Author Topic: Oblige V7 Ongoing Development Discussion Megathread  (Read 20742 times)

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #30 on: November 05, 2015, 09:38:58 PM »
Hello sir. I got few questions.

Can V7 create a Doom Deathmatch maps?
Does V7 support a other games, like Hexen, Heretic and Quake1? :)
V7 cannot make Deathmatch maps, though it is planned -- medium priority.

V7 only supports the DOOM games.  Heretic will be the next supported game (it won't require much work).  Hexen is quite broken and only a low priority for me.  Quake will be nice to support, but there is much needed to get it working again.

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #31 on: November 05, 2015, 09:55:20 PM »
@Dante: having exit rooms match start room is a nice idea, but that cannot be done using borders because you can never guarantee that a start room touches the border.

In the future more ZDoom features will be used.  They are very low priority for me though (I never use ZDoom or derivate ports).

@redrage : I think barred doors should be used sparingly.

Regarding fonts, if you have some nice ones then I certainly consider using them, BUT they must be truly 100% "free" to use (ideally under CC0 or CC-BY license).  That excludes "NC" (non-commerical) and "ND" variants, and I probably can't use "SA" (share-alike) stuff either.

Sound blocking : yeah something is needed.  Though I do kinda hate it when you can "pick off" monsters without any nearby monsters noticing (Quake has better AI for that case).

Gadavre

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #32 on: November 06, 2015, 04:45:54 AM »
I am waiting with great desire for new version  of Oblige!

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #33 on: November 06, 2015, 09:28:50 AM »
I have contacted the author regarding her "You are Loved" font to see what the T&C are with using it in Oblige.

EDIT 12:53 PM: Kimberly is fine with the font being used with the program. :)
« Last Edit: November 06, 2015, 09:54:02 AM by Glaice »

Ota

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #34 on: November 06, 2015, 10:34:38 AM »
In the future more ZDoom features will be used.  They are very low priority for me though (I never use ZDoom or derivate ports).

Although I understand, coloured sectors/lighting for certain areas wouldn't be too bad of an idea, it would make the map a bit more colourful.

That being said, for some reason I would find it epic to have a 'Disco' mode for secret maps where all sectors are assigned a unique, random color value.   :P

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #35 on: November 06, 2015, 03:50:27 PM »
I think that would require it to use Doom in Hexen format for BEHAVIOR and/or SCRIPTS lump usage, correct?

Ota

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #36 on: November 06, 2015, 06:43:45 PM »
Yeah, if I recall correctly, it needs to be in Hexen or UDMF format.

kop9000

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #37 on: November 15, 2015, 02:33:23 PM »
How much better is the new generator oblige version 7? He became very steep than before?

De-M-oN

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #38 on: November 16, 2015, 01:13:24 PM »
Quote
In the future more ZDoom features will be used.  They are very low priority for me though (I never use ZDoom or derivate ports).

Thats pity though. You should really experience what it offers.

I so highly recommend to play for example "Ultimate Torment & Torture".
This was just AWESOME!!!

Here some screenshots:

https://i.ytimg.com/vi/XVIAHEc-Wto/maxresdefault.jpg (awesome arena fight)
https://i.ytimg.com/vi/BtvoVO3YUj0/maxresdefault.jpg (small bossfight and nice effects)
https://i.ytimg.com/vi/Ix_lvaRyoTs/maxresdefault.jpg (Do I have to say more?)
https://i.ytimg.com/vi/RD8PX5DKCnI/maxresdefault.jpg (you have to capture a fortress here)
https://i.ytimg.com/vi/H_TKzVuXPcg/maxresdefault.jpg (sky with raining fireballs which can hurt you if got hit by them)
https://i.ytimg.com/vi/DDZkN1ufENk/maxresdefault.jpg (watch the fire - real fire)

bxn

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #39 on: November 16, 2015, 05:43:02 PM »
I wish UDMF would be used,and zdoom/gzdoom functions such as thing spawn would be utilized for simple, easy traps,that would take up no space,without needing anything to open,or teleport from elsewhere! You walk over a line,or pick something up,and enemies spawn out of nowhere!
Then cacos wouldnt come up the fences anymore. I would dislike sound blocking due to this too.

I like them invading too! makes for good battle!

sounds like Doom needs a better ai ;)

sgt Mark? optimize it further please xD

On the other hand it isnt that stupid to guard the entrance though.

They just should stop to infight and shoot against each other xD

So true! I would not mind smarter enemies,that would move fast,take cover, work in small combat units,and even throw grenades at you. I wish they threw grenades more often in project brutality. Also wish you would pickup grenades more often from dead enemies in that. 

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #40 on: November 29, 2015, 12:40:19 AM »
Is Organics a brand new addition or is it something else renamed?

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #41 on: November 29, 2015, 01:59:12 AM »
"Organics" are rooms grown randomly, the opposite of pre-made room shapes.

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #42 on: December 06, 2015, 03:11:34 PM »
Here is some images, complete with credits, sources and in a WAD file for convenience for the titlegen if you want more images. Check the text file for detailed information.

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #43 on: December 07, 2015, 01:48:32 AM »
Here is some images, complete with credits, sources and in a WAD file for convenience for the titlegen if you want more images. Check the text file for detailed information.
Thanks!  Will have a look soon.

You can try them yourself too -- convert them to TGA format and place them in the data/titles folder, and they should be found automatically.

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #44 on: December 07, 2015, 09:39:30 AM »
So I don't need to muck with any LUA to test this? That's even better to hear.