Author Topic: Oblige V7 Ongoing Development Discussion Megathread  (Read 19198 times)

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #240 on: December 21, 2016, 05:11:17 PM »
So I'm newish here and I'm not sure if this was discussed earlier, but v7.50 is giving me really weird difficulty curves. Even with monsters set to "easier" or "weak", generated mapsets often have mid/high-tier enemies on the first level, sometimes many of them. The last one I generated had six cacodemons on the first map! Prior to that I got a Revenant on the first level, and the one before that had an Arachnotron as the first enemy around the corner from start.
It is not intentional, and is planned to be fixed.

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #241 on: March 08, 2017, 01:35:36 PM »
I see based on the Sourceforge code commits, I see there is Quake 3 development going on :)

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #242 on: March 08, 2017, 07:31:33 PM »
Yeah, I want to experiment with some stuff without all the limitations of the classic DOOM engine.

leileilol

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #243 on: March 13, 2017, 07:09:14 PM »
Nice. Looking forward to that even though there's barely a monster game for it.  The most BSP compatible monster games are the early Ravens (Elite Force and Jedi Outcast)
Project Leader of etc., a free first person shooter based on etc. licensed under the etc. license

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #244 on: March 14, 2017, 12:24:07 AM »
@leilei, do you know if RTCW changed the map format much?

Nevermind, I had a look and the only difference was the BSP version number and MAX_MAP_MODELS increased from 1024 to 2048.  So that game could possibly be a target (assuming AAS is not required).
« Last Edit: March 15, 2017, 04:50:06 AM by andrewj »

leileilol

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #245 on: March 24, 2017, 05:45:58 PM »
The nice thing about Q3BSP is that you can use polygons directly and skip the whole brush thing (except for making the hull, probably), as well as including fake sector lighting without lightmaps if you wanted :P
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andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #246 on: April 07, 2017, 06:54:55 AM »
I have improved how the sky generator renders mountains.  I should have done this years ago, but better late than never ;)


Dante

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #247 on: April 07, 2017, 08:48:34 AM »
I must say that looks phenomenal, and very much like the mountains of the original Doom.

I just wanted to mention that whenever I have set the steepness setting to 'flat', the outside area boundaries are usually the same height or better as the indoor areas, with even less fold variation that it normally can be. On some maps it does a relatively good job at making some good looking boundaries if the map a primarily outdoor style first, then indoors secondary, if still set to 'flat'. Have you looked into this any?

Also, have you since looked into how boundaries can also host decor like the trees, gore, or etc. like V6?

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #248 on: April 07, 2017, 07:39:03 PM »
Yeah I plan to work on the outdoor borders soon, the current ones are just some place-holder junk.

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #249 on: April 08, 2017, 02:20:53 AM »
A nebula sky:

andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #250 on: April 09, 2017, 04:47:34 AM »
A cool title picture:

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #251 on: April 11, 2017, 05:43:33 PM »
Pretty neat :)

leileilol

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #252 on: April 12, 2017, 06:08:25 PM »
Not bad skies at all! I think it could use a modulating gradient for the clouds to build some horizon effect
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andrewj

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #253 on: April 13, 2017, 06:23:40 PM »
Yeah the clouds do look too simplistic now.

Glaice

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Re: Oblige V7 Ongoing Development Discussion Megathread
« Reply #254 on: April 15, 2017, 12:16:05 PM »
I forgot if I offered up theme specific cages to you, Andrew.