Recent Posts

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General Discussion / Re: Monster control not working?
« Last post by Demios on February 14, 2017, 03:47:41 PM »
Indeed mr Glaice , thats what the (You could) part is for! Could isn't must ;)
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General Discussion / Re: Monster control not working?
« Last post by Glaice on February 14, 2017, 03:10:43 PM »
Demios, not everyone will want altered gameplay or play Brutal Doom.
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General Discussion / Re: Monster control not working?
« Last post by Demios on February 14, 2017, 09:46:31 AM »
Meanwhile , you could play with brutal doom, one can 1 shot cacodemons with the double barrel if close enough, also the faster gameplay will actually help you not getting bored to tears in the later maps when it get more in the veins of: open a door stay behind said door and splat the 30-40 demons the other side of said door in a rince and repeat pattern... OR when the rng is especially meanie and spam you with 1-2 cyber demon/mastermind per maps. just don't put a jump key and you wont be able to cheat.
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General Discussion / Re: Monster control not working?
« Last post by TiZ on February 14, 2017, 09:21:57 AM »
This should probably be moved to bug reports; I'm growing more certain this is some sort of bug now and not user error.

Can someone chime in with some hypothesizing or postulating, maybe? Because I just encountered this on E4M1. Map ONE! This is nearly unwinnable with the resources the map provides me. And this is after I hacked the monster definitions to lower cacos' probability to 20 and density to 0.4, since it seemed like monster control wasn't working. Now it seems like the probability and density mechanisms themselves aren't working. I'm sick of cacos, can someone shed some light on this, please?

Attachments don't seem to be working; imgur link: http://imgur.com/VGZwguO
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General Discussion / Re: Share your OBLIGE WADs here!
« Last post by Glaice on February 09, 2017, 08:32:35 PM »
Isn't the point to find out yourself with Oblige maps?
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General Discussion / Re: Share your OBLIGE WADs here!
« Last post by doomaniac6464 on February 09, 2017, 05:43:10 PM »
Screenshots please
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General Discussion / Monster control not working?
« Last post by TiZ on February 09, 2017, 10:29:47 AM »
Okay, so... one thing I noticed about Oblige 7 is that it seems to have a huge boner for Cacodemons, especially putting huge groups of them in one place. So I thought, "No problem. I'll lessen the frequency of Cacodemons in monster control and that should help." It didn't seem to change anything when I set it to Less, so I then set it to Scarce, and things seemed okay until I ran into this pleasant little room in E1M3. I initially thought that HXRTC Project was doing something crazy, so I ran the wad in regular Doom to get this screenshot just to be sure.

What gives with this? I'm not sure if I can beat this room without cheating, especially not in HXRTC which makes Cacos generally much stronger. :c Am I misunderstanding what the monster control option does, or is it just not working? I also have the general monsters setting set to More. Does that cause groups to be bigger rather than creating more groups?
98
General Discussion / Re: What needs to be done for Heretic support?
« Last post by TiZ on February 09, 2017, 10:22:16 AM »
What all needs to be done to get Heretic working in OBLIGE?
Main three things:

(1) ensure all the game definitions (in games/heretic folder) are up-to-date.  They are probably close to being usable, but will need double checking.

(2) make prefabs for Heretic.  All the current ones target DOOM, and use DOOM textures, flats, things and line specials.  Hence we need a basic set of prefabs which use Heretic textures (etc).  This will be the most time-consuming job.

(3) make titlepic generator work for Heretic, such as the new format for TITLEPIC lump, and color ranges in the Heretic palette.

Thanks for the info. This might be a nice side project at some point, but I recently discovered HXRTC Project and that in combination with what Oblige can do now has got my roguelite itch hella scratched. :)
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General Discussion / Re: Just how exactly does the generator work?
« Last post by Shrinker on February 08, 2017, 10:23:51 AM »
It's just Haskell at the moment.
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General Discussion / Re: Just how exactly does the generator work?
« Last post by Glaice on February 08, 2017, 10:09:29 AM »
Is it purely Haskell or in multiple languages (IE like Oblige) ?
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