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1
Announcements / DoomRL 0.9.9.8 RELEASED! Jupiter Hell Classic ANNOUNCED!
« on: August 06, 2024, 13:28 »
I can finally share some exciting updates with you today!
First up, we're thrilled to announce our new project - Jupiter Hell Classic! This commercial total conversion/expansion brings the venerable DRL (formerly known as DoomRL/Doom, the Roguelike) into the Jupiter Hell universe! While modernized in terms of user experience and visuals, it retains all the beloved features of DRL, including (but not limited to!) readable and bright 2D sprites, corner-shooting, shotgun-scouting, gift-dropping, weapon unloading, and of course, DIAGONAL MOVEMENT :D.
You can wishlist Jupiter Hell Classic on Steam now :
https://store.steampowered.com/app/3126530/Jupiter_Hell_Classic/
In additon, all improvements will also be backported to good ol' Doo^D^D^D DRL, which you can test RIGHT NOW! After an 11-year hiatus, DRL 0.9.9.8 is finally here!
https://drl.chaosforge.org/
This release not only includes the usual DRL updates but also modernizes the game with new APIs, in-game settings, improved UX, new graphics, idle animations, and the ability to save and quit the game at any point.
Future development of Jupiter Hell Classic will benefit the open-source DRL, so if you want to support it (or other classic ChaosForge roguelikes, hint, hint), help us by promoting Jupiter Hell Classic!
To celebrate, Jupiter Hell is on its biggest sale yet – grab it now at 70% off on Steam!
https://store.steampowered.com/app/811320/Jupiter_Hell/
Finally, join us on the Jupiter Hell Discord to celebrate!
https://discord.gg/jupiterhell
First up, we're thrilled to announce our new project - Jupiter Hell Classic! This commercial total conversion/expansion brings the venerable DRL (formerly known as DoomRL/Doom, the Roguelike) into the Jupiter Hell universe! While modernized in terms of user experience and visuals, it retains all the beloved features of DRL, including (but not limited to!) readable and bright 2D sprites, corner-shooting, shotgun-scouting, gift-dropping, weapon unloading, and of course, DIAGONAL MOVEMENT :D.
You can wishlist Jupiter Hell Classic on Steam now :
https://store.steampowered.com/app/3126530/Jupiter_Hell_Classic/
In additon, all improvements will also be backported to good ol' Doo^D^D^D DRL, which you can test RIGHT NOW! After an 11-year hiatus, DRL 0.9.9.8 is finally here!
https://drl.chaosforge.org/
This release not only includes the usual DRL updates but also modernizes the game with new APIs, in-game settings, improved UX, new graphics, idle animations, and the ability to save and quit the game at any point.
Future development of Jupiter Hell Classic will benefit the open-source DRL, so if you want to support it (or other classic ChaosForge roguelikes, hint, hint), help us by promoting Jupiter Hell Classic!
To celebrate, Jupiter Hell is on its biggest sale yet – grab it now at 70% off on Steam!
https://store.steampowered.com/app/811320/Jupiter_Hell/
Finally, join us on the Jupiter Hell Discord to celebrate!
https://discord.gg/jupiterhell
2
Requests For Features / Re: DoomRL 0.9.9.8 BETA FINAL
« on: August 05, 2024, 07:43 »
Bugfix 1 has been done (save/load issues on some special levels and on levels with level events fixed).
3
Requests For Features / DoomRL 0.9.9.8 BETA FINAL
« on: August 04, 2024, 10:28 »
These are hopefully the master files!
I've added fluid variety to Ao100/666, did a lot of Doom removal in favor of DRL (yes, the main logo stays :P) and cleanups, and implemented a modernized FMOD backend that will work with both MIDI and MP3s, and added legacy keybindings. I present two files for testing, the lq zip as before, and the HQ installer (this will be the one most people will download) please test both if possible!
DoomRL 0.9.9.8 BETA FINAL HQ INSTALLER (bugfix 1)
DoomRL 0.9.9.8 BETA FINAL LQ ZIP (bugfix 1)
48 hours left to release!
I've added fluid variety to Ao100/666, did a lot of Doom removal in favor of DRL (yes, the main logo stays :P) and cleanups, and implemented a modernized FMOD backend that will work with both MIDI and MP3s, and added legacy keybindings. I present two files for testing, the lq zip as before, and the HQ installer (this will be the one most people will download) please test both if possible!
DoomRL 0.9.9.8 BETA FINAL HQ INSTALLER (bugfix 1)
DoomRL 0.9.9.8 BETA FINAL LQ ZIP (bugfix 1)
48 hours left to release!
4
Requests For Features / DoomRL 0.9.9.8 BETA 9
« on: August 02, 2024, 12:12 »
You know the drill!
The last big feature is online - Settings menu! No more editing stupid lua files just to change resolution :P. Also, keybinding have been voided, reset using the ingame Settings. I've removed needless bindings (USE, DROP, OPEN, CLOSE). If anyone misses them, I'll hear you out!
DoomRL 0.9.9.8 BETA 9 Windows LQ
The last big feature is online - Settings menu! No more editing stupid lua files just to change resolution :P. Also, keybinding have been voided, reset using the ingame Settings. I've removed needless bindings (USE, DROP, OPEN, CLOSE). If anyone misses them, I'll hear you out!
DoomRL 0.9.9.8 BETA 9 Windows LQ
Code: [Select]
0.9.9.8 BETA 9
[new] -- GH#120: alternative visual tilesets for each episode!
[mod] -- GH#103: allow non-hell tilesets on Ao100/666
[fix] -- BETA : fixed save/load
5
Requests For Features / Re: DoomRL 0.9.9.8 BETA 8
« on: July 31, 2024, 11:54 »
Crash with saving fixed, redownload!
6
Requests For Features / DoomRL 0.9.9.8 BETA 8
« on: July 31, 2024, 06:34 »
Yes. It's that crazy tempo once again. BETA 8 is up!
DoomRL 0.9.9.8 BETA 8b Windows LQ
DoomRL 0.9.9.8 BETA 8b Windows LQ
Code: [Select]
0.9.9.8 BETA 8
[new] -- GH#120: alternative visual tilesets for each episode!
[mod] -- GH#103: allow non-hell tilesets on Ao100/666
[fix] -- BETA : fixed save/load
7
Requests For Features / DoomRL 0.9.9.8 BETA 7
« on: July 29, 2024, 08:46 »
Faster that you can say "Knee deep in the dead", BETA 7 is up!
It has just one feature, but one that has been missing since 22 years. Yes, you can now "Save and Quit" anytime. This needs as much testing as possible, as we're going live with this release in a week from now!
Try playing the game and saving and loading very often, and note anything wierd/broken. If you have a broken save, please save it!
DoomRL 0.9.9.8 BETA 7 Windows LQ
It has just one feature, but one that has been missing since 22 years. Yes, you can now "Save and Quit" anytime. This needs as much testing as possible, as we're going live with this release in a week from now!
Try playing the game and saving and loading very often, and note anything wierd/broken. If you have a broken save, please save it!
DoomRL 0.9.9.8 BETA 7 Windows LQ
Code: [Select]
0.9.9.8 BETA 7
[new] -- GH#086: you no longer need to be on the stairs to Save the game!
[fix] -- BETA : fixed scrollwheel behaviour
8
Requests For Features / Re: DoomRL 0.9.9.8 BETA 6
« on: July 27, 2024, 08:14 »
(HOTFIX 6b applied!)
Fixes firing crash of some weapons with altfire, visibility of level name/tactics/affects, and few smaller issues.
Fixes firing crash of some weapons with altfire, visibility of level name/tactics/affects, and few smaller issues.
9
Requests For Features / DoomRL 0.9.9.8 BETA 6
« on: July 26, 2024, 09:59 »
"He, he, he this will be a mess..."
Beta 6 is up!
This are probably the most invasive changes yet, despite the short changelog. I've been doing a lot of internal changes to start blowing up the really badly implemented UI, and the first effects on a journey that will continue after 0.9.9.8 up to 0.9.9.9 have been done. Ignore the messy dark quads in the initial menus, these are left there for when the menus are substituted to the new system. Most of the in-game UI has been rewritten, apart from the "previous message view" and the message box which is a bit of a hack. Report everything!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports welcome!
DoomRL 0.9.9.8 BETA 6b Windows LQ (HOTFIX 6b!)
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Beta 6 is up!
This are probably the most invasive changes yet, despite the short changelog. I've been doing a lot of internal changes to start blowing up the really badly implemented UI, and the first effects on a journey that will continue after 0.9.9.8 up to 0.9.9.9 have been done. Ignore the messy dark quads in the initial menus, these are left there for when the menus are substituted to the new system. Most of the in-game UI has been rewritten, apart from the "previous message view" and the message box which is a bit of a hack. Report everything!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports welcome!
DoomRL 0.9.9.8 BETA 6b Windows LQ (HOTFIX 6b!)
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 6
[new] -- GH#119: paneled inventory/equipment/trait/character screen!
[new] -- GH#090: game menu (Help, Settings, Abandon, Quit ) under Escape key
[new] -- GH#087: proper quickslot system in inventory!
[fix] -- BETA : fixed disassembly of armors
10
Bug Reports / Re: doom.chaosforge.net down
« on: July 03, 2024, 09:56 »
Yeah, the whole network part will be removed for the next version. In the meantime NetworkConnection = false is the official fix.
I still dunno why it suddenly stopped working though, for more than a decade it simply timed out immedately.
I still dunno why it suddenly stopped working though, for more than a decade it simply timed out immedately.
11
Requests For Features / DoomRL 0.9.9.8 BETA 5
« on: June 13, 2024, 08:10 »
Beta 5 is up!
This one's mostly for the graphics version players - the spritesheet has been updated, there's a ton of new visual stuff coming later, but now I need to make sure that all the internal graphics changes are working. Although do test on ASCII if you usually play there to make sure I didn't break it! Neeeeed feeeeedback! (especially that there was barely any towards the previous beta, so help out here!).
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 5 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
This one's mostly for the graphics version players - the spritesheet has been updated, there's a ton of new visual stuff coming later, but now I need to make sure that all the internal graphics changes are working. Although do test on ASCII if you usually play there to make sure I didn't break it! Neeeeed feeeeedback! (especially that there was barely any towards the previous beta, so help out here!).
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 5 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 5
[new] -- GH#120: G-version - sprites updated!
[new] -- GH#120: G-version - animations for idle and for doors!
[new] -- GH#083: G-version - overlay FX done by shaders, less in your face!
[new] -- GH#120: G-version - better wall tile flow and style handling!
[new] -- GH#121: G-version - debris where destroyed walls were!
[new] -- GH#126: added an ammo dispensing lever to the lever pool
[new] -- GH#126: enemies left count and level feel info in character screen
[new] -- GH#126: last 3 enemies are revealed unless boss or special level
[new] -- GH#126: items are revealed on clear unless boss or special level
[mod] -- GH#126: "running" status name fades in the last 5 moves left
[mod] -- GH#126: added special level feeling for agony and lava elemental caves
[mod] -- GH#115: Mjollnir can appear from level 5 and has 1d25 damage
[mod] -- GH#115: double chainsaw now 4d12 acc -1 (was 8d6 acc -2)
[mod] -- GH#115: thrown knife & Mjol benefit from both ranged and melee tohit/todam
[mod] -- GH#115: Subtle Knife - invoke 10->15 damage, 5 hp drain, no maxhp drain
[mod] -- GH#126: all medals with "Badge" in name changed to "Pin"
[mod] -- GH#126: clarified "everything" to "only" in medal kill requirements
[mod] -- GH#126: adjusted Iron Skull and Gambler's Shield values
[fix] -- GH#115: expiring messages for affects appear again
[fix] -- GH#115: unexpirable affects will no longer expire after a long time
12
Requests For Features / DoomRL 0.9.9.8 BETA 4
« on: May 02, 2024, 09:29 »
Beta 4 is up!
Apart from implementing more from the suggestion topic, the big big thing are huge changes in the internal action loop. These should still be equivalent to what was before unless I made a mistake, so be on the lookout for bugs!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 4 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Apart from implementing more from the suggestion topic, the big big thing are huge changes in the internal action loop. These should still be equivalent to what was before unless I made a mistake, so be on the lookout for bugs!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 4 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 4
[new] -- BETA : WARNING - speed/command system rewrites!
[new] -- GH#093: The Vaults alternative added - House of Pain
[mod] -- BETA : House of Pain always generates instead of Vaults until balanced
[mod] -- GH#107: ammo rooms can now contain a variety of ammo, even on Ao100/666
[mod] -- GH#117: Technical mod packs on armors add resistances instead of knockback res
[mod] -- GH#112: Survivalist - Ironman 2, and double heals from smed and globes
[mod] -- GH#110: Scavenger - works on Melee, Boots and Armors (guaranteed mods added)
[mod] -- GH#088: Juggler now makes all weapon swaps free
[mod] -- GH#099: Conqueror and Explorer won't be awarded if no special levels were present
[mod] -- GH#109: changed the color of the sniper mod pack to dark green (G-version)
[mod] -- GH#116: buffs - bullet-proof vest, power armor
[mod] -- GH#111: stat screen includes running dodge bonus
[mod] -- GH#108: all elite formers deal 5 + 1d3 melee damage
[mod] -- BETA : duelist armor - 0/75/0
[fix] -- BETA : fixed SHIFT-L previous level feeling
13
Requests For Features / Re: DoomRL 0.9.9.8 BETA 3
« on: February 17, 2024, 14:33 »
If you're talking on the difference between 0.9.9.7, and 0.9.9.8 then, well, everything changed - SDL 1.2 -> SDL 2.28, OpenGL 1.2 -> OpenGL 3.3 and the fixed pipeline rendering into shader based rendering. Audio SDL_mixer -> SDL2_mixer.
14
Requests For Features / DoomRL 0.9.9.8 BETA 3
« on: February 02, 2024, 07:59 »
Beta 3 is up!
Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA
1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.
2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.
Feedback on the changes, both forementioned and the ones below needed!
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 3 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!
Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA
1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.
2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.
Feedback on the changes, both forementioned and the ones below needed!
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 3 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 3
[new] -- BETA : WARNING - speed system rewrites!
[new] -- GH#080: keybindings updates - SPACE is action key (open, close, descend, pull)
[new] -- GH#080: keybindings updates - SHIFT-G is use/wear/wield/pull from ground
[new] -- GH#074: UnlockAll option in config.lua to unlock Challenges and Difficulties
[new] -- GH#063: WK3 available for techs at clev 12+ and allows 1 more assembly mod!
[mod] -- GH#078: increased amount of enemies on Deimos and Hell
[mod] -- GH#075: overcharging a BFG doubles dice count instead of +2 dice
[mod] -- GH#075: assembly buffs - micro launcher, tower shield, ballistic armor, env boots
[mod] -- GH#075: assembly buffs - speedloader pistol, assault rifle, mother in law
[mod] -- GH#075: buffed Gothic Arms set, slightly nerfed Inquisitor Set pieces
[mod] -- GH#075: buffed Necroarmor and translocator, changed Cybernetic Armor resistances
[mod] -- GH#063: you can still mod an assembly if you take WK2 after assembling
[mod] -- GH#070: nightmare enemies are resistant to floor effects
[mod] -- GH#078: nightmare arch-vile deals 20 plasma damage (was 25 fire)
[mod] -- GH#078: nightmare imps are 20% faster and more accurate
[mod] -- GH#059: Techs get starting mod on challenges that allow them
[mod] -- GH#053: you can now properly firestorm-mod a tristar blaster
[mod] -- GH#078: buffed danger/XP and weight for elite for/ser/cap and nightmare demons
[mod] -- GH#078: former commandos and pain elemental spawn level range increased
[mod] -- GH#078: lava elemental buffed, Erebus/Lava pits have diff dependent envirosuits
[mod] -- GH#077: swapped positions of Vaults and Cathedral, Vaults enemies buffed
[fix] -- GH#050: Containment Area conquered status only achieved by full clear
[fix] -- GH#049: Deimos Lab conquered status only achieved by killing the Shamblers
[fix] -- GH#040: fixed loud/silent sound for wall-destroying levers
[fix] - GH#052: fixed error message when attacking crates with a melee weapon on AoPc
[fix] -- BETA : fixed on-kill effects (crash with DS/BA and Beretta wins and Megabuster)
[fix] -- BETA : fixed Backpack/Schematics bug
[fix] -- BETA : fixed Ironman + Berserk granting resistance above 95%
[fix] -- BETA : Vampyre blocks Ironman
15
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 10, 2024, 01:10 »
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
#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