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[doomrl] DoomRL 0.9.8.9 released!

 
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Author Message
Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 1) Posted: Mon Jan 14, 2008 7:13 pm
Post subject: [doomrl] DoomRL 0.9.8.9 released!
Archived from groups: rec>games>roguelike>development, others (more info?)

Ladies and Gentlemen,

Not even a month has passed since the 0.9.8.8 release, and a new and
fresh 0.9.8.9 release is available! Except for a lot of refactoring,
this version has a *lot* more new features than 0.9.8.8 had!

The two most visible additions are 4 new challenge modes for the experts
and Unique Items! Yes, unique items, are the DoomRL artifacts. Most of
them have completely unique abilities, and sometimes even dangerous side
effects. Four completely unique weapons are to be found too!

Several new items are added - homing phase devices, weapon accuracy
mods, several armor and boot mods and the Megasphere. Yes, boots and
armor can be modded now.

Several tweaks and balance changes happened -- see list below for
details. You can also find detailed stats for your character on the
character ("@") screen -- use it to guess unique item properties too!
Two major system changes were a complete rewrite of the speed and
targeting system.

Finally, a TON of bugfixes were made.

One of the most important internal invisible changes is a total rewrite
of the underlying Lua system. Soon, the API will be released and even
Total Conversions are going to be possible! (QuakeRL anyone? xP)

Good news for Linux users -- I binded Lua statically into the executable
so there shouldn't be any more problems with that. Both sound and
nosound versions of DoomRL are available.

Hence, I present DoomRL 0.9.8.9! Get it at:

http://doom.chaosforge.org/

[b]Full change list:[/b]

[add] -- FS#060,FS#100,FS#101,FS#164 : Four new challenges!
[add] -- FS#119: Unique Items! 2 melee, 2 shotguns, 2 pistols, 2 rocket
launchers, 1 unique BFG, 1 unique plasma, 1 chaingun, 1 special item,
5 armors, 2 boots, and 3 completely new unique weapons!
[add] -- FS#119: enhanced character ("@") screen
[add] -- FS#---: Armor and Boots mods!
[add] -- FS#---: homing phase device added
[add] -- FS#---: Accuracy mods
[add] -- FS#---: added two new skill ranks over General
[add] -- FS#---: added missing monster descriptions
[add] -- FS#063: Megasphere (200% heal and armor repair to 100%)
[mod] -- FS#---: reworked Lua scripts
[mod] -- FS#---: changed experience values for monsters
[mod] -- FS#074: optional confirmation when trying to fire an empty
weapon [DaEezT]
[mod] -- FS#091: optional pickup sound for swaping, and quickkeying
weapons [Malek]
[mod] -- FS#---: TOTAL Lua rewrite - expect modding and even TC's soon!
[mod] -- FS#145: Removed bleeding
[mod] -- FS#068: Vision system rehaul
[mod] -- FS#---: Juggler now allows instant swap, and instant quickkey
[mod] -- FS#---: reduced triggerhappy bonus to +1
[mod] -- FS#---: reworked and tweaked ToHit modifier
[mod] -- FS#154: tweaked AoB - removed Berserk from LHP and increased
knife damage
[mod] -- FS#---: Eagle Eye bonus reduced to +2 (it's much more valuable)
[mod] -- FS#---: monsters have a higher toHit on HMP, UV and N!, and
lower on ITYTD
[mod] -- FS#163: bumping into a wall no longer takes time
[mod] -- FS#136: Level name moved to bottom of the screen to make place
for armor desc
[mod] -- FS#141: two small medpacks at start moved to inventory (large
on AoB)
[mod] -- FS#---: armor now has a slight move speed penalty (Green -5%,
Blue -10%, Red -20%)
[mod] -- FS#---: reworked speed system
[fix] -- FS#169: Kills percentage in mortem now rounded down
[fix] -- FS#---: Overcharged plasma rifles and BFG now add SoB bonus
[fix] -- FS#147: Overcharged BFG now has more damage
[fix] -- FS#155: medpacks in inv no longer spawn on AoI, AoMs and AoP
[fix] -- FS#---: correct items spawn in City of Skulls again
[fix] -- FS#---: affects now are properly saved and loaded
[fix] -- FS#153: fixed one monster suicide range check error
[fix] -- FS#144: Ressurection crashbug fixed
[fix] -- FS#131: Juggler working again
[fix] -- FS#143: Rezscumming not possible anymore
[fix] -- FS#137: plasma rifle and BFG ammo fix
[fix] -- FS#138: boss music wasn't read
[fix] -- FS#---: Plenty minor fixes
[fix] -- FS#133: Chainsaw do not jumps into hands
[fix] -- FS#134: Crash when entered The Wall
[fix] -- FS#139: Spawn rate fixed
[fix] -- FS#132: Weapon mods are working again
[fix] -- FS#135: Computer map no longer in Halls of Carnage
[fix] -- FS#---: Arch-vile raised monsters no longer give XP
[fix] -- FS#010: scores now wont disappear
[fix] -- FS#019: chainsaw pickup bug fixed

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

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Zeb

External


Since: Dec 25, 2007
Posts: 8



(Msg. 2) Posted: Mon Jan 14, 2008 7:13 pm
Post subject: Re: DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>development, others (more info?)

On Jan 14, 1:13 pm, Kornel Kisielewicz <admin DeleteThis @nospam_chaosforge.org>
wrote:
> Ladies and Gentlemen,
>
> Not even a month has passed since the 0.9.8.8 release, and a new and
> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
> this version has a *lot* more new features than 0.9.8.8 had!
>
> The two most visible additions are 4 new challenge modes for the experts
> and Unique Items! Yes, unique items, are the DoomRL artifacts. Most of
> them have completely unique abilities, and sometimes even dangerous side
> effects. Four completely unique weapons are to be found too!
>
> Several new items are added - homing phase devices, weapon accuracy
> mods, several armor and boot mods and the Megasphere. Yes, boots and
> armor can be modded now.
>
> Several tweaks and balance changes happened -- see list below for
> details. You can also find detailed stats for your character on the
> character ("@") screen -- use it to guess unique item properties too!
> Two major system changes were a complete rewrite of the speed and
> targeting system.
>
> Finally, a TON of bugfixes were made.
>
> One of the most important internal invisible changes is a total rewrite
> of the underlying Lua system. Soon, the API will be released and even
> Total Conversions are going to be possible! (QuakeRL anyone? xP)
>
> Good news for Linux users -- I binded Lua statically into the executable
> so there shouldn't be any more problems with that. Both sound and
> nosound versions of DoomRL are available.
>
> Hence, I present DoomRL 0.9.8.9! Get it at:
>
> http://doom.chaosforge.org/
>
> [b]Full change list:[/b]
>
> [add] -- FS#060,FS#100,FS#101,FS#164 : Four new challenges!
> [add] -- FS#119: Unique Items! 2 melee, 2 shotguns, 2 pistols, 2 rocket
> launchers, 1 unique BFG, 1 unique plasma, 1 chaingun, 1 special item,
> 5 armors, 2 boots, and 3 completely new unique weapons!
> [add] -- FS#119: enhanced character ("@") screen
> [add] -- FS#---: Armor and Boots mods!
> [add] -- FS#---: homing phase device added
> [add] -- FS#---: Accuracy mods
> [add] -- FS#---: added two new skill ranks over General
> [add] -- FS#---: added missing monster descriptions
> [add] -- FS#063: Megasphere (200% heal and armor repair to 100%)
> [mod] -- FS#---: reworked Lua scripts
> [mod] -- FS#---: changed experience values for monsters
> [mod] -- FS#074: optional confirmation when trying to fire an empty
> weapon [DaEezT]
> [mod] -- FS#091: optional pickup sound for swaping, and quickkeying
> weapons [Malek]
> [mod] -- FS#---: TOTAL Lua rewrite - expect modding and even TC's soon!
> [mod] -- FS#145: Removed bleeding
> [mod] -- FS#068: Vision system rehaul
> [mod] -- FS#---: Juggler now allows instant swap, and instant quickkey
> [mod] -- FS#---: reduced triggerhappy bonus to +1
> [mod] -- FS#---: reworked and tweaked ToHit modifier
> [mod] -- FS#154: tweaked AoB - removed Berserk from LHP and increased
> knife damage
> [mod] -- FS#---: Eagle Eye bonus reduced to +2 (it's much more valuable)
> [mod] -- FS#---: monsters have a higher toHit on HMP, UV and N!, and
> lower on ITYTD
> [mod] -- FS#163: bumping into a wall no longer takes time
> [mod] -- FS#136: Level name moved to bottom of the screen to make place
> for armor desc
> [mod] -- FS#141: two small medpacks at start moved to inventory (large
> on AoB)
> [mod] -- FS#---: armor now has a slight move speed penalty (Green -5%,
> Blue -10%, Red -20%)
> [mod] -- FS#---: reworked speed system
> [fix] -- FS#169: Kills percentage in mortem now rounded down
> [fix] -- FS#---: Overcharged plasma rifles and BFG now add SoB bonus
> [fix] -- FS#147: Overcharged BFG now has more damage
> [fix] -- FS#155: medpacks in inv no longer spawn on AoI, AoMs and AoP
> [fix] -- FS#---: correct items spawn in City of Skulls again
> [fix] -- FS#---: affects now are properly saved and loaded
> [fix] -- FS#153: fixed one monster suicide range check error
> [fix] -- FS#144: Ressurection crashbug fixed
> [fix] -- FS#131: Juggler working again
> [fix] -- FS#143: Rezscumming not possible anymore
> [fix] -- FS#137: plasma rifle and BFG ammo fix
> [fix] -- FS#138: boss music wasn't read
> [fix] -- FS#---: Plenty minor fixes
> [fix] -- FS#133: Chainsaw do not jumps into hands
> [fix] -- FS#134: Crash when entered The Wall
> [fix] -- FS#139: Spawn rate fixed
> [fix] -- FS#132: Weapon mods are working again
> [fix] -- FS#135: Computer map no longer in Halls of Carnage
> [fix] -- FS#---: Arch-vile raised monsters no longer give XP
> [fix] -- FS#010: scores now wont disappear
> [fix] -- FS#019: chainsaw pickup bug fixed
>
> --
> At your service,
> Kornel Kisielewicz (adminATchaosforge.org) [http://chaosforge.org]
> "In summary, it's new, important, and obsolete." -- Mao/GearHead DoomRL

What the. I was just on the chaosforge forums not 5 minutes ago and I
completely missed this announcement!
Jeez.

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David Damerell

External


Since: Apr 06, 2005
Posts: 1031



(Msg. 3) Posted: Mon Jan 14, 2008 10:33 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>development, others (more info?)

Quoting Kornel Kisielewicz <admin RemoveThis @nospam_chaosforge.org>:
>[mod] -- FS#---: armor now has a slight move speed penalty (Green -5%,
> Blue -10%, Red -20%)

That's a hefty hit! Everyone wears armour, don't they?
--
David Damerell <damerell RemoveThis @chiark.greenend.org.uk> flcl?
Today is Second Aponoia, January.
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Paul Donnelly

External


Since: Nov 16, 2007
Posts: 65



(Msg. 4) Posted: Mon Jan 14, 2008 11:52 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mon, 14 Jan 2008 19:13:27 +0100, Kornel Kisielewicz wrote:

> Ladies and Gentlemen,
>
> Not even a month has passed since the 0.9.8.8 release, and a new and
> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
> this version has a *lot* more new features than 0.9.8.8 had!

Hmm. This release is encouraging. I'm getting fresh new Linux bugs. In
this case, the game is expecting my Timidity config file to be in
/etc/timidity when my config file is actually in /etc/timidity++. I didn't
see any option to fix this in the config file....
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 5) Posted: Tue Jan 15, 2008 12:09 am
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In a state of madness David Damerell wrote the following :
> Quoting Kornel Kisielewicz <admin.DeleteThis@nospam_chaosforge.org>:
>> [mod] -- FS#---: armor now has a slight move speed penalty (Green -5%,
>> Blue -10%, Red -20%)
>
> That's a hefty hit! Everyone wears armour, don't they?

Not as hefty as it seems fortunately. And you can "mod-away" those
restrictions Razz.

regards,
Kornel Kisielewicz
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 6) Posted: Tue Jan 15, 2008 3:08 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 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 :
> On Mon, 14 Jan 2008 19:13:27 +0100, Kornel Kisielewicz wrote:
>
>> Ladies and Gentlemen,
>>
>> Not even a month has passed since the 0.9.8.8 release, and a new and
>> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>> this version has a *lot* more new features than 0.9.8.8 had!
>
> Hmm. This release is encouraging. I'm getting fresh new Linux bugs. In
> this case, the game is expecting my Timidity config file to be in
> /etc/timidity when my config file is actually in /etc/timidity++. I didn't
> see any option to fix this in the config file....

This is your SDL issue, not a DoomRL issue. I have no control over where
your SDL searches things (SDL is dynamically linked). Check your SDL
installation. Also, using mp3 versions of music, or turning music off,
or using the nosound version will help with this particular problem.

regards,
Kornel Kisielewicz
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Paul Donnelly

External


Since: Nov 16, 2007
Posts: 65



(Msg. 7) Posted: Tue Jan 15, 2008 4:32 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 15 Jan 2008 15:08:21 +0100, Kornel Kisielewicz wrote:

> In a state of madness Paul Donnelly wrote the following :
>> On Mon, 14 Jan 2008 19:13:27 +0100, Kornel Kisielewicz wrote:
>>
>>> Ladies and Gentlemen,
>>>
>>> Not even a month has passed since the 0.9.8.8 release, and a new and
>>> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>>> this version has a *lot* more new features than 0.9.8.8 had!
>>
>> Hmm. This release is encouraging. I'm getting fresh new Linux bugs. In
>> this case, the game is expecting my Timidity config file to be in
>> /etc/timidity when my config file is actually in /etc/timidity++. I didn't
>> see any option to fix this in the config file....
>
> This is your SDL issue, not a DoomRL issue. I have no control over where
> your SDL searches things (SDL is dynamically linked). Check your SDL
> installation. Also, using mp3 versions of music, or turning music off,
> or using the nosound version will help with this particular problem.
>
> regards,
> Kornel Kisielewicz

I see. Well, I'll take a look at my configuration. I suppose it might be
nice if the game didn't just give up when it couldn't find the file though.
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Martin Read

External


Since: Mar 23, 2005
Posts: 552



(Msg. 8) Posted: Tue Jan 15, 2008 7:09 pm
Post subject: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Kornel Kisielewicz <admin.DeleteThis@nospam_chaosforge.org> wrote:
>Ladies and Gentlemen,
>
>Not even a month has passed since the 0.9.8.8 release, and a new and
>fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>this version has a *lot* more new features than 0.9.8.8 had!

The Linux version seems to hang at the slightest provocation Sad

More usefully:

If you have the "confirm fire of unloaded weapon" option set, it sits
waiting for the keystroke *BEFORE* printing the "press ENTER to confirm"
message. Even if message clearing is enabled.

It hangs when I quit.
--
\_\/_/ some girls wander by mistake into the mess that scalpels make
\ / are you the teachers of my heart? we teach old hearts to break
\/ --- Leonard Cohen, "Teachers"
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Martin Read

External


Since: Mar 23, 2005
Posts: 552



(Msg. 9) Posted: Tue Jan 15, 2008 7:09 pm
Post subject: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Kornel Kisielewicz <admin.RemoveThis@nospam_chaosforge.org> wrote:
>Ladies and Gentlemen,
>
>Not even a month has passed since the 0.9.8.8 release, and a new and
>fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>this version has a *lot* more new features than 0.9.8.8 had!

The Linux version seems to hang at the slightest provocation Sad

More usefully:

If you have the "confirm fire of unloaded weapon" option set, it sits
waiting for the keystroke *BEFORE* printing the "press ENTER to confirm"
message. Even if message clearing is enabled.

It hangs when I quit.

Even more usefully:

It routinely fails to restore the terminal to a "sane" state on exit,
giving the appearance of hanging.
--
\_\/_/ some girls wander by mistake into the mess that scalpels make
\ / are you the teachers of my heart? we teach old hearts to break
\/ --- Leonard Cohen, "Teachers"
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 10) Posted: Tue Jan 15, 2008 7:09 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In a state of madness Martin Read wrote the following :
> Kornel Kisielewicz <admin.TakeThisOut@nospam_chaosforge.org> wrote:
>> Ladies and Gentlemen,
>>
>> Not even a month has passed since the 0.9.8.8 release, and a new and
>> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>> this version has a *lot* more new features than 0.9.8.8 had!
>
> The Linux version seems to hang at the slightest provocation Sad

Define "hang".

> More usefully:
>
> If you have the "confirm fire of unloaded weapon" option set, it sits
> waiting for the keystroke *BEFORE* printing the "press ENTER to confirm"
> message. Even if message clearing is enabled.

Uh, will look to that.

> It hangs when I quit.

What do you mean by hangs? If it's the console corruption then that's
unfixable -- run through the provided shell scripts.

And to be honest, I'm glad the Linux version works at all -- I'm a Linux
newb, and I was compiling it via a VMWare virtual machine Razz

regards,
Kornel Kisielewicz
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 11) Posted: Tue Jan 15, 2008 7:09 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In a state of madness Martin Read wrote the following :
> Even more usefully:
>
> It routinely fails to restore the terminal to a "sane" state on exit,
> giving the appearance of hanging.

Yes, that's a known bug. Use the provided shell scripts. Unfortunately I
can't fix it, because it's a bug in the FreePascal IO unit -- video.pas
-- and being completely unfamiliar with linux shells I can't read nor
fix the unit myself. I submitted bug reports of it, but as yet they've
been unanswered Sad.

regards,
Kornel Kisielewicz
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Martin Read

External


Since: Mar 23, 2005
Posts: 552



(Msg. 12) Posted: Tue Jan 15, 2008 7:09 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Kornel Kisielewicz <admin.RemoveThis@nospam_chaosforge.org> wrote:
>In a state of madness Martin Read wrote the following :
>> Kornel Kisielewicz <admin.RemoveThis@nospam_chaosforge.org> wrote:
>>> Not even a month has passed since the 0.9.8.8 release, and a new and
>>> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>>> this version has a *lot* more new features than 0.9.8.8 had!
>>
>> The Linux version seems to hang at the slightest provocation Sad
>
>Define "hang".

The killer is "I take a step on level 2 of Phobos lab. The game locks
solid and will not respond to anything except a fatal signal."
--
\_\/_/ some girls wander by mistake into the mess that scalpels make
\ / are you the teachers of my heart? we teach old hearts to break
\/ --- Leonard Cohen, "Teachers"
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Auric__

External


Since: Oct 29, 2007
Posts: 29



(Msg. 13) Posted: Tue Jan 15, 2008 7:09 pm
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 15 Jan 2008 19:27:46 GMT, Kornel Kisielewicz wrote:

> In a state of madness Martin Read wrote the following :
>> Even more usefully:
>>
>> It routinely fails to restore the terminal to a "sane" state on
>> exit, giving the appearance of hanging.
>
> Yes, that's a known bug. Use the provided shell scripts.
> Unfortunately I can't fix it, because it's a bug in the FreePascal
> IO unit -- video.pas -- and being completely unfamiliar with linux
> shells I can't read nor fix the unit myself. I submitted bug
> reports of it, but as yet they've been unanswered Sad.
>
> regards,
> Kornel Kisielewicz

Have you tried GNU Pascal (GPC)? Should have been installed with your
Linux system; it's part of GCC. I think.

--
- Looks like something's got a crush on you.
- Not mutual!
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Kornel Kisielewicz

External


Since: Nov 23, 2007
Posts: 39



(Msg. 14) Posted: Wed Jan 16, 2008 2:43 am
Post subject: Re: [doomrl] DoomRL 0.9.8.9 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 :
> On Tue, 15 Jan 2008 15:08:21 +0100, Kornel Kisielewicz wrote:
>
>> In a state of madness Paul Donnelly wrote the following :
>>> On Mon, 14 Jan 2008 19:13:27 +0100, Kornel Kisielewicz wrote:
>>>
>>>> Ladies and Gentlemen,
>>>>
>>>> Not even a month has passed since the 0.9.8.8 release, and a new and
>>>> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>>>> this version has a *lot* more new features than 0.9.8.8 had!
>>> Hmm. This release is encouraging. I'm getting fresh new Linux bugs. In
>>> this case, the game is expecting my Timidity config file to be in
>>> /etc/timidity when my config file is actually in /etc/timidity++. I didn't
>>> see any option to fix this in the config file....
>> This is your SDL issue, not a DoomRL issue. I have no control over where
>> your SDL searches things (SDL is dynamically linked). Check your SDL
>> installation. Also, using mp3 versions of music, or turning music off,
>> or using the nosound version will help with this particular problem.
>>
>> regards,
>> Kornel Kisielewicz
>
> I see. Well, I'll take a look at my configuration. I suppose it might be
> nice if the game didn't just give up when it couldn't find the file though.

Again, that's something I don't control :/

regards,
Kornel Kisielewicz
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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Paul Donnelly

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Since: Nov 16, 2007
Posts: 65



(Msg. 15) Posted: Wed Jan 16, 2008 2:43 am
Post subject: Re: [doomrl] DoomRL 0.9.8.9 released! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 16 Jan 2008 02:43:18 +0100, Kornel Kisielewicz wrote:

> In a state of madness Paul Donnelly wrote the following :
>> On Tue, 15 Jan 2008 15:08:21 +0100, Kornel Kisielewicz wrote:
>>
>>> In a state of madness Paul Donnelly wrote the following :
>>>> On Mon, 14 Jan 2008 19:13:27 +0100, Kornel Kisielewicz wrote:
>>>>
>>>>> Ladies and Gentlemen,
>>>>>
>>>>> Not even a month has passed since the 0.9.8.8 release, and a new and
>>>>> fresh 0.9.8.9 release is available! Except for a lot of refactoring,
>>>>> this version has a *lot* more new features than 0.9.8.8 had!
>>>> Hmm. This release is encouraging. I'm getting fresh new Linux bugs. In
>>>> this case, the game is expecting my Timidity config file to be in
>>>> /etc/timidity when my config file is actually in /etc/timidity++. I didn't
>>>> see any option to fix this in the config file....
>>> This is your SDL issue, not a DoomRL issue. I have no control over where
>>> your SDL searches things (SDL is dynamically linked). Check your SDL
>>> installation. Also, using mp3 versions of music, or turning music off,
>>> or using the nosound version will help with this particular problem.
>>>
>>> regards,
>>> Kornel Kisielewicz
>>
>> I see. Well, I'll take a look at my configuration. I suppose it might be
>> nice if the game didn't just give up when it couldn't find the file though.
>
> Again, that's something I don't control :/

Something with the Pascal you use? Surely SDL doesn't just freeze if it
can't find the MIDI stuff.

Well, I've tried the Linux version with no sound and it works perfectly,
as far as can tell (went down a couple levels and died). Aside from
trashing the terminal, of course, but that's not a big problem.

I like it. I think I'll be playing it some more. You've managed to give
the game a lot of visual class.
 >> Stay informed about: [doomrl] DoomRL 0.9.8.9 released! 
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