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General Discussion / Re: A dark and spooky modification to Oblige\ObHack
« Last post by andrewj on June 11, 2017, 04:41:26 AM »
Hi crowbars82 :)

I had a look at the gallery, most of the screenshots are very dark on my old CRT monitor and I could barely see anything, so there's not much I can say.  But I am impressed that you as a non-programmer were able to make all those changes, and generate the kind of maps you like.  I wish more people would dive into the code instead of asking for a feature ;D

I also must say that while I really appreciate offers to help, it is not what I want right now.

That is nothing personal! -- I just will not be ready for any kind of collaboration until I am satisfied that OBLIGE's algorithms (etc) are fully developed and actually producing decent maps.
General Discussion / Re: 7.55 test package
« Last post by Glaice on June 10, 2017, 09:33:19 AM »
Yea, you can make a style_list in themes.lua and fine-tune all the elements (found in scripts/defs.lua) to your liking. For example, I use this for the hell theme:

Code: [Select]
    style_list =
      doors = { none=10, few=50, some=30, heaps=3 }
      steepness = { few=20, some=70, heaps=40 }
      big_rooms = { few=30, some=50, heaps=20 }
      ambushes = { few=5, some=25, heaps=60 }
      teleporters = { none=15, few=20, some=60, heaps=10 }
      keys = { none=10, few=20, some=70, heaps=25 }
      liquids = { none=20, few=45, some=25, heaps=20 }
      traps = { few=10, some=30, heaps=75 }
      switches = { none=10, few=50, some=35, heaps=5 }
      cages    = { none=5, few=15, some=65, heaps=10 }
      secrets = { few=65, some=30, heaps=10 }
      caves = { none=70, few=15, some=2 }

The same applies with monster_prefs, which I altered as well..

Code: [Select]
    monster_prefs =
      zombie  = 0.4
      shooter = 0.7
      vile    = 1.3
      imp     = 1.5
      demon   = 1.2
      spectre = 1.2
      skull   = 2.0
      gunner  = 0.85

I have TECH theme have more frequent use of the easier enemies (zombies, imps, demon/spectre, etc) while the mid and high tier enemies show up less often, on top of altering monsters.lua so there's some replacement chance between zombies and demons (IE chaingunner occasionally showing up in group of sergeants, imp showing in group of demons, etc)

Code: [Select]
  shooter =
    id = 9
    r = 20
    h = 56
    level = 1
    prob = 90
    health = 30
    damage = 3.0
    attack = "hitscan"
    replaces = "zombie"
    replace_prob = 15
    density = 1.0
    give = { {weapon="shotty"}, {ammo="shell",count=4} }
    species = "zombie"
    room_size = "any"
    disloyal = true
    trap_factor = 2.0
    infight_damage = 6.1

Stuff like that, alongside making most enemies with the "any" room_size for maximum randomness.
General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by saegiru on June 10, 2017, 08:26:06 AM »
Awesome! Thanks for the response! Much nicer like that. I really do appreciate it.
General Discussion / Re: 7.55 test package
« Last post by flyingdeath on June 10, 2017, 03:12:30 AM »
I have reached hell maps on my wad (I used orig theme). The hell theme seems much stronger than before, feeling more hellish, and less like the same maps with a different skin. This is just an initial impression, and I'm not sure to what extent hell maps are actually that different from the other themes.

Edit: I think it might be down to the fact that caves (with I think more thematic texturing) are used a lot more in hell.
General Discussion / Re: A dark and spooky modification to Oblige\ObHack
« Last post by Demios on June 09, 2017, 05:14:44 PM »
Look's really promising! These screenshots give me a DooM 64 vibe XP with project brutality mod on you'll need to be 100% aware of everything around you hehe specially to spot these ceiling crawling imp bastards XD.Also , if you happen to make your own personal fork in oblige maybe consider this :

Variety is the spice of life ;P! So the more prefabs the better crowbars82!

And finally, Where can I download your version? Would be really interested in trying it tbh. I need a new breath of fresh RNG air! ;P
General Discussion / Re: A dark and spooky modification to Oblige\ObHack
« Last post by flyingdeath on June 09, 2017, 03:23:44 PM »
Sick screen shots, looks terrifying. Its like you combined Deus Ex with the Quake series and turned the dank up to full.
General Discussion / Re: A dark and spooky modification to Oblige\ObHack
« Last post by hetdegon on June 09, 2017, 11:57:16 AM »
Looks pretty good so far, I'd really like to try this out. The more variety in random generation, the better!
General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Glaice on June 09, 2017, 09:33:16 AM »
I increased the "size" to 144 to see if that does anything to alleviate those issues.

Oh and remember the screenshot in the album on the 7.55 test package thread of yours showing Y misalignment of a lower texture? I have seen it happen more often and it has to do with using upper ceiling sinks intersecting with lower sector heights, that and completely misaligned Y axis texture along 1 sided stair walls (but less frequently than the above).

You'll see this more if you use "Heaps" for Steepness, which I use because I love height variation.

Also, what could we do to make the inside/outside (and vice versa) transition with the larger pillar prefab seen in the second attachment? One idea is to raise the floor by 8 units and have a set flat used for it based on theme (shiny for tech, rusty for hell and stone for urban?).

I see the story_gen script files in place but I am not seeing custom stories at the end after level 6/11/19. Is it not finished?

Regardless of these quirks, they don't affect gameplay and are mostly aesthetic in nature (I'm a bit OCD when it comes to obvious Y axis misalignment that's not secret, lol) so keep up the good work!
Bug Reports / Re: Multithreading?
« Last post by andrewj on June 08, 2017, 11:42:55 PM »
I have thought about this, but it would be very difficult to make OBLIGE work in a multi-threaded way.

Firstly, the most time consuming stuff happens in the Lua interpreter, and while the Lua interpreter supports "co-routines" I believe that it does not support Lua code actually running in parallel (on different CPU cores).

The alternative is having two (or more) separate Lua vms, and running them in parallel, each one working in on a different map.  It would be very difficult to set this up, getting each vm to have the correct state (enabling or disabling addons requires OBLIGE to be restarted, for similar reasons).

Apart from Lua stuff, the other time-consuming things are the CSG step (merging all brushes to create the DOOM format map) and the nodes building step.  These can potentially run in parallel with Lua map generating code.

Ultimately I don't think the extra complexity is worth it.
General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by andrewj on June 08, 2017, 11:22:10 PM »
Also I found a minor quirk with the fountain outside prefab: Monsters larger than Demons/Spectres/etc anything with more of a 20 width (Demon is about 30) will be blocked in the smaller area if placed near a building, such as in this screenshot. They could not get out from either side to attack me.

The space required for the fountain could be increased (the "size" value in prefabs/decor/fountain.lua) but then the fountain will be produced a lot less often.

The current code produces larger prefabs more often than in 7.50, partly because of some new shape rules, but mainly because most shape rules with diagonals are disabled -- the diagonals seem to greatly reduce the amount of large rectangles available for large prefabs.  I plan to re-instate some diagonal rules, so I expect large prefabs to be used less in 7.60 than they are now.
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