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Author Topic: DoomRL 0.9.8.8 - Released!  (Read 26730 times)

Kornel Kisielewicz

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DoomRL 0.9.8.8 - Released!
« on: December 22, 2007, 11:11 »

Ladies and Gentlemen,

Alltough it's still not 0.9.9, I present DoomRL 0.9.8.8, another step on the road of DoomRL's development. 0.9.8.7 had a few serious bugs that needed fixing. Also, there's a LOT of refactoring needed to present the features of DoomRL 0.9.9 and 1.0.0 -- a lot of this refactoring has been done in this version.

Probably the most visible change will be the new item and monster placement -- there are a lot of monsters now, but that also means a lot more exp :). Monsters now may also appear in packs, especialy in the later levels. Medpack/item placement has been tweaked accordingly.

Player and Score data should be compatible, but I advise to restart them anyway (especialy score xP).

There's an absolutely new system of soundbindings, that will make both modding, and doing custom jobs easier. Also, a new system of tactics has been implemented (it will be expanded), and several "cute" interface changes. You can also mod any weapon now, with 1+WhizKid mods. Ialso rewrote the code for shotguns and explosion damage. Rocket Launchers should be more useful now, and shotguns differ in spread and damage reduction over distance.

Also, a TON of bugs has been fixed.

There is a linux version available, but it might be unstable, for I hacked it up myself using VMWare.

So without further ado, I present DoomRL 0.9.8.8! Get it at:

http://doom.chaosforge.org/

And a Merry Christmas to all :D

Full change list:

Code: [Select]
v.0.9.8.8
(22.XII.2007) r139
(19 bugfixes, 23 modifications, 5 additions)
[add] -- FS#2: New random generator for monster placement! Monsters may appear in packs!
[add] -- FS#3: New random generator for item placement! Item rarites changed and vault rewards better.
[add] -- Tactics now temporary -- Running is the default tactic
[add] -- MaxRun and MaxWait options added to the inifile
[add] -- Introducing ColorBlindMode
[mod] -- Green Armor on level 1 on non-AoB UV and N! games
[mod] -- SoG damage bonus reduced to +1 in fear of rebalancing
[mod] -- a single weapon mod can be applied to normal weapons
[mod] -- WhizKid increases modding of normal weapons by +1/level
[mod] -- Enemies no longer lineup in a horizontal line
[mod] -- 'f' when in melee executes a directional melee attack (also for barrels/doors)
[mod] -- level name color changes to blue if "relatively safe" appears.
[mod] -- easier diff levels and nightmare have now a boost to experience gained
[mod] -- character name color reflects health
[mod] -- color of the weapon on the status line changes to red if empty
[mod] -- Juggler changed - now it alows automatically using a prepared melee weapon in melee
[mod] -- Run in place (long wait) now possible
[mod] -- AoMr : you can swap weapons as long as there is a pistol in the prepared slot
[mod] -- reworked shotguns - combat now more precise, double short range and stronger
[mod] -- FS#85: reworked explosion damage
[mod] -- FS#86: rocket launchers should now be stronger
[mod] -- sounds and music now have separate ini-files
[mod] -- modified the way sound bindings work (more custom binding power!)
[mod] -- new music bindings (mp3 and midi in seperate files), also per special level
[mod] -- FS#49: rewrote the autotarget code
[mod] -- FS#8: better boots reduce knockback a little
[mod] -- FS#8: boots get damaged faster
[mod] -- FS#57: pain elementals don't leave a corpse, but spawn 3 lost souls at death
[fix] -- FS#62: Barons and Hell knights have separate sounds now (thx Malek)
[fix] -- maze levels don't generate closed rooms anymore
[fix] -- exp percent are now floored instead of rounded (no more 100%)
[fix] -- hopefully fixed one load game crash bug
[fix] -- FS#25: item wielding monsters wont wield weapons now
[fix] -- FS#22: Going downstairs, and quitting doesn't take time anymore
[fix] -- FS#17: Player WILL run over water now, and WON't run into teleporters
[fix] -- FS#12: You can no longer place a nuke on the stairs
[fix] -- FS#20: teleports will no longer be placed in corridors
[fix] -- BBCode screenshot default binding changed to F9
[fix] -- double and combat shotgun can have their own sounds now
[fix] -- Unloading of weapons now compatible with Backpack
[fix] -- fixed overmodding of weapons
[fix] -- you can no longer close a door on an item or being
[fix] -- SoB and SoG now give ranged damage bonuses (they didn't!!!)
[fix] -- reduced arenatype level difficulty
[fix] -- fixed several typos
[fix] -- fixed AoI medpack messages
[fix] -- fixed double player in arena levels
« Last Edit: December 22, 2007, 11:15 by Kornel Kisielewicz »
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Kornel Kisielewicz

DaEezT

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Re: DoomRL 0.9.8.8 - Released!
« Reply #1 on: December 22, 2007, 11:15 »

An early Christmas gift \o/
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Blade

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Re: DoomRL 0.9.8.8 - Released!
« Reply #2 on: December 22, 2007, 11:51 »

Thanks, Kornel!) I think this version will be more pleasant to everybody because it's more comfortable, tolerant for newbies, and playable than previous. And it don't have some very annoying glitches and bugs from 0987. Thank you again and prepare for lots of donations!)
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Potman

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Re: DoomRL 0.9.8.8 - Released!
« Reply #3 on: December 22, 2007, 12:59 »

Ngaa, and I was going to finish Baldur's Gate II before thursday, when I'm gonna get Fallout!

Best laid plans... *Downloads*

Edit: Have you reduced combat shotgun spawn? I so waited to get my hands on them new shotties, and now I can't find any!
« Last Edit: December 22, 2007, 13:23 by Potman »
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Styro

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Re: DoomRL 0.9.8.8 - Released!
« Reply #4 on: December 22, 2007, 14:26 »

Awesome!

I really like all the changes you have put into the game lately. Keep up the good work!
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Derek

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Re: DoomRL 0.9.8.8 - Released!
« Reply #5 on: December 22, 2007, 20:53 »

Oi, congrats, Kornel!  Return of the Dark Knight, indeed. ;)

Gotta make some time to give this a spin.  It's been too long!
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Rola

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Re: DoomRL 0.9.8.8 - Released!
« Reply #6 on: December 23, 2007, 03:29 »

Yay, nice X-mas gift for us all, thanks! Downloading ASAP.
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DaEezT

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Re: DoomRL 0.9.8.8 - Released!
« Reply #7 on: December 23, 2007, 11:59 »

The new "tactics" system is weird for berserking. You're now stuck in "cautious" while being berserk and cannot run. IMO it should be the other way around!?
Also the game crashed on me at ~dlvl20 D:
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #8 on: December 23, 2007, 12:08 »

@Bersrk and tactics: I told Kornel pretty much the same, but for some reason he dislikes the idea of beeing able to run in berserk >_>
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DaEezT

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Re: DoomRL 0.9.8.8 - Released!
« Reply #9 on: December 23, 2007, 12:10 »

Well, maybe Polish Berserkers are thoughtful people who don't run screaming at their victims like normal berserkers do ;D
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Silhar

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Re: DoomRL 0.9.8.8 - Released!
« Reply #10 on: December 23, 2007, 12:18 »

Dammit, proably nicest Christmas gift I ever recieved :). Thanks Kornel and merry Christmas to you ! :)

* Ilhar downloads and goes to kick some demon ass.

Blade

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Re: DoomRL 0.9.8.8 - Released!
« Reply #11 on: December 23, 2007, 12:39 »

Well, maybe Polish Berserkers are thoughtful people who don't run screaming at their victims like normal berserkers do ;D

Lol.))
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Malek Deneith

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Re: DoomRL 0.9.8.8 - Released!
« Reply #12 on: December 25, 2007, 06:43 »

Bug when picking up phase device in AoI. There was a former human in LOS in cease it matters:

Code: [Select]
You use a phase device immediately. You feel yanked in an non-existing#
 direction! Game saved. Press <Enter> to exit.                         #
 #                #                         #}|||#|#0#
 #                #########+#####+#######+###}||}###
 #                ##};}}##0>#
 #                #0|+#|}|###
 # ^              #}}|}}+/##
 # 0           #[|}#|######+#/###
 #         |}#|+###=========#
 #        h|}#}|###=========#
 #        }||}An unhandled exception occurred at $00420106 :#=========#
EAccessViolation : Access violation###=========#
  $00420106  TITEM__ISPOWER,  line 688 of dfitem.pas0##=========#
  $0045C388  TBEING__AISCAN,  line 654 of dfbeing.pas##=========#
  $0045CF5A  TBEING__ACTION,  line 776 of dfbeing.pas##########################
  $0045D0E3  TBEING__CALL,  line 788 of dfbeing.pas1] (53%)  Phobos Base  Lev8
  $0046640D  TLEVEL__TICK,  line 744 of dflevel.pasun (1d6)x5 [55/65] (M1)
  $00410646  TDOOM__RUN,  line 374 of doombase.pas
  $00401920  main,  line 21 of doomrl.pas

Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>

(I think I reported something like this in one of betas)
« Last Edit: December 25, 2007, 06:45 by Malek Deneith »
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Rabiat

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Re: DoomRL 0.9.8.8 - Released!
« Reply #13 on: December 25, 2007, 08:46 »

Great work, Kornel.

I haven't played or been here for a long time, so I was surprised to see the new release when I checked back. Played a short test run, and all in all gameplay seems more comfortable than before. Congratulations on the monster placement and AI changes, those must've taken a lot of work. The colorblind mode is a nice touch, I'll finally be able to distinguish plasma charges from ammo clips. (y)

In previous versions I got used to tabbing through tactics every turn, but I guess that's no longer effective. Is there a detailed description of the new tactics system out there? I found nothing in the in-game help or the manual (the tactics descriptions appear to be outdated).

The one thing I'm still wishing for is a fix for the FOV gaps at low angles, and line-of-fire traces through walls. They still annoy me to no end. It would be a great way to make up for ever introducing weapon mods. ;) Why don't you go with recursive shadowcasting?
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.8 - Released!
« Reply #14 on: December 25, 2007, 09:25 »

Thank you all for the good words! I'll resume working on DoomRL soon :).

Malek and Blade, please remember to report all bugs to the bugtracker!
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