Author Topic: Oblige V7 Ongoing Development Discussion Megathread  (Read 25081 times)

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #315 on: June 17, 2017, 02:05:14 AM »
I double checked and yes, both have special 1 on them and in the dozen+ maps I haven't seen a single blinking fixture. I have no idea why, the code I used is correct.
It seems to be a limitation of the prefab system, as sector specials get attached to a floor brush, but here there is no floor brush as the flat is "_NOTHING".

The only workaround I can think of is to set the sector special to 987 ("Light Brush") and set the tag number to 1 (which becomes the special for the light brush).

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #316 on: June 18, 2017, 07:02:38 PM »
Have some title screen words for the "A" lexicon, use what you want :)

Code: [Select]
    lexicon =
    {
      a =
      {
        Dark = 20
        Menacing = 20
        Cold = 10
        Fiery = 10
        Blazing = 15
        Savage = 30
        Deathly = 20
        Strange = 10
        Burning = 10
        Frozen  = 10

        Evil = 50
        Monstrous = 15
        Sinful  = 15
        Demonic = 15
        Infested = 10
        Doomed = 10
        Malicious = 10
        Forsaken = 10
        Filthy   = 5

        Morbid = 20
        Lonely = 10
        Weird = 10
        Endless = 20
        Infinite = 10
        Gory = 10
        Visceral = 15
        Corrupt = 15
        Wicked  = 10
        Vile    = 5

        Fatal = 10
        Lost  = 10
        Fetid = 5
        Foul  = 5
        Cursed = 10
        Haunted = 10
        Cruel = 10

        Hallowed = 10
        Unholy = 10
        Profane = 15
        Tortured = 10
        Forgotten = 10
        Abandoned = 10
        Ghoulish  = 10

        Hidden = 10
        Wretched = 15
        Nefarious = 15
        Extreme = 10
        Wrecked = 10
      }

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #317 on: June 25, 2017, 11:09:21 AM »
Speaking of the built-in glBSPX inside the program, might there be an option to build the REJECT lump instead of just applying a zeroed one most of the time? It shouldn't take very long to build it considering ZenNode builds REJECT pretty quickly as well.

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #318 on: June 25, 2017, 10:03:12 PM »
Speaking of the built-in glBSPX inside the program, might there be an option to build the REJECT lump instead of just applying a zeroed one most of the time?
It is not worth building REJECT lumps these days (imho).

See this DW post:
https://www.doomworld.com/forum/topic/72252-self-referencing-sector-question/#comment-1358038

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #319 on: June 25, 2017, 10:56:34 PM »
Must be more of an OCD thing for me then. I'm used to seeing a non-zero built REJECT lump in my maps.

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #320 on: June 26, 2017, 01:08:56 AM »
The REJECT made by glBSP is not an empty lump, it is a valid reject lump, and does actually mark separated groups of contiguous sectors (like when teleporters are used, and also the monster depots) as not being able to see each other.

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #321 on: June 26, 2017, 02:53:01 PM »
Yea, I do occasionally do see some levels with some sort of REJECT built in it.

And speaking of clearing some of the engine choices, you should remove Skulltag, Odamex and Legacy.
« Last Edit: June 26, 2017, 03:14:54 PM by Glaice »