Author Topic: OBLIGE V7 mods and mod discussion  (Read 2777 times)

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #15 on: December 15, 2016, 04:39:07 AM »
Glad it worked :)

I plan a way to randomize X/Y offsets of things in a prefab.

In the meantime, one way is to offset the thing by 32 units east and 10 units north of the origin (or so), and because prefabs get a random direction it will mean less chance of lining up.

Alternatively, make a few variations in the same wad file.

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #16 on: December 16, 2016, 10:42:12 PM »
Some extra screens of some further edits, namely with prefab stuff.

I'll post an updated version soon.

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #17 on: May 23, 2017, 12:46:08 PM »
Is there some way to maximize enemy usage in monster closets and traps? Sometimes there's 1-2 in the closets. If so, what file and section of it would I tweak things?

Got my answer for this in another thread.
« Last Edit: June 24, 2017, 09:14:16 AM by Glaice »

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #18 on: June 24, 2017, 09:13:39 AM »
Any way to tell Oblige to NOT use any monsters in secret areas?

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #19 on: June 24, 2017, 10:01:44 PM »
Any way to tell Oblige to NOT use any monsters in secret areas?
I already explained it:

http://oblige.sourceforge.net/forum/index.php?topic=456.msg4871#msg4871

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #20 on: June 24, 2017, 11:07:13 PM »
I must've overlooked it, oops!

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #21 on: June 29, 2017, 12:25:07 PM »
Now that it doesn't place monsters in secrets, is there some way to tell Oblige to make the secret rooms more simplistic (IE no cages, etc) ?

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #22 on: June 29, 2017, 11:26:36 PM »
Now that it doesn't place monsters in secrets, is there some way to tell Oblige to make the secret rooms more simplistic (IE no cages, etc) ?
Rooms are grown, cages and all, before the quest code decides to make a room a secret.

Plus cages are actually constructed before the monster code is doing its stuff.  So cages would need to be "dudded" before the monster code runs.

This is the sort of thing where I told someone the simplest way to achieve something, but in reality in needs more complex handling.

Herculine

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Re: OBLIGE V7 mods and mod discussion
« Reply #23 on: July 01, 2017, 09:31:47 AM »
Now that it doesn't place monsters in secrets, is there some way to tell Oblige to make the secret rooms more simplistic (IE no cages, etc) ?

I actually prefer having monsters in the secret areas. Sometimes their noises even help me find secrets that I've missed.

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #24 on: July 18, 2017, 10:23:45 PM »
Is there some way to make all map sizes bigger? I've noticed map_limit in defs.lua but changing that to something bigger does nothing. What am I doing wrong? It seems the overall map size seems to max out at 10,000 x 10,000 (minus traps/etc)

What about SEED_W and SEED_H? What of telling Oblige to use as much space for prefabs/doors/windows as possible without obstructing player or monster movement?
« Last Edit: July 18, 2017, 10:36:08 PM by Glaice »

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #25 on: July 18, 2017, 11:42:23 PM »
Is there some way to make all map sizes bigger?
SEED_W and SEED_H in defs.lua are a maximum size, so first need to increase those.

The other place to change is Level_determine_map_size function in levels.lua especially this line:

Code: [Select]
    -- Named sizes --

    local SIZES = { small=22, regular=36, large=48, extreme=72 }

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #26 on: July 19, 2017, 02:12:06 PM »
So no mucking with map_limit size then?

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #27 on: July 19, 2017, 07:05:53 PM »
So no mucking with map_limit size then?
That value does not affect anything (it should be removed).

What of telling Oblige to use as much space for prefabs/doors/windows as possible without obstructing player or monster movement?
Forgot to say earlier, but I don't know what you meant here.

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #28 on: July 19, 2017, 10:35:21 PM »
Oh, it means utilize as many prefabs as possible in a map to fill in as much blank space along walls/outdoors/rooms.

ReaperAA

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Re: OBLIGE V7 mods and mod discussion
« Reply #29 on: July 30, 2017, 10:56:38 AM »
Hi people, i m new to these forum but i really wanted to share my custom monster mod that i created for fun. Its called (Reaper monsters). I decided to add some of the best monsters from Realm667.com and i also added Valiant.wad style Arachnotron that spawns Arachnorb (credits to skillsaw). At the the moment it contains 9 monsters. In future i will add more monsters and probably add new weapons too.

[OBSOLETE] Anyways here is the V1 of the mod:
http://www.mediafire.com/file/2rb9yzjyrhsfwu7/Reaper+V1.zip

V2 is here. It adds three new monsters (including valiant style pyrodemon) and a new weapon:
http://www.mediafire.com/file/8jqanlas2nihp84/Reaper+V2.zip
« Last Edit: August 06, 2017, 08:22:38 AM by ReaperAA »