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General Discussion / Re: 7.55 Edit by Glaice
« Last post by Glaice on June 23, 2017, 10:58:25 PM »
You're not using something like Complex Doom or Brutal Doom, are you Herculine? If you are, you're going to get absolutely destroyed without doing some tweaking of the monsters.lua in /games/doom subdirectory, or having fantastic skills and the RNG luck having enough cover in the rooms.

See if this edit works better for you, I've upped the level probs for the chaingunners and tweaked a few others.
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General Discussion / Re: 7.55 Edit by Glaice
« Last post by andrewj on June 23, 2017, 10:29:53 PM »
However, while attempting to generate a full-game wad for Doom II, I had to try several different settings and seeds before I could come up with a wad that had a Map01 that wasn't so full of Chaingunners that I would rage-quit after repeatedly dying only half-way through the map.
In the code, chaingunners are given a "level" value of "3", which is designed so that they do not appear on the first map (under default settings).

I just tested the current code, which is the same as 7.55 in terms of monster selection, building four game length wads with *default* settings.  The chaingunner first appears as a normal (non-boss) monster on: MAP04, MAP02, MAP05, MAP05.

I tested another four maps using the "epi" setting for RampUp, like in the config you posted.  Naturally the episodic setting is ramping up quicker than over a full game. The chaingunners first appears as a normal (non-boss) monster on: MAP02, MAP02, MAP03, MAP02.

My take-away is that the code is working as expected, and chaingunners are not being used as normal (non-boss) monsters on the first map.

I can't explain the maps you got though, all I can say is that OBLIGE is designed so that with default settings the chaingunner should never appear in MAP01, except as a end-of-level or guard-a-key boss (and then only alone or as a pair).
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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by miketheratguy on June 23, 2017, 03:15:13 PM »
It turns out that I HAVE used Slade 3 before. I didn't like it, lol. It doesn't seem particularly intuitive for a super noob like me. I don't know how to interpret all of the different options or find the simple commands that I need. Doom Builder makes it look easy!

But I'm not tossing Slade 3 yet, I'm actually only just starting to get near the end of checking back through the old levels I generated last year and marking all the ones I want to keep. I won't use both programs at once nor save anything in the program files, both of which seem like bad ideas even without the explanation. It's awesome to know that I can make a wad that's 100 maps deep but the more I think about it the more impractical that sounds so I'll probably just make collections of 20-30 maps apiece, thereabouts. One thing I wondered: Is there any way to set a wad (temporarily or permanently, whether through ZDL or the wad itself) to offer up the maps in random order?

Aside from this the problem I'm currently having is playing Doom levels within Doom II again. I sorted the texture fix a few posts ago but now it seems that the problem has returned without me changing anything. Oh well, one thing at a time I guess.
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General Discussion / Re: 7.55 Edit by Glaice
« Last post by Herculine on June 23, 2017, 01:32:26 PM »
In my previous post I mainly commented on aesthetics and level layout (which I'm still loving) but I did not say much about the overall difficulty of generated maps because I was still experimenting with those settings.

To be clear, I don't enjoy maps that are not challenging. I do enjoy maps that force me to actually use strategies like taking cover and conserving ammo and powerups, and this build has provided those kinds of challenges. However, while attempting to generate a full-game wad for Doom II, I had to try several different settings and seeds before I could come up with a wad that had a Map01 that wasn't so full of Chaingunners that I would rage-quit after repeatedly dying only half-way through the map. Chaingunner mobs would be fine on the next map or so, maybe after more weapons have been picked up, but they just feel a bit unfair on Map01, especially when they are in teleporter ambushes. I'm not saying there should be none at all of these guys on the first map mind you, just that they could be thinned out a bit at least until the next map or Map03. I realize I could use the monster control to make them much more scarce, but as I said I don't mind them as a challenge later on and don't want to totally eliminate them from later maps, just Map01. Aside from that, I'm still really liking what I'm seeing in this build. Great work.

Just for the sake of thoroughness, I'm attaching the config settings that produced the set of maps I'm playing now.
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General Discussion / Generating special and boss levels
« Last post by Simon-v on June 23, 2017, 12:56:35 AM »
Good day to all¸

I tend to find the boss levels included in Oblige repetitive. More variation would be welcome, but it's a lot of work to be done, for too little gain. Instead, i envisioned abandoning pre-built boss levels altogether, and having special, secret and boss levels generated by a normal, but slightly modified set of rules.

Example 1: Map 30

Use the normal generation algorithm. Use the "crazy" monster toughness setting. Assign higher weights to outdoor areas. Optionally, add a monster spawner somewhere on the level and monster teleport spots all over the place. Have the level end by a crusher switch. Result: Map 30 is fun to play, and is quite obviously the end-game.

Example 2: Secret maps 31/32

Use the normal generation algorithm. Use a higher monster count setting than normal (optionally, lock it to "nuts"). Use a higher monster strength setting than normal. Spawn a BFG9000 right in the starting room. Result: Maps that play very close to Plutonia's.

Example 3: Map 07

Use the normal generation algorithm. Force map size to "small". Use mancubi exclusively in the first half of the map. Use arachnotrons exclusively in the second half of the map. Result: Basically, a dead simple Dead Simple.


My question, therefore, is as follows:

I haven't had the opportunity to study Oblige's scripts yet. What changes need to be introduced to them to have the described effect? Where do i need to look? In other words, where would the "if map_number == 30 then ..." go?
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General Discussion / Re: 7.55 Edit by Glaice
« Last post by Glaice on June 22, 2017, 02:21:20 PM »
Another hotfix here, used wrong flat for one of the hell item alcoves. Place in prefabs/item subdirectory.
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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by Herculine on June 22, 2017, 04:23:46 AM »
@miketheratguy

And still another word of wisdom when using Slade 3: if you're using Windows, don't keep any of your works-in-progress in "Program Files" or "Program Files (x86)". I recently had a perplexing issue regarding this and posted about it over at the DRD Team forums thinking that there was something wrong with the source ports. Fortunately they were eventually able to figure out what was wrong, and now I don't keep any of my Doom stuff in those folders. Rather than repeat the whole long story here, I'll just give you a link and you can see how it all went...

https://forum.drdteam.org/viewtopic.php?t=7466

That issue was discovered while working with a custom MAPINFO lump, and I'll gladly discuss MAPINFO later when you feel ready to get into it (which you likely will if you decide to make WADs with more than the default 30+2 maps).
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General Discussion / Re: 7.55 test package
« Last post by Glaice on June 22, 2017, 12:42:08 AM »
Thanks for the reply, Andrew. I love having brutal traps and ambushes :)

Edit: Does changing 250 to something lower or higher (guessing its 1-256?) would lessen the harshness? (or whatever it was to alter "want" parameter) Found out lowering 250 makes the traps harsher without being loaded to the brim.
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General Discussion / Re: 7.55 test package
« Last post by andrewj on June 21, 2017, 07:14:41 PM »
I've a question, is it possible to use the teleport ambush/monster closet space more efficiently
Code file: script/monsters.lua
Function: fill_cage_area()
Line: local want = total * qty / 250 + f * f

You can try setting the want value to simply be same as total:
Code: [Select]
local want = total
That will fill all traps, cages and monster depots as full as possible.

To only affect traps, it will need to be keep that line the same and add another line, something like:
Code: [Select]
local want = total * qty / 250 + f * f
if what == "trap" then want = total end

I don't think it is possible to only affect monster depots and not all traps -- they are currently considered the same thing in the code.
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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by Glaice on June 21, 2017, 05:18:34 PM »
Another word of wisdom: Don't edit a WAD in SLADE 3 while the same WAD is open in Doom Builder.
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