons spawned by the Berserker set, but I suppose they could just remain silent for the creepy factor (and hearing the teleporting sound or any other sound constantly from infinitely spawning demons would probably get annoying). As for Agony Elementals spawning Pain Elementals, I'm stumped; using the Lost Soul's attack sound doesn't fit, using the Pain Elemental's alert sound would get confusing, and the Pain Elemental has no attacking sound in Doom (as there it relies on the spat Lost Soul to make the sound).

 20 
 on: September 16, 2023, 17:25 
Started by Kornel Kisielewicz - Last post by Sereg
I've been gone awhile... nice to stop back in to see DoomRL in active development yet again!

Can't promise I'll have much time for beta testing, but I'll try to check it out.

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