Difference between revisions of "Modding:History"

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Modding for DoomRL was first introduced to the public in the form of a sandbox level, included in DoomRL 0.9.9.1 RC1.  The sandbox had to be enabled through the command lineRunning DoomRL in Sandbox mode prevented exotic and unique weapons from spawning and executed a custom Lua scriptWithin the confines of the sandbox modders could create a single level and define custom objects to use in that level.  Once the player exited the level the game would end.
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The earliest form of DoomRL modding available, the sandbox, first appeared in version 0.9.9.1 RC1.  It started out limited--there were no exotics or above, no math library, and only one level to work withEarly modding was fraught with peril, and largely the domain of reversers and masochistsBut the introduction of user generated content has had a lasting impact on DoomRL and the direction DoomRL has since taken.
  
The original sandbox included a slightly modified version of the Arena as an example, and was meant to be an experiment for moddersThey were encouraged to make suggestions and warned that the API was subject to changeModders quickly found, broke, and worked around as many of the limitations as they could, but by the time DoomRL 0.9.9.2 was released the limits of the sandbox had been reached, and a slew of requests had been made.
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====0.9.9.1====
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The original sandbox was released to the beta testers on February 25, 2010 and to the public at large in March.  It came with a single example level, a slightly modified Hell's Arena, and no practical documentationEarly levels tended to use Hell's Arena as a base while prospective modders felt their way around the API.  It soon became apparent that the currently exposed interface was inadequate; still, by the next release many limitations had been worked around and reasonably interesting mods were appearing.
  
DoomRL 0.9.9.2's sandbox mode met many of the community's demands at the expense of breaking almost every line of code written for 0.9.9.1.  Modders were given access to the standard math library (some having previously made their own sine and cosine routines to compensate).  One of the biggest changes involved the level generation code being moved from the pascal engine to the Lua scripts, introducing coordinate and area objects in the process.
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====0.9.9.2====
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Version 0.9.9.1 remained the dominant version for almost a year, finally being replaced in February 2011.  During that time modders had made many requests/demands, and 0.9.9.2's sandbox mode satisfied many, at the expense of breaking almost every line of code written for 0.9.9.1.  One of the biggest additions involved the level generation code being moved from the pascal engine to the Lua scripts, introducing coordinate and area objects in the process.
  
DoomRL 0.9.9.3's changes were more modest, and focused more on additions and expansions than changes.  Customizable monster AI was first added in this version and level manipulation was again improved.  Most exotic and unique items were also re-enabled.  0.9.9.3 also marks the first multi-level mod, Inferno, privately released on IRC during this time period.
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====0.9.9.3====
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Version 0.9.9.3 was more modest in both its delay and the changes it included.  Released in May, it focused more on additions and expansions.  Customizable monster AI was first added in this version and level manipulation was again improved.  Most exotic and unique items were also re-enabled.  0.9.9.3 also marked the start of multi-level mods, although few if any have been released publicly.
  
DoomRL 0.9.9.4 continues the trend of unobtrusive changes.  AI has been expanded and level generation has been reworked once more.  One significant change is the removal of the sandbox in favor of a module system.  Th new system does not require the use of a command line and allows for custom badges, medals, and mortems.
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====0.9.9.4====
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Version 0.9.9.4 continued the trend of unobtrusive changes.  Released in November, AI was expanded, level generation was reworked, and the sandbox itself was removed in favor of a module system.  By this point public content was still sparse, but all of the critical limitations were removed.
  
DoomRL 0.9.9.5 has always been the expected final release date, which will open up total conversions--full DoomRL wad replacements.
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====0.9.9.5====
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DoomRL 0.9.9.5 was meant to be the release when full total conversion support was added, but this was not achieved.  Released in January 2012, most of the changes were related to design changes in DoomRL proper or to create a more consistent syntax.  AIs were expanded, the limit on status effects was increased, and function hooks became organized into a strict hierarchy, filling in many gaps in scope along the way.
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====0.9.9.6====
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Hey, this one isn't out yet!  Just sit tight, we're working hard on it riiight now...

Revision as of 04:12, 15 January 2012

The earliest form of DoomRL modding available, the sandbox, first appeared in version 0.9.9.1 RC1. It started out limited--there were no exotics or above, no math library, and only one level to work with. Early modding was fraught with peril, and largely the domain of reversers and masochists. But the introduction of user generated content has had a lasting impact on DoomRL and the direction DoomRL has since taken.

Contents

0.9.9.1

The original sandbox was released to the beta testers on February 25, 2010 and to the public at large in March. It came with a single example level, a slightly modified Hell's Arena, and no practical documentation. Early levels tended to use Hell's Arena as a base while prospective modders felt their way around the API. It soon became apparent that the currently exposed interface was inadequate; still, by the next release many limitations had been worked around and reasonably interesting mods were appearing.

0.9.9.2

Version 0.9.9.1 remained the dominant version for almost a year, finally being replaced in February 2011. During that time modders had made many requests/demands, and 0.9.9.2's sandbox mode satisfied many, at the expense of breaking almost every line of code written for 0.9.9.1. One of the biggest additions involved the level generation code being moved from the pascal engine to the Lua scripts, introducing coordinate and area objects in the process.

0.9.9.3

Version 0.9.9.3 was more modest in both its delay and the changes it included. Released in May, it focused more on additions and expansions. Customizable monster AI was first added in this version and level manipulation was again improved. Most exotic and unique items were also re-enabled. 0.9.9.3 also marked the start of multi-level mods, although few if any have been released publicly.

0.9.9.4

Version 0.9.9.4 continued the trend of unobtrusive changes. Released in November, AI was expanded, level generation was reworked, and the sandbox itself was removed in favor of a module system. By this point public content was still sparse, but all of the critical limitations were removed.

0.9.9.5

DoomRL 0.9.9.5 was meant to be the release when full total conversion support was added, but this was not achieved. Released in January 2012, most of the changes were related to design changes in DoomRL proper or to create a more consistent syntax. AIs were expanded, the limit on status effects was increased, and function hooks became organized into a strict hierarchy, filling in many gaps in scope along the way.

0.9.9.6

Hey, this one isn't out yet! Just sit tight, we're working hard on it riiight now...

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