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[doomrl] DoomRL 0.9.8.8 released!

 
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 1) Posted: Sat Dec 22, 2007 7:18 pm
Post subject: [doomrl] DoomRL 0.9.8.8 released!
Archived from groups: rec>games>roguelike>development, others (more info?)

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 Smile. Monsters now may also appear in packs, especially 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 (especially 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. I also
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 Very Happy

Full change list:

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

--
At your service,
Kornel Kisielewicz (adminATchaosforge.org) [http://chaosforge.org]
"In summary, it's new, important, and obsolete." -- Mao/GearHead

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Paul Donnelly

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Since: Nov 16, 2007
Posts: 65



(Msg. 2) Posted: Sat Dec 22, 2007 7:18 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sat, 22 Dec 2007 19:18:58 +0100, Kornel Kisielewicz wrote:

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

Roger that. In fact, I can't get it to run at all. It tells me,
"liblua5.1.so.0" not found. That's irritating, but not a huge problem. I
try making a symlink with that name pointing my Lua 5.1 library (which is
called liblua.so.5.1), but now it crashes, telling me that the symbol
"pow" is not found in that library, or something like that. So I don't
really know what to make of it now.

IIRC, I tried DoomRL a few versions ago and had the same problem. I'd like
to play though....

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Nate879

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Since: Nov 26, 2007
Posts: 9



(Msg. 3) Posted: Sat Dec 22, 2007 7:19 pm
Post subject: Re: DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>development, others (more info?)

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jotaf98

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Since: Dec 17, 2007
Posts: 37



(Msg. 4) Posted: Sun Dec 23, 2007 8:14 am
Post subject: Re: DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 23 Dez, 00:52, Nate879 <n....RemoveThis@clockwatch.info> wrote:
> Keep up the good work!

Better than ever Smile

Yesterday I was up til 6h30 AM playing this Razz

Jotaf
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Priority7

External


Since: Nov 18, 2007
Posts: 3



(Msg. 5) Posted: Sun Dec 23, 2007 8:31 am
Post subject: Re: DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 22, 12:18 pm, Kornel Kisielewicz <admin DeleteThis @nospam_chaosforge.org>
wrote:
> Ladies and Gentlemen,
>
> [Snip everything else he wrote]

Very nice, I can't wait to get a chance to play it.
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Rupert Swarbrick

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Since: Dec 26, 2007
Posts: 1



(Msg. 6) Posted: Wed Dec 26, 2007 5:44 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>development, others (more info?)

On Sat, 22 Dec 2007 19:18:58 +0100, Kornel Kisielewicz wrote:
> There is a linux version available, but it might be unstable, for I
> hacked it up myself using VMWare.


Just a positive vote to balance those with problems: no problem at all on
debian unstable. Well except for the fact I keep dying. Razz

Rupert
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 7) Posted: Wed Dec 26, 2007 7:55 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

A bugfixed DoomRL 0.9.8.8B version is available now.

http://doom.chaosforge.org/

Bugs fixed:
[fix] -- FS#109: Fixed crash with dual pistols
[fix] -- FS#105: Fixed crash with Phase Device on AoI
[fix] -- FS#104: Move after death no longer possible

--
At your service,
Kornel Kisielewicz (adminATchaosforge.org) [http://chaosforge.org]
"In summary, it's new, important, and obsolete." -- Mao/GearHead
 >> Stay informed about: [doomrl] DoomRL 0.9.8.8 released! 
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 8) Posted: Wed Dec 26, 2007 7:57 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In a state of madness Paul Donnelly wrote the following :
>> There is a linux version available, but it might be unstable, for I
>> hacked it up myself using VMWare.
>
> Roger that. In fact, I can't get it to run at all. It tells me,
> "liblua5.1.so.0" not found. That's irritating, but not a huge problem. I
> try making a symlink with that name pointing my Lua 5.1 library (which is
> called liblua.so.5.1), but now it crashes, telling me that the symbol
> "pow" is not found in that library, or something like that. So I don't
> really know what to make of it now.
>
> IIRC, I tried DoomRL a few versions ago and had the same problem. I'd like
> to play though....

I know, I know. Unfortunately this VMWare is currently the only Linux I
have access too. However I plan to set up a Linux server at home after
New Year's, and also compile Lua statically into the executable -- that
should help.

regards,
Kornel Kisielewicz
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Paul Donnelly

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Since: Nov 16, 2007
Posts: 65



(Msg. 9) Posted: Wed Dec 26, 2007 8:01 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 26 Dec 2007 19:57:23 +0100, Kornel Kisielewicz wrote:

> In a state of madness Paul Donnelly wrote the following :
>>> There is a linux version available, but it might be unstable, for I
>>> hacked it up myself using VMWare.
>>
>> Roger that. In fact, I can't get it to run at all. It tells me,
>> "liblua5.1.so.0" not found. That's irritating, but not a huge problem. I
>> try making a symlink with that name pointing my Lua 5.1 library (which is
>> called liblua.so.5.1), but now it crashes, telling me that the symbol
>> "pow" is not found in that library, or something like that. So I don't
>> really know what to make of it now.
>>
>> IIRC, I tried DoomRL a few versions ago and had the same problem. I'd like
>> to play though....
>
> I know, I know. Unfortunately this VMWare is currently the only Linux I
> have access too. However I plan to set up a Linux server at home after
> New Year's, and also compile Lua statically into the executable -- that
> should help.

Well, I'll keep an eye out and test your next versions to see if they
work.

Either compiling Lua in statically or shipping and loading your own Lua
library seems like the thing to do.
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Timofei Shatrov

External


Since: Nov 22, 2004
Posts: 250



(Msg. 10) Posted: Thu Dec 27, 2007 9:47 am
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 26 Dec 2007 19:57:23 +0100, Kornel Kisielewicz
<admin.TakeThisOut@nospam_chaosforge.org> tried to confuse everyone with this message:

>In a state of madness Paul Donnelly wrote the following :
>>> There is a linux version available, but it might be unstable, for I
>>> hacked it up myself using VMWare.
>>
>> Roger that. In fact, I can't get it to run at all. It tells me,
>> "liblua5.1.so.0" not found. That's irritating, but not a huge problem. I
>> try making a symlink with that name pointing my Lua 5.1 library (which is
>> called liblua.so.5.1), but now it crashes, telling me that the symbol
>> "pow" is not found in that library, or something like that. So I don't
>> really know what to make of it now.
>>
>> IIRC, I tried DoomRL a few versions ago and had the same problem. I'd like
>> to play though....
>
>I know, I know. Unfortunately this VMWare is currently the only Linux I
>have access too. However I plan to set up a Linux server at home after
>New Year's, and also compile Lua statically into the executable -- that
>should help.

I'd say that VMWare is more useful for porting than standalone box. You can
install as many different Linuxes as you like and test on them. Everything
should behave the same as on separate computer, sans performance. Also you won't
have to search for hardware-specific Linux drivers as is often the case with new
hardware.

--
|Don't believe this - you're not worthless ,gr---------.ru
|It's us against millions and we can't take them all... | ue il |
|But we can take them on! | @ma |
| (A Wilhelm Scream - The Rip) |______________|
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Timofei Shatrov

External


Since: Nov 22, 2004
Posts: 250



(Msg. 11) Posted: Mon Dec 31, 2007 2:42 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.8 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 26 Dec 2007 19:55:29 +0100, Kornel Kisielewicz
<admin.TakeThisOut@nospam_chaosforge.org> tried to confuse everyone with this message:

>A bugfixed DoomRL 0.9.8.8B version is available now.
>
>http://doom.chaosforge.org/
>
>Bugs fixed:
>[fix] -- FS#109: Fixed crash with dual pistols
>[fix] -- FS#105: Fixed crash with Phase Device on AoI
>[fix] -- FS#104: Move after death no longer possible
>

I'm playing this right now. Seems to be much harder than previous versions, and
Angel of Berserk is almost impossible (Brock Samson is not happy!).

Anyweay, the game crashed after chained barrel explosion while I did the pistol
challenge (now this one's quite easy)

•••••••
••••••••
#•••}•••#
#•••|•••# •••####
#•••[•••# •••••••••
# ##h••%•••#### • ••••••0••••
•h•••%••••••••••• •••••••••••
h••0••••••••• ••••••••••
#>•Abnormal program termination! Please w
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>••••######################••••••#••#
Savefile created. Press <Enter> #••••0••••••••••••••••••••••••••••#••#
Runtime error 210 at $0040299E #•••••••••••••••••••••••••••0•••••#••#
$0040299E FPC_CHECK_OBJECT, line 472 of C:/temp/lazbuild/fpc-patched/rtl/inc
/generic.inc ••••••••••••••>••••••••••••••••••••••••••
$0045CB8B TBEING__AISCAN, line 723 of dfbeing.pas########################
$0045CFCA TBEING__ACTION, line 776 of dfbeing.pas(100%) Phobos Base Lev10
$0045D153 TBEING__CALL, line 788 of dfbeing.pas (2d6) [5/8] (D2R1M1)
$0046647D TLEVEL__TICK, line 744 of dflevel.pas
$00410646 TDOOM__RUN, line 376 of doombase.pas
$00401920 main, line 21 of doomrl.pas
$0040C90B EXE_ENTRY, line 383 of system.pp



--
|Don't believe this - you're not worthless ,gr---------.ru
|It's us against millions and we can't take them all... | ue il |
|But we can take them on! | @ma |
| (A Wilhelm Scream - The Rip) |______________|
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