Author Topic: OBLIGE 7.50 released!  (Read 2888 times)

Glaice

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Re: OBLIGE 7.50 released!
« Reply #45 on: November 01, 2016, 04:32:17 PM »
LUA suggestion if possible: Allow tables to be used where a string would be (IE prefab_remap) like this:

Code: [Select]
    prefab_remap =
    {
      SW1COMP  = { SW1PANEL=100, SW1BRIK=50, SW1CMT=50, SW1MOD1=50, SW1STON1=50, SW1WOOD=50, SW1VINE=50, SW1GRAY=50, SW1STON6=50 }
      SILVER3  = { WOODGARG=50, WOODMET2=50, WOOD10=50, WOOD4=50, BIGDOOR7=50, BIGDOOR2=50, BIGDOOR3=50, BIGDOOR4=50, PANBLACK=50, PANBLUE=50, PANRED=50, PANEL5=50 }
      BIGDOOR4 = { BIGDOOR2=50, BIGDOOR3=50, BIGDOOR4=50, BIGDOOR7=20, WOODMET2=20, BIGDOOR5=20 }
    }

NES4ever

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Re: OBLIGE 7.50 released!
« Reply #46 on: November 08, 2016, 11:07:53 PM »
Thanks for the Newer Version of it, i really like it.  :)

andrewj

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Re: OBLIGE 7.50 released!
« Reply #47 on: November 09, 2016, 03:41:39 AM »
Thanks for the Newer Version of it, i really like it.  :)
Cheers :D

Herculine

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Re: OBLIGE 7.50 released!
« Reply #48 on: January 05, 2017, 06:09:49 PM »
On the main page you say: "The goal is to produce high quality levels which are fun to play." Well, I feel obliged to say that you are not only in the ballpark of fully achieving that goal, but you're running the bases toward a home run. This has come such a long way from version 0.81, and I look forward to seeing where you take this from here. Excellent work! And of course, thank you for sharing it with us.

andrewj

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Re: OBLIGE 7.50 released!
« Reply #49 on: January 05, 2017, 11:53:28 PM »
Thanks Herculine, I'm just glad that some people have gotten enjoyment from my humble experiments in map generation.

Jigstraw

  • Posts: 1
Re: OBLIGE 7.50 released!
« Reply #50 on: January 29, 2017, 02:23:41 PM »
I love how drastic the differences between the previous and current versions of oblige are, and think it's heading in an excellent direction. I just hope you bring hallways back in soon. Full 3D support was neat, but isn't really necessary for the maps to be fun. My biggest question is why do the maps take so much longer to generate now? I generate full megawads, and on the old version it would take about 60-90 seconds, maybe a few minutes for Extreme maps. Now it can take as much as 10-15 minutes, upwards of 25 for extreme maps. I also notice it uses very little processing power, even if you have a strong CPU. It's not a HUGE problem, since once you have one wad generated, you can generate a replacement while you're playing the first one (I self-impose perma-death and find myself generating new wads often) but I'm curious as to why it takes so much longer.

Another thing I miss from the previous version is pre-built maps, such as the dead simple inspired arenas, those always felt important to me since I typically play with map size set to episodic and they helped provide a means of evaluating your progress in a run so far. (I play with the Doom Rogue-Like Arsenal and/or Doom RPG mods) They were also just nice in general, a little break from exploring the labyrinth of procedurally generated maps in the form of some good old fashioned arena combat. Any chance you'll be bringing those back?

I'm quite happy with everything else the way it is, just a little disappointed those few things are missing.
« Last Edit: January 30, 2017, 11:42:55 AM by Jigstraw »