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21
General Discussion / Re: Best way for less expansive rooms?
« Last post by Glaice on November 28, 2017, 10:00:30 PM »
I think you're best making a new thread instead of posting about it in here. But yes, those are just probability numbers (0-100 I think?)
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General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Abashi76 on November 28, 2017, 12:28:36 PM »
I'm pretty certain almost none of those requests I have capability to do.

There was an unfinished text in a script suggesting that he is going to make another version. I forgot what it was, i think it has something to do with outdoor scenery.

PS : It shouldn't be that hard to make a random map generator that not only looks like the way id did, but even better. All versions of oblige always randomly create more than one version of the same type of room. So it should be possible to program it to make better and more classical rooms.
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General Discussion / Re: Getting more themes
« Last post by Abashi76 on November 28, 2017, 12:27:26 PM »
Wanted to check back on this topic.

Have people made new themes at all? Is there a place to download them?

Thanks!

I think the program has a limit, so wouldn't you have to replace text in the script? You can just change textures yourself with themes.lua.
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General Discussion / Re: Best way for less expansive rooms?
« Last post by Abashi76 on November 28, 2017, 12:15:51 PM »
Yes, the shapes.lua file contain rules for growing rooms.

Rooms begin as a basic shape, such as a 3x3 rectangle in the "ROOT_1" rule.  Then rooms are grown by applying other rules, such as "GROW_2" which adds a small 2x1 rectangle onto an existing area.

Rules with stairs in them contain the word "STAIR" in their name, and rules with liquids areas contain the word "LIQUID", and rules for hallways begin with "HALL".

Doesn't look like i can change very much. How would you change room shapes? I would like it if it made more flat smaller rooms. Also, is it possible to make stairways larger?

Does increasing the numbers adjacent to the letter "x" make the caves bigger?

How could i change teleporter pad textures so it doesn't use that lousy Redwall texture? I would like it to use Metal instead but i typed it in and nothing changed.

Quote
elseif R.is_outdoor then
    prob = style_sel("big_rooms", 0, 10, 20, 50)
  else
    prob = style_sel("big_rooms", 0, 20, 40, 80)
  end

In Blue : > Does changing these numbers increase the chance or decrease the chance of large outdoor or indoor rooms? For example ; if i switched the two sets of numbers would that make large outdoor rooms more likely and large indoor rooms less likely?
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General Discussion / Re: Best way for less expansive rooms?
« Last post by andrewj on November 27, 2017, 11:30:02 PM »
Yes, the shapes.lua file contain rules for growing rooms.

Rooms begin as a basic shape, such as a 3x3 rectangle in the "ROOT_1" rule.  Then rooms are grown by applying other rules, such as "GROW_2" which adds a small 2x1 rectangle onto an existing area.

Rules with stairs in them contain the word "STAIR" in their name, and rules with liquids areas contain the word "LIQUID", and rules for hallways begin with "HALL".
26
General Discussion / Re: Best way for less expansive rooms?
« Last post by Abashi76 on November 27, 2017, 05:37:43 PM »
Is there a way to change room shapes? I would like to change the rooms that are oddly shaped. Some rooms are already good, usually the smaller ones.

What does shapes.lua do? Is that how you change architecture style?
27
General Discussion / Re: Getting more themes
« Last post by foul_owl on November 17, 2017, 02:44:58 AM »
Wanted to check back on this topic.

Have people made new themes at all? Is there a place to download them?

Thanks!
28
General Discussion / Re: Share your OBLIGE WADs here!
« Last post by Abashi76 on November 16, 2017, 02:38:54 PM »
http://www.mediafire.com/file/f8z90gx2945eb4x/759-101617.zip

Game: Doom 2
Port: (G)ZDoom / Zandronum
Type: Single player
Version: 7.59, heavily altered LUA and prefab edits
Texture use: Vanilla Doom 2, no custom textures except skies
Seed: 1367981034
Difficulty: Medium-high to high
Map size: Varies, mostly regular
Maps: All
Theme: Jumbled up

Notes: Pistol start enabled, high amount of darker outdoors areas, music completely mixed up so using a WAD that replaces all music is recommended. Complex Doom, Brutal Doom or Project Brutality is not advised due to the difficulty but the slight increase in health may help.

Code: [Select]
---- Game Settings ----

game = doom2
engine = gzdoom
length = game
theme = jumble

---- Architecture ----

size = mixed
outdoors = mixed
caves = mixed
liquids = mixed
hallways = mixed
teleporters = mixed
steepness = mixed

---- Monsters ----

mons = heaps
strength = medium
ramp_up = medium
bosses = medium
traps = mixed
cages = mixed

---- Pickups ----

health = bit_more
ammo = normal
weapons = normal
items = more
secrets = mixed

---- Other Modules ----

@doom_mon_control = 0

@doom_weapon_control = 0

@export_map = 0

@misc = 1
  pistol_starts = yes
  alt_starts = no
  big_rooms = mixed
  parks = some
  windows = mixed
  symmetry = mixed
  darkness = heaps
  mon_variety = heaps
  barrels = mixed
  doors = mixed
  keys = mixed
  switches = mixed

@music_swapper = 1

@sky_generator = 1

@small_spiderdemon = 1

@stealth_mons = 0

@zdoom_marines = 0

Using the above settings will give slightly different results due to edits to multiple core LUA files (themes.lua, monsters.lua, pickups.lua, weapons.lua, layout.lua, level.lua, room.lua, rules.lua, defs.lua and naming.lua) and prefab alterations.

I'm going to try it now ...

You know what? You probably should delete the Oblige wall textures before uploading because they only replace cement textures that look much better as wall pictures than those shitty oblige ones.

EDIT : My OBLIGE WADS

http://www.mediafire.com/file/ujk25w012lu3vv7/CREDIT_TO.txt
http://www.mediafire.com/file/216s3yy11bqyq32/UltimateOblige1.wad
http://www.mediafire.com/file/y6i3u3kuqss1qs5/UltimateOblige2.wad

I suggest #1 over #2. I hope i don't find anymore problems, such as missing textures or the wrong enemies on the wrong episode. You will have to download them against since 11/26/17 & 11/30/17 because i made a mistake for two maps. You will also need to download since 11/30 just the one for Doom 1 since i added rooms and decorations missing from version 7.70.

Since Oblige has given me inspiration, i'll start making my own maps in December. Every time i tried before i failed because i was either too lazy or i get sick of my maps because of my psychology that built them.
29
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Glaice on November 14, 2017, 10:02:20 PM »
I'm pretty certain almost none of those requests I have capability to do.
30
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Abashi76 on November 14, 2017, 12:58:46 PM »
I don't think he's working on OBLIGE anymore.

Did he tell you?

Can you?

Are there any script changes that can make it better for my preferences?
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