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91
General Discussion / Re: Final questions
« Last post by andrewj on October 07, 2017, 02:50:24 AM »
If you want to prevent certain textures and flats being used, best way is to edit the material definitions in games/doom/materials.lua

For example, there is this entry:
Code: [Select]
COMPBLUE = { t="COMPBLUE", f="FLAT14" }
Keep the first COMPBLUE name intact, but change the t="COMPBLUE" to t="STARTAN3" or whatever you want.

There may be other places where t="COMPBLUE" is used, for example:
Code: [Select]
CEIL4_1  = { f="CEIL4_1", t="COMPBLUE" }and they should be changed too.

Note that Doom 1 / Ultimate Doom has its own material definitions in x_doom1.lua, and similar for TNT and Plutonia.

As for the stairs, I dunno what the issue is.
92
General Discussion / Re: Final questions
« Last post by miketheratguy on October 06, 2017, 04:03:13 PM »
For #1, you open up themes.lua in games/doom subdirectory, find the specific flats or textures and either lower probability or remove said line altogether.

On #2, I believe that relies on altering rules.lua in the /scripts subdirectory just be upping the prob chance.

I'm certain Andrew can give you a more detailed response than mine here.

I appreciate the answers but that's what's so frustrating, that's exactly what I did. For example I did a search for the "Shawn" texture, which I absolutely hate, in the themes lua. I believe it only came up once or twice but I changed every instance I could find to zero probability, and kept seeing the texture anyway. Then today I removed the line altogether and it still comes up. I must be doing something seriously wrong or something.

The curved / winding stairs are less of an issue, but it still bugs me. Upping the probability in the luas described didn't change anything except (possibly) sprinkling more straight stairs throughout the maps and oddly putting doors "inside" walls at curved angles. It's weird. I completely believe that you guys know what you're doing, I just don't understand why the instructions aren't yielding the desired effect. The problem's surely on my end, I'm just completely stuck as to what it actually is.
93
General Discussion / Re: Final questions
« Last post by Glaice on October 06, 2017, 03:53:52 PM »
For #1, you open up themes.lua in games/doom subdirectory, find the specific flats or textures and either lower probability or remove said line altogether.

On #2, I believe that relies on altering rules.lua in the /scripts subdirectory just be upping the prob chance.

I'm certain Andrew can give you a more detailed response than mine here.
94
General Discussion / Final questions
« Last post by miketheratguy on October 06, 2017, 10:53:18 AM »
First, I apologize for creating another question thread. I've been playing with OBLIGE settings and ran into two niggling old issues that I was never quite able to sort. With the final version of the program having been released I figure that this is as good a time as any to see if I can't get them nailed down for good, and have put them in a single thread to try to keep things a bit neater. Here goes.

1. Can I prevent OBLIGE from using certain textures? I asked this last year when I encountered an overabundance of textures I didn't like, and Glaice responded with advice to set the texture probability to zero in the "themes" lua (original conversation here: http://oblige.sourceforge.net/forum/index.php?topic=441.msg4341#msg4341). I remember trying this, to no effect, and just kind of putting it off for later. I was never able to get the problem resolved. Nothing I've done, whether changing the probability to zero, removing the line from the lua entirely, changing lines in games/doom/x_doom1 lua, or even messing with files in Doom itself has made any difference. I've isolated every single texture I never want to see again, learned their names, and tried everything I can think of to make them disappear for good. Nothing has worked.

The textures, in case it's of any difference: Shawn2, Compblue, T14_3, Floor1_1, Ceil4_2, Ceil 4_3, Flat14, and Flat23. Basically, all generic, simple, undetailed silver / metal surfaces and all the ugly solid blue (or "computer blue") textures.


2. How can I increase the chance of curved stairs - in particular "deep" stairs / stairwells that go straight (or even twist) down into entirely different rooms? This is another one that was answered before (here: http://oblige.sourceforge.net/forum/index.php?topic=544.msg5008#msg5008) and for that reason I apologize for asking again. Like question 1, it isn't that I ignored the instructions, it's that I'm not seeing results. In this particular case I followed two pieces of advice to both increase the curve1 setting in the joiner lua (to the number 500) as well as the second piece of advice to increase the sprout joiner L setting in the rules lua (to 5,000). I think I'm seeing more straight stairs (could be placebo effect) but I'm not seeing a difference in the very low amount of curved stairs. The only thing I'm seeing is, oddly, key doors that are set into walls at a crooked angle, which I assume is the result of these tweaks.

Basically, I guess I'm just trying to say that I've attempted to change the behavior of OBLIGE in these two specific ways but following the advice I was given before didn't seem to help. I don't know if this is because I'm now using 7.666 (maybe something changed in between) or perhaps there's some other, possibly obvious thing that I should also be doing. Again, I apologize for asking these questions a second time but trust me, I'm only doing so because repeated attempts to fix the problems myself have ended in failure.
95
General Discussion / Re: Disable monster teleports?
« Last post by miketheratguy on October 04, 2017, 07:04:53 AM »
Thanks as always Andrew!
96
General Discussion / Re: Disable monster teleports?
« Last post by andrewj on October 04, 2017, 01:33:58 AM »
I think I increased the monster teleports in the latest (last) version, they were a little rare in the previous version (for my taste).

Teleport-in monsters cannot be controlled by any setting (apart from disabling all traps).  You can edit the file scripts/layout.lua, search for the teleport_dice function, and set the numbers in there to zero.

Code: [Select]
  local function teleport_dice(R, is_same)
    -- chance of using teleporting-in monsters
    local prob

    if is_same and not R.is_cave then
      prob = style_sel("traps", 0,  2, 10, 20)
    else
      prob = style_sel("traps", 0,  8, 25, 50)
    end

    return rand.odds(prob)
  end
97
General Discussion / Re: Version 7.666 Released!
« Last post by andrewj on October 04, 2017, 01:28:47 AM »
Cheers mike, I'm glad you enjoyed what OBLIGE can do.
98
General Discussion / Disable monster teleports?
« Last post by miketheratguy on October 03, 2017, 09:34:04 PM »
I don't know if it's just me but it seems that in the last couple of releases there are a lot of monster teleport ambushes whereas I don't recall any happening at all in earlier versions. My guess is that this is a relatively new feature related to the "traps" setting though I haven't yet had much chance to test this.

I enjoy the monster closet traps that are triggered by item pickups and whatnot but I've never been a fan of the game magically spawning enemies out of thin air as I walk through a room. My question is, can the the monster teleporting be completely disabled while still retaining the standard monster closet traps?
99
General Discussion / Re: Version 7.666 Released!
« Last post by miketheratguy on October 03, 2017, 07:56:30 PM »
I've been so focused on real life stuff that I haven't played around with OBLIGE, or Doom for that matter, in several months. I decided to get back to it today and thought that I'd check here first to see if there's been any news. I'm thrilled to learn of yet another new version of the program. What we had last time was already great, but now hallways are back in too? This might be the best version yet! Can't wait to play.

On the other hand, of course, I'm sad to see that this is the end - at least from an official standpoint. I somehow only learned of OBLIGE a little over one year ago, pretty much one exact year before the final version was released this July. Once I did, I threw myself into it. I couldn't believe that I'd never happened upon it before. It provided me with, by far, the most fun that I'd had playing Doom in literally 20 years, since I first played it in 1996. The idea of an endless map generator - and one that was not only good but also customizable - was almost overwhelming to me. That first weekend of rediscovering Doom through OBLIGE was a really, really happy moment during a time when I had some serious clouds hanging over my life.

I guess I just wanted to say thank you. It's hard to imagine that I only just stumbled into this one year ago and just like that it's done, but you've been working on the program for so long that it definitely shows, and your retirement is well-earned. Thank you so much for providing so many people with countless hours of entertainment.
100
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by Demios on September 28, 2017, 07:41:04 PM »
Awesome Crowbar! Keep up the good fight XP! Also, thanks for trying my ideas. Finally,related to the grenade issue , you're actually right, they don't really drop that often ^^'. Come to think about it I usually start using them when im maxed out on them, then my greed start acting up so I throw some to get more... XD and when we talk about more explosions well...

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