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General Discussion / Re: Monster control not working?
« Last post by Herculine on February 26, 2017, 06:27:31 PM »
After testing half a dozen Plutonia MAP01s this evening, I'm inclined to believe that this is not really a bug but just an occasional fluke of the randomness. However, I can also confirm that it does actually happen.

Generally with a MAP01 I get mostly the expected mix of zombie soldiers and imps with demons and lost souls, with the occasional cacodemon or hell knight in the key rooms and chaingunners (and the rare revenant) appearing in the ambushes. In one map largely populated by demons and specters I was even impressed that OBLIGE deemed it appropriate to give me a chainsaw in the starting room. :D

But (using the same settings as the rest except for a different texture theme) in one MAP01 out of the six, after I got past the first keyed door and especially after the second, I realized that it was definitely a cacodemon map. The room containing the third key was full of them, with a hell knight thrown in just for fun. I didn't find the encounter unbalanced since I had plenty of shotgun shells to deal with them while luring them into a single file through a doorway, but the fight definitely made me think of this forum post and I thought I should tell the story.

(I'm including the data text from the generated megawad to show the settings I had used.)

So don't be too discouraged TiZ. The cacodemons don't necessarily have a thing just for you. ;D
General Discussion / Re: WadSmoosh
« Last post by andrewj on February 25, 2017, 11:01:20 PM »
Currently there are no prefabs for Doom1 which are lacking in Doom2, so on that front nothing is needed.

So it is mainly the textures used in rooms, where Doom1 has some extra textures that don't appear in Doom2.

There are two things needed to add the Doom1 textures into the Doom2 game definition files:

(1) a new texture needs a material definition, in the DOOM.MATERIALS table in the file games/doom/materials.lua.  You can find the Doom1 materials in the file games/doom/x_doom1.lua in the ULTDOOM.MATERIALS table.  You will need to ignore the "Compatibility" materials though, which are only there to allow prefabs designed for Doom2 to work in Doom1.

(2) the material names are referenced in room themes, which exist in the file games/doom/themes.lua in the DOOM.ROOM_THEMES table.  You add the new textures to the "walls" list in a room theme, along with a number which is a relative probability (higher means more chance of being picked from a room).

Hope that helps.
General Discussion / Re: WadSmoosh
« Last post by Herculine on February 25, 2017, 08:05:05 PM »
I like the premise of WadSmoosh. I once even toyed with the idea of somehow combining all the games myself. But I can't help but think that trying to modify OBLIGE to such a compilation might be more trouble than it's worth. Since we're talking about the ZDoom family of sourceports, if you're just looking to have the Super Shotgun, Megasphere and Doom 2 monsters in Ultimate Doom maybe making a simple mod to add those items might be easier, smaller and compatible with a wider range of mapsets. As for textures, why not just set OBLIGE to generate maps for the desired IWAD?

Mind you, I'm not trying to shoot down your idea. It just seems like it might be a major undertaking to produce maps that, in the end, might be less compatible with other types of mods that also use things like the MAPINFO file.
Bug Reports / Re: Arachnotron Ambush issue
« Last post by Herculine on February 24, 2017, 10:04:56 PM »
Thanks for that info; I actually did not know that. However, I used WhackEd to make the change, which was shown as a 2-digit value in its interface, which then appeared in the actual patch as a 7-digit value, so hopefully WhackEd has done the proper math for me. If it turns out that the Arachnos are too skinny for me to hit with a BFG ball then I guess I'll know something went wrong LOL.
General Discussion / Re: Monster control not working?
« Last post by andrewj on February 24, 2017, 05:16:19 PM »
There are several factors at play :

(1) as said earlier, guarding monsters are chosen with different logic than normal monsters, and that logic may not handle the monster control settings as well as it should.

(2) each "zone" (large section) of a map has a "monster palette", where some monsters are skipped and other monsters are made more likely of occurring.

(3) rooms have a "monster pressure", e.g. some rooms are marked to be quiet-ish and some rooms are marked to be intensive-ish.  But that mainly affects the quantity of the chosen monsters, not their toughness.

(4) if the monster selection in a room may consist entirely of monsters that are supposed to be rare (due to default settings or user settings).  To ensure the quantity quota is met, some of those monsters may be used more than they normally would be.

So I'm not saying there is not a problem, just that it can be difficult to know what exactly has caused the problem, or whether you just got a particularly unlucky roll of the die.
Bug Reports / Re: Arachnotron Ambush issue
« Last post by andrewj on February 24, 2017, 05:04:22 PM »
Yep, that would be a usable work-around.

One thing to be careful about: thing sizes in DehackEd are multiplied by 65536.  Just in case you didn't know that already.
General Discussion / WadSmoosh
« Last post by TiZ on February 24, 2017, 06:32:51 AM »
Hi again, guys. So, I used a nifty tool called WadSmoosh to consolidate all four doom IWADs that I owned into one .pk3 that is usable as an IWAD in G/ZDoom. One particularly big advantage of this is that you can play Ultimate Doom with Doom 2 resources available, from textures to things. Some mods don't play well without Doom 2 resources available. The reverse is also true, for the few textures Ultimate Doom has that Doom 2 doesn't.

So if I wanted to make a module that releases the restrictions on which games can use which resources, allowing Doom 2 monsters to appear in Ultimate Doom and allowing prefabs from either game to be used any time, where would I start?

I'm not especially interested in having the ability to generate a wad for the literal entire Doom saga, because if you generate one for doomu and one for doom2, then load them up together, they work fine without stepping on each other's toes. You can choose what to play at the episode selection screen.
General Discussion / Re: Monster control not working?
« Last post by TiZ on February 24, 2017, 06:24:18 AM »
Hey guys, thanks for chiming in.

I hate Brutal Doom but I am running with modified gameplay with HXRTC Project. I ran the first screenshot in Vanilla. Besides, I prefer gameplay mods that don't throw balance totally out of whack. Like, if it's balanced in Vanilla, it should stay balanced with the mod.

That room in the first screenshot did have a key. The room in the second shot, however, did not. Interesting observation, though.

I think I realized something that might be related to this issue. I usually generate wads for Ultimate Doom because I prefer the episodic format, but when I made some wads for Doom 2, I noticed that there weren't nearly as many Cacos. Is Monster Control busted for Ultimate Doom, maybe? Taking a look through the game defintion .lua files for Ultimate Doom, it does seem like monster preferences get overridden somewhere in the chain.
Bug Reports / Re: Arachnotron Ambush issue
« Last post by Herculine on February 24, 2017, 05:15:24 AM »
Sometimes I feel like I'm a bit slow to catch on. I just realized that I could possibly work around this the same way OBLIGE works with the Spider Mastermind, by reducing the width of them with a simple DeHackEd addition. Judging from the way the Arachnos look when I see them pile up as I described (the sprites don't appear to be actually intersecting with the walls) it should be a minor adjustment that will not otherwise adversely affect them.
Bug Reports / Re: Arachnotron Ambush issue
« Last post by andrewj on February 23, 2017, 07:02:27 PM »
Yeah the code does not know how much space is at a teleporter destination, and so there may not be enough room for the larger monsters (I think only arachnotrons are affected, but maybe mancubi too).
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