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1
General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Glaice on May 28, 2017, 12:22:28 PM »
Have some lowering pedestal edits, use if you want to :)

EDIT: remote6 I forgot to add the taller version, oops!
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by saegiru on May 23, 2017, 07:51:41 PM »
I'm having issues with batch generating maps. I set up a batch to do this:

So I found a 'hackey' workaround - I extracted the addons from their pk3s and added the .lua files to the modules folder directly. Also had to make some minor changes to the .lua of the universal intermission to search for its wads and graphics in the prefabs folder instead of the uidata folder it was pointing to.

So should I assume that the --batch command doesn't support loading addons at all? That's what it seems like - but if there is a cleaner way to do it that would be awesome, but for now this appears to work.

On another note - it would be great to add a feature that can limit the amount of certain items in a map. Something that could for example keep the same logic for adding say, shellboxes - but have an option to limit it to a maximum of 10 spawns of that item in a specific map - or even better, have multiple limit options depending on map size. Main reason for wanting this is that I have some custom items I've created - and currently sometimes Oblige likes to throw an insane number of them into a map, when I would prefer to have a maximum of maybe 5-7 in any total map.
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General Discussion / Re: OBLIGE V7 mods and mod discussion
« Last post by Glaice on May 23, 2017, 12:46:08 PM »
Is there some way to maximize enemy usage in monster closets and traps? Sometimes there's 1-2 in the closets. If so, what file and section of it would I tweak things?
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by saegiru on May 22, 2017, 07:51:39 PM »
I'm having issues with batch generating maps. I set up a batch to do this:

Code: [Select]
@echo off
set DATESTAMP=%DATE:~10,4%%DATE:~4,2%%DATE:~7,2%
 
set TIMESTAMP=%TIME:~0,2%%TIME:~3,2%%TIME:~6,2%
 
set DATEANDTIME=%DATESTAMP%_%TIMESTAMP: =0%

set /p maptype="Map Type - Single, Few, Episode, Full: "
@ECHO ON
Del D:\DOOM\WADS\MAPS\Oblige\OBLIGE%maptype%.WAD
Oblige.exe --batch D:\DOOM\WADS\MAPS\Oblige\OBLIGE%maptype%.WAD --load Oblige%maptype%.txt --log BatchLog.txt
@ECHO OFF

if exist "D:\DOOM\WADS\MAPS\Oblige\OBLIGE%maptype%.WAD" (
echo D:\DOOM\WADS\MAPS\Oblige\OBLIGE%maptype%.WAD successfully created.
@echo on
copy D:\DOOM\WADS\MAPS\Oblige\OBLIGE%maptype%.WAD "E:\GoogleDrive\ObligeBackups\%DATEANDTIME%_OBLIGE%maptype%.WAD"
@echo off
) else (
echo creation failed...
pause
)

if exist "E:\GoogleDrive\ObligeBackups\%DATEANDTIME%_OBLIGE%maptype%.WAD" (
echo E:\GoogleDrive\ObligeBackups\%DATEANDTIME%_%~n1%~x1 copied successfully.
) else (
echo copy failed...
pause
)

Here's one of the config files:

Code: [Select]
-- CONFIG FILE : OBLIGE 7.50
-- OBLIGE Level Maker (C) 2006-2016 Andrew Apted
-- http://oblige.sourceforge.net/

game = doom2
mode = sp
engine = gzdoom
length = single
seed = 0

theme = mostly_tech
size = mixed
outdoors = mixed
caves = mixed

mons = heaps
strength = medium
weapons = normal
items = normal
health = scarce
ammo = normal

---- Modules ----

@EXTARMOR = 1

@UACSURVIVAL = 0

@UDV = 0

@brutal64maps = 0

@brutal_mon_control = 0

Zyberdemon = default
EasyMarine = default
Epic2Alien = default
DarkImp = default
Belphegor = default
EvilMarine = default
D4caco = default
Juggernaut = default

@brutal_starterpack = 0

@brutal_weapon_control = 0

GrenadeLauncher = default
mg42 = default
bfg10k = default
railgun = default
D4GaussCannon = default
D4Machinegun = default

@brutalfriends = 1

@brutality_mon_control = 0

Shadow = default
Trite = default

@brutaltweaks = 1

skygenerator = yes
musicpreset = iwad
iwad = Doom2.wad

@doom_mon_control = 0

Spiderdemon = default
caco = default
gunner = default
skull = default
demon = default
knight = default
vile = default
zombie = default
Cyberdemon = default
ss_nazi = default
baron = default
spectre = default
arach = default
mancubus = default
revenant = default
pain = default
imp = default
shooter = default

@doom_weapon_control = 0

super = default
chain = default
launch = default
bfg = default
plasma = default
shotty = default

@export_map = 0

@extra_settings = 1

start_together = no
pistol_starts = no

@heretic_mon_control = 0

warrior = default
Ironlich = default
Maulotaur = default
sabreclaw = default
gargoyle = default
nitro = default
golem = default
weredragon = default
fire_garg = default
D_Sparil = default
ophidian = default
disciple = default

@heretic_weapon_control = 0

crossbow = default
gauntlets = default
hellstaff = default
claw = default
firemace = default
phoenix = default

@level_control = 1

secrets = some
big_rooms = mixed
teleporters = mixed
doors = mixed
liquids = mixed
windows = rare
traps = mixed
mon_variety = mixed
cages = none
keys = mixed
darkness = mixed
switches = mixed
steepness = mixed

@mini_mastermind = 1

@music_swapper = 1

@nightmare_mon_control = 0

nightmare_spectre = default
nightmare_imp = default

@nightmare_mon_control_brutality = 0

nightmare_trite = default

@nightmare_mons = 0

qty = normal

@quake2_mon_control = 0

Huge_flyer = default
parasite = default
beserker = default
brain = default
enforcer = default
grenader = default
medic = default
guard = default
guard_mg = default
Super_tank = default
tank_cmdr = default
flyer = default
shark = default
tank = default
gladiator = default
maiden = default
mutant = default
icarus = default
guard_sg = default
technician = default

@quake2_weapon_control = 0

rocket = default
rail = default
machine = default
shotty = default
chain = default
ssg = default
bfg = default
hyper = default
grenade = default

@quake_mon_control = 0

grunt = default
fiend = default
Shambler = default
ogre = default
enforcer = default
fish = default
dog = default
knight = default
tarbaby = default
dth_knight = default
Vore = default
scrag = default
zombie = default

@quake_weapon_control = 0

rocket = default
nailgun = default
ssg = default
nailgun2 = default
zapper = default
grenade = default

@sktag_mon_control = 0

cacolant = default
superguy = default
darkimp = default
bldemon = default
abaddon = default
belphegor = default
hectebus = default

@sktag_mons = 0

def_mon = some
def_weap = some

@sktag_weap_control = 0

bfg10k = default
minigun = default
glaunch = default
railgun = default

@sky_generator = 1

@starterpack_monster_control = 0

HeavyMachinegun = default

@starterpack_wolfenstein_control = 0

GermanDog = default
BrutalSS = default
ClassicSS = default

@stealth_mon_control = 0

stealth_demon = default
stealth_baron = default
stealth_zombie = default
stealth_caco = default
stealth_imp = default
stealth_mancubus = default
stealth_arach = default
stealth_revenant = default
stealth_shooter = default
stealth_vile = default
stealth_knight = default
stealth_gunner = default

@stealth_mons = 0

qty = normal

@universal_intermissions = 1

@zdoom_marine_control = 0

marine_bfg = default
marine_chain = default
marine_pistol = default
marine_ssg = default
marine_rail = default
marine_berserk = default
marine_plasma = default
marine_rocket = default
marine_fist = default
marine_saw = default
marine_shotty = default

@zdoom_marines = 0

qty = plenty

-- END --


And technically it works, and will generate a map - but it isn't loading any of my addons. I have a few that I want to load to enable some custom additions. I can't get it to recognize them with the batch, even though if I manually create a map in Oblige GUI - it works fine. Is there a command line argument or something I'm missing in my config file that points to the addons?

The error I get is as follows:

Code: [Select]
~~ Completed Lua initialization ~~

Loading config file: ObligeSingle.txt
Ignoring unknown module: EXTARMOR
Ignoring unknown module: UACSURVIVAL
Ignoring unknown module: UDV
Ignoring unknown module: brutal64maps
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_mon_control
Ignoring unknown module: brutal_starterpack
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutal_weapon_control
Ignoring unknown module: brutalfriends
Ignoring unknown module: brutality_mon_control
Ignoring unknown module: brutality_mon_control
Ignoring unknown module: brutality_mon_control
Ignoring unknown module: brutaltweaks
Ignoring unknown module: brutaltweaks
Ignoring unknown module: brutaltweaks
Ignoring unknown module: brutaltweaks
Ignoring unknown module: nightmare_mon_control
Ignoring unknown module: nightmare_mon_control
Ignoring unknown module: nightmare_mon_control
Ignoring unknown module: nightmare_mon_control_brutality
Ignoring unknown module: nightmare_mon_control_brutality
Ignoring unknown module: nightmare_mons
Ignoring unknown module: nightmare_mons
Ignoring unknown module: starterpack_monster_control
Ignoring unknown module: starterpack_monster_control
Ignoring unknown module: starterpack_wolfenstein_control
Ignoring unknown module: starterpack_wolfenstein_control
Ignoring unknown module: starterpack_wolfenstein_control
Ignoring unknown module: starterpack_wolfenstein_control
Ignoring unknown module: universal_intermissions
DONE.

Any help is appreciated! Thanks!
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Warchild_89 on May 22, 2017, 03:42:52 PM »
Hey there.

It is hard for me to figure out how to add Monsters, I was wondering why it is not possible to add them by giving the program the additional wads like Doombuilder? It searches the wads, finds the decorate lumps and adds the monsters automatically.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Glaice on May 22, 2017, 01:22:18 PM »
https://sourceforge.net/p/oblige/code2/ci/0f7f7d655bbc194796b507f8863e01cfe2495930/tree/games/doom/materials.lua?diff=c169788360455a491c7f5301e2b7f01ef5a3bceb

I'd always figure FLAT20 or FLAT23 would work perfectly with BIGDOOR1, FLAT20 with BIGDOOR2 (mainly since the id software episode 1 doors), FLOOR7_2 for BIGDOOR3, maybe FLOOR0_1 for BIGDOOR4 and CEIL5_2 for BIGDOOR5. Not sure how CEIL5_1 would match BIGDOOR2 through BIGDOOR4 tho. Same went with the STARGR# series and using FLOOR7_2 for it. Not so sure how a marble flat would thematically work with a tech texture.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by caligari87 on May 21, 2017, 03:19:31 PM »
Just a small suggestion if possible: It would be nice if generating a new wad pre-filled the key words from the titlescreen as the filename, so I wouldn't have to call all my generations "oblige-maps" or something and then go back to rename them after inspecting the file. Could the code that generates those names happen between pressing [Build] and popping up the save window?
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Glaice on May 21, 2017, 03:16:30 PM »
https://sourceforge.net/p/oblige/code2/ci/612810b08cb0c4d31bb913fe04c0a516bc95c50b/tree/TODO.txt?diff=d10f0e6306b726109dea75345e945d1da1a75ad5

I like this idea :D With this sort of idea, you'll need some sort of usage of the intermission between X levels and choosing extra music slots.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Tanksy on May 21, 2017, 11:28:21 AM »
Thanks for the answers. Although, I would disagree on the Wolfenstein theme being a gimmick. I've played, and made, wads where Nazis were a running theme. There's also interesting easter eggs inside Wolfenstein 3D itself that point at DOOM and reference UAC. I like the Wolfenstein levels as a nice reference, and the SS Officer enemies can present a challenge. I would mainly like to see this theme come back as it makes fun little breaks from the regular three themes.

I could probably look at how themes are made and do it myself.

Another interesting thing; I generated another double sized "Extreme" map and it gave one single room, the start and exit in the same area, and the rest of the entire grid was that outside terrain.

http://i.imgur.com/LlA4k7r.jpg
Here's a map shot of it.

Not sure if this is caused by me changing the size values, but I found it very interesting to see.

Edit:

More fun:
Door frames missing textures, sometimes there was an invisible solid wall when the door opened. Here's two examples:
http://i.imgur.com/NeErzJX.png
http://i.imgur.com/8sM5gop.png

I've also noticed the wolfenstein-esque ceiling lights here aren't totally connected to the ceiling:
http://i.imgur.com/AOo5bTL.png

At first I thought this was due to the billboarding and mouselook, but I entered the room with mouse-look disabled and there's still a slight gap between the sprite and the ceiling.
10
General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by andrewj on May 20, 2017, 10:22:38 PM »
Also, might it be possible to start adding BOOM specific linedefs for ports that support it? Like switch based teleporters, doors requiring multiple keys or levels utilizing 4 or more keys?
For now I will concentrate on making levels be as vanilla as possible.

Boom stuff is planned, and other source port stuff, but is extra work.  E.g. a single door needed all three keys would be good, but I gotta design the door so the player knows they need all those keys (the current three-key door has three doors in a row and alternates the DOORED etc textures, but is still not 100% satisfactory).
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