DoomRL 0.9.9.6 released! (GFX also!)

Kornel Kisielewicz kornel.kisielewicz at gmail.com
Tue Feb 28 15:43:04 PST 2012


DoomRL 0.9.9.6 has been RELEASED!

This release may be the most important release yet -- for finally
after many years, the awesome tiles of Derek Yu are in the game...
This moment marks the first public GRAPHICAL release!

To make better use of the graphics, the interface has been upgraded,
and mouse support has been introduced. The interface has been
streamlined in many places, and will be streamlined even more in the
near future.

To celebrate the graphical release, DoomRL has also received a
significant upgrade in the Audio department, with a MP3 music
soundtrack consisting of Sonic Clang's Classic Doom renditions as well
as Simon Volperts DoomRL tracks in MP3 quality. Sound effects have
been substituted with high quality versions created by Per Kristian
Risvik.

Additionally several balance changes and important fixes have been
made.

Grab it while it's hot on the official website!

http://doom.chaosforge.org/

You can also watch a preview at YouTube:

http://www.youtube.com/watch?v=sAFpMN9kuog

However, before you do, please take a moment and Like! our official
ChaosForge Facebook and/or Google+ Page, and if you didn't before,
follow ChaosForge and/or EpyonCF on Twitter to stay fully informed of
the next release!

https://www.facebook.com/ChaosForge
http://gplus.to/ChaosForge
http://twitter.com/chaosforge_org

Downloads for Windows, Linux (both 32 and 64 bit) and 64 bit MacOS X
are provided (the last one should be still considered a bit unstable
-- read below). The game executables are universal in the sense that
you can run graphical, console, sound or no sound using the same files
-- for example on Linux the SDL libraries are not needed if running in
console/nosound.

Download the new version to jump into the fun or join us on IRC
( #chaosforge on QuakeNet ) to celebrate, or read below for the full
changelog!

Keep your eyes open also for a new version of every ChaosForge
roguelike -- while there have been no official releases, a lot of work
went into AliensRL, DiabloRL and Berserk!. Each of them will have a
breakthrough release in the first half of this year -- no one shall be
left behind! Don't be surprised if some of them become graphical too!

Note about the Mac OS X version -- coding for this platform is still
relatively new for me, so this time the release requires some degree
of manual installation. You can only reliably run it from the
terminal, and need to manually unpack it to some folder. You'll also
need to install SDL bundles -- SDL, SDL_image, and SDL_mixer -- if you
have any problem installing, feel free to ask at the forums!

Note about the Linux versions -- you'll need SDL, SDL_mixer, SDL_image
and libpng installed, and smpeg if you want to use the HQ versions. On
some linux distro's mp3 support is not enabled in SDL_mixer -- a
workaround has been posted on the forum.

Full changelist follows...

DoomRL v.0.9.9.6
Code: [Select]
[new] -- TR#249: Universal executable -- runs with different sound
engines, or tiles vs console without
                 loading libraries it doesn't need
[new] -- TR#260: G-version - fullscreen support (ALT-Enter or Ctrl-
F12)!
[new] -- TR#274: G-version - fullscreen resolution autodetection and
startup query
[new] -- TR#264: G-version - different floors and doors for Hell
[new] -- TR#263: G-version - liquid edges unblockified and animated
[new] -- TR#261: G-version - full mouse support (smart LMB/RMB on map,
menus and mousescroll)!
[new] -- TR#259: G-version - Variable resolution and x2 mode for text
and sprites!
[new] -- TR#278: G-version - minimap added and grid overlay (SPACE)
[new] -- TR#---: G-version - Epic background and logo by Derek Yu!
[new] -- TR#249: Graphics and SoundEngine in config.lua
[new] -- TR#249: -graphics, -console, -nosound and -fullscreen command
line override options
[new] -- TR#---: hint system serving as a crude tutorial
[new] -- TR#---: all menus/screen rewritten/redesigned
[new] -- TR#---: new keybinding system - you can bind any key, and any
CTRL/SHIFT/ALT combination but
                 the syntax is different
[new] -- TR#---: anytime screenshot possible (hardcoded for F10/F9),
also in graphics
[mod] -- TR#240: recharge mechanic revamp. (tehtmi, game_hunter)
[mod] -- TR#246: lots and lots of assembly changes (game_hunter)
[mod] -- TR#293: resistances now degrade with durability (game_hunter)
[mod] -- TR#---: configuration entries are optional, defaults will be
used if not present
[mod] -- TR#---: FRONTAL option removed - all games start frontal
[mod] -- TR#---: Shottyman pulls from equipped ammo pack when no ammo
is in inventory. (tehtmi)
[mod] -- TR#---: two equipped pistols can be quickswapped with
Dualgunner.
[mod] -- TR#---: level 24 experience requirement dropped to be more in
line. (25 unchanged) (tehtmi)
[mod] -- TR#---: Mastermind melee damage increased (game_hunter)
[mod] -- TR#---: Badass changed to two-level trait. (tehtmi,
game_hunter)
[mod] -- TR#---: the player now has the customary grace period upon
enter level 1. (tehtmi)
[mod] -- TR#---: different barrel types accept differnt sound
bindings. (tehtmi)
[mod] -- TR#---: weapons that don't use ammo don't display it, can't
be unloaded, etc. (tehtmi)
[mod] -- TR#---: added dodgebonus being property and dodgemod item
property (game_hunter)
[mod] -- TR#---: added IF_FARHIT (attack ignores dinstance penalty)
(game_hunter)
[mod] -- TR#---: added IF_UNSEENHIT (attack ignoares visibility
penalty) (game_hunter)
[mod] -- TR#---: sniper weapon pack grants IF_FARHIT/IF_UNSEENHIT for
1/2 mods
                 added to weapon (game_hunter)
[mod] -- TR#---: blue armor gives 20% plasma resistance instead of
fire (game_hunter)
[mod] -- TR#---: all mod packs are now exotic, have higher weights,
and uniquely colored (game_hunter)
[mod] -- TR#---: Vampyre gives scaling amount of HP (game_hunter)
[mod] -- TR#270: a lot better and readable crash handling
[mod] -- TR#271: SaveOnCrash now in config.lua, may be turned off
[fix] -- TR#151: trait screen escape fixed
[fix] -- TR#---: message coloring doesn't break on newline
[fix] -- TR#---: combat pistol has dualreload. (tehtmi)
[fix] -- TR#---: tactical and assault shotties only get single reload
with shottyman. (tehtmi)
[fix] -- TR#---: teleboss AI bug fixed. (tehtmi)
[fix] -- TR#---: full inventory AI bug fixed. (game_hunter)
[fix] -- TR#---: Ao100 level 100 fix. (game_hunter)
[fix] -- TR#---: fixed minor issue with target line coloring. (tehtmi)
[fix] -- TR#---: grammaton Cleric Cross fixed to work with new
mastermind. (tehtmi)
[fix] -- TR#---: JC AI bug fixed. (tehtmi)
[fix] -- TR#---: fixed chainfiring on Tower of Babel. (tehtmi)
[fix] -- TR#---: fixed large health globe on Angel of Berserk.
(tehtmi)
[fix] -- TR#---: fixed scout's stair sense briefly showing stairs in a
certain unintended case. (tehtmi)
[fix] -- TR#---: barrels can once again be pushed into acid & lava
(though it isn't advised). (tehtmi)
[fix] -- TR#---: teleboss_ai attack fix (game_hunter)
[fix] -- TR#---: enemy pursuing AI fix (game_hunter)
[fix] -- TR#168: proper error messages if missing files
[fix] -- TR#---: no more cannot resume dead coroutine on program error
[fix] -- TR#265: error and assert can be normally used in modules
[fix] -- TR#105: DoomRL will give now a meaningfull error if console
is too small
[fix] -- TR#---: error reports will properly report params passed
[fix] -- TR#---: Linux 64 and Mac OS X player.wad fix

--
At your service,
Kornel Kisielewicz
http://chaosforge.org/


More information about the roguelike-announce mailing list