caligari87 / obaddon Goto Github PK
View Code? Open in Web Editor NEWA repository of community-built prefabs and other enhancements for Oblige 7.70
Home Page: https://caligari87.github.io/ObAddon/
License: GNU General Public License v3.0
A repository of community-built prefabs and other enhancements for Oblige 7.70
Home Page: https://caligari87.github.io/ObAddon/
License: GNU General Public License v3.0
My suggestion for this kind of issue is to have a second branch for the window prefabs that would generate EXCLUSIVELY closed doors and windows . This would mean edition and transferring all the closed windows/doors from the walls fabs to this new branch but this would end up making the level just a tad bit better tbh.
Crash log: Version: The one just before: Added a 3 seed wide template
MAP02 extracted form bigger wad attached.
Looks like like a problem in fleshy tunnel leading to yellow door. It seems that it should have T-crossing, but solid wall blocks it.
In a lot of my generated maps, I am getting a missing texture a lot... it seems to be named MM204.
Basically, this theme would generate levels like the old level generator SLIGE did. This would mean that you could relive those days when you found SLIGE maps all over the /idgames archive without having to download SLIGE itself!
This would also mean that SLIGE-style maps could be generated with options not found in SLIGE, like level size, individual monster spawn rates, item spawn rates, etc.. Plus, SLIGE doesn't have an interface, while OBLIGE does, making it much easier to use!
--==| Make Quests |==--
Exit room: ROOM_13
Secret Exit: ROOM_12
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_12 (ROOM_10 -- ROOM_13)
Dividing QUEST_2 @ CONN_3 (ROOM_2 -- ROOM_4)
Start room: ROOM_1
Quest list:
QUEST_3 : svolume:1014
QUEST_2 : svolume:636
QUEST_1 : svolume:205
Zone quota: 5
Zone list:
ZONE_2 : rooms:7 areas:111
ZONE_1 : rooms:2 areas:29
ZONE_3 : rooms:4 areas:61
Other Item quota : 10.00
--==| Build Rooms |==--
Fab_pick:
reqs =
{
env = building
key = k_yellow
kind = joiner
neighbor = building
seed_h = 2
seed_w = 2
shape = L
where = seeds
}
****** ERROR OCCURRED ******
Stack Trace:
1: c-function error()
2: Fab_pick() @ prefab.lua:2464
3: Room_pick_joiner_prefab() @ room.lua:781
4: Room_reckon_doors() @ room.lua:948
5: Room_build_all() @ room.lua:4076
6: Level_build_it() @ level.lua:2629
7: Level_make_level() @ level.lua:2766
8: Level_make_all() @ level.lua:2824
9: ob_build_cool_shit() @ oblige.lua:1400
Script Error: No matching prefabs for: joiner
Seems like a big jump in difficulty
https://www.dropbox.com/s/zjliratdml7j770/ANIMAL_Crow.wad?dl=0
Note: I did not create this
I've tried various settings/combinations to get Procedural Gotchas to generate, but they do not. Here's some logs, in case they're useful:
https://gist.github.com/pkmnfrk/4d5276c55e13c5ca53288731ea09ee05
I've tried Doom and Doom II, Procedural Gotchas = Everything or 10%, no matter what it's always normal levels.
Opening an issue so I don't forget to do this when I get home. Currently the makefile requires a pre-existing directory structure to create the proper subfolders in the .pk3 archive. Need to test if this --
zip -b path/to/create/in zipfile.zip textfile.txt
-- can properly create the subfolder structure in the archive without temp paths. If so, the src/
folder can be greatly simplified and we won't need to copy files or mess around with cd
and relative paths nearly as much.
(code lifted from this answer on superuser.com)
I wanted to play ObAddon generated wad on k8vavoom, but it contains zscript.
I haven't selected any of the gzdoom options. I had no problem creating
WADs with ObAddon before.
I was wondering if ObAddon can use UDMF Format to generate maps for ZDoom-related ports such as Zandronum and GZDoom.
Also, is there any chance you can bring all the actors of ScoreDoom’s Addon Packs into a single pk3 file (including Boss Chains), ready for ObAddon to place in maps?
If ScoreDoom has a Boss Chain, they had Barons, Cyberdemons and Spider Masterminds.
So if this is accepted, how about additional boss chains such as Arachnotrons and Mancubi?
This request is entirely optional, unless it’s approved. Keep up the good work.
Suggestion to add swamp terrain that follows the general layout of the cavern terrain and always has an open roof.
Inspiration: The new fog generator and the Darkmere level from Hexen, as well as some of the levels from Metro: Last Light.
I didn’t see an addon for ObAddon called “Custom Things”, where it has Monsters, Weapons, Items, etcetera, from Realm667 and/or other websites and/or projects such as Samsara and/or other compatibilities, including Doom RPG SE, Complex Clustermods, and all the other varieties whether mentioned or not, especially Cacoward contestants, Runners-Up and/or Winners. Sorry about confusion, but Custom Things Addon needs to be made as a Community for ObAddon. Previously, Custom Monsters was made for the old version of Oblige, but it needs improvements, compatibility, and an Update for ObAddon.
P.S. Also, please think about Glaice’s improvements previously present from Oblige.
Thanks and keep the community living long and prosper and doom on!
Theres currently a name generator that gives specific style of names to enemies, like former humans get "A. Phillip", "J. Kennedy", while demons get "Blarg the Destroyer", "Draugy Morble". It makes sense, but feels boring. Human names don't spell out their first names, while demon names feel generic.
I want something more wacky and unrestricted than this. I want each name to be a surprise that can unexpectedly by anywhere from oddly mundane to hilariously nonsensical.
Names like "Watermelon Hammer", "Exquisite Bookcase", "Andrew the Floorshelf", "Stormy Benedict", "Greasy Blarg", Shovelman Mk2", "Bubble Pink Leafblower", "Blast Shoggoth".
All fed for all monsters (zombie to cyberdemon) by a list totally random of nouns, a list of verbs, a list of names (first/last), a list of adjectives and connected together via certain structures that make somewhat sense like:
(noun)
(verb)
(adjective)
(adjective)+(noun)
(adjective)+(adjective)+(noun)
(adjective)+(verb)+(noun)
(verb)+(noun)
(noun)+(verb)
(noun)+(noun)
(noun)+(the/of)+(adjective)
(the/a/an)+(noun)
Its okay even if bosses get short names like a cyberdemon called "Stove" or imps getting called "Fantastic Big Toaster of George". Just mix everything without any restrictions for maximum unexpected comedy and wierdness.
The idea is to allow map makers to set up custom text screens written by the user and enable them to set the text screens at the beginning of any level they want.
Example for menu format:
Text Screen 1:
______________________________ .
|Text Box for user to write in. |
|_____________________________|
Show on [MAP01]
Beginning O
End O
+Add
There should be an option to turn off this "Trololo Mode"
Whenever I try to create a new level pack, I end up getting this error: "Script Error: No matching prefabs for: fence. Anything I'm doing wrong?
Original-ish setting on Doom1 outright causes an error. (apparently a vanilla bug)
This has been bugging me a lot recently.
In the newest release, if you try to make a megawad with extreme size maps, OBLIGE always crashes (either around map 20-32 or when building the nodes) before completing the wad.
I made sure auto-detailing was turned on, and even when it is on, OBLIGE still crashes. Even if you set floor and wall detailing to "Rare," it still crashes, sometimes it actually generates an error if it crashes on the node building part, citing a lack of memory. (I have 8GB of RAM, and OBLIGE crashes when it uses up only 1.6-1.7GB)
What doesn't make sense is that OBLIGE generated megawads with extreme size maps perfectly fine in previous releases, but now it doesn't.
I noticed while looking in multiple MAPINFO lumps with the "Shuffle Music" under ZDoom Special Addons is that I am seeing some tracks being used 2 or even 3 times and some not even being used at all in the music WAD I have loaded with the generated map set, even if it's an episode's worth of maps.
Not even the BEX shuffler had these issues.
Requested by roguelike2018#2931
on Discord. He has offered to provide prefabs/templates and textures if needed.
I tried to place it into $HOME/.oblige/addons but Oblige doesn't see it.
Something related to beams
Reason: Mobile devices can't handle it
I'm getting the same error as #7
ObFab-Prefabs-7.70.pk3: Script Error: wadfab_load: failed to load VERTEXES lump
I've solved it by following the suggestion of @andwj himself, the creator of Oblige, in that same thread
BTW, a workaround for the bug is to create the PK3 with no compression on any files (or no compression on the wad files). Naturally that is not great as it makes the PK3 about twice as big, but would allow it to work with stock Oblige 7.70.
But it was a pain and I had to use the command line, I'll have to do it again for every release, and new users might not be able to solve it themselves. Despite the issue being closed the problem persists (and it's likely to be on Oblige's side, not ObAddon, and Oblige is not being maintained anymore). My idea is just providing a separate uncompressed .pk3 for Linux users (it's 35.8 MB instead of 18.1 MB).
With the new release of Obaddon any time I try to build a full length megawad, 95% of the time it fails partway through throwing up an error saying "Script Error: assertion failed!" Not a clue what it means. Smaller map sets have a higher success chance. Often times when a megawad is almost finished it'll fail when building map31.
Boss Teleport traps that hold either a single Cyberdemon or Spider Mastermind which work the same as normal Teleport Traps, but appear less frequently. Maybe conveyered so you don't see it coming.
prefab.lua in ObFab-PrefabErrorLogger-7.70.pk3 has two issues:
Using Doom2.wad for my iwad
Reported via Discord:
wildweasel: i'm unsure what can be done about this but i would like to report an oblige issue. if a hanging sign is generated above a switch like this one, the switch effectively becomes 5 switches that all do the same thing. thankfully the action was "door open once", if it was something like "lower floor [x] units" it would have been funny
First, LOVE Obaddon. It's better than Doom 2016 and Eternal. Incredible tool!
I'm not sure if it's on purpose or not, or if there is a command or addon for this, but windows (passable or not) do NOT prevent enemies and the slayer from shooting through windows, fences and other such openings. This leads often to me clearing rooms before even finding the door/keys AND enemies gathering in one spot, so there is both a super dangerous dense chunk of projectiles coming at me, and they are all bunched-up ready to die to a few easy rockets from the outside.
Might have something to do with this: https://zdoom.org/wiki/Line_SetBlocking
Is there a way for you to fix this, or add a few options along with the Passable Windows field? Otherwise, any idea is a command or mod that take care of that?
As stated in the subject, I think it would be a nice atmospheric addon to be able to allow randomly generated sector coloring that is based off of skybox color and/or fog.
you know like streets mode linear mode and maybe hub mode if possible ?
With the theme mix-in on the level control option, being able to select which themes to mix into the selected main theme could be a nice addition, such as being able to mix in tech and city stuff into an Egyptian themed mapset, or have elements of Thy Flesh mixed into a Phobos themed Ultimate Doom map set.
OK, looks like this time I brought you a real bug - see attached file. When I try to create boss level with build 2020-03-02, wad is created with following gameinfo entry in MAPINFO:
gameinfo
{
addeventhandlers = "BossGenerator_Handler",
}
Naturally, gzDoom do not accept such syntax.
Doom 2 maps randomize the names just fine but tnt maps (maybe plut havent checked) just give the default names that tnt maps have.
It's a dead giveaway that it's a trap.
Example: "extreme" level size, part of map is "urban-ish" with streets, part of it is "tech-ish", part of is "psichedelic", map begins with weak monsters and ends with boss(es) or with "gotcha", part of map is built of one prefabs, part of other prefabs etc.
In other words, different parts of extreme-sized map should look and play differently.
(Yes, i'm the person who hates megawads but likes megamaps)
Yeah, we should just get rid of this.
****** ERROR OCCURRED ******
Stack Trace:
1: c-function error()
2: Fab_pick() @ prefab.lua:2487
3: pick_fence_prefab() @ render.lua:407
4: straddle_fence() @ render.lua:566
5: Render_edge() @ render.lua:1003
6: Render_junction() @ render.lua:1063
7: Render_area() @ render.lua:2619
8: Render_all_areas() @ render.lua:2757
9: Room_build_all() @ room.lua:3997
10: Level_build_it() @ level.lua:2603
11: Level_make_level() @ level.lua:2740
12: Level_make_all() @ level.lua:2798
13: ob_build_cool_shit() @ oblige.lua:1365
Script Error: No matching prefabs for: fence
Happens with the Linux version of Oblige 7.70, immediately upon trying to generate a level set.
But does not happen with the Windows version of Oblige 7.70 run through Wine.
What other information would you need to debug?
It looks like a good portion of the time when generating with the latest build (pulled from master), src_area in cave.lua is nil/null. Not too sure about how this code works, but I could at least pinpoint that. Can attach the generator settings I'm using too if that would be useful, though maybe knowing where the problem is happening is enough.
Currently, when you generate an Oblige WAD that includes any custom actors (e.g. new defined monsters as per http://oblige.sourceforge.net/wiki/?n=Main.NewMons) the WAD will only include the new spawned things on the maps - there is no information in the WAD about what exactly those custom things are supposed to be. As those things would be defined in the accompanying gameplay mod, this is not an issue in the short-term, but if you choose to revisit the generated map at a future point, you may not remember what mod the map was meant to be played with, or the mod may have changed the spawn id numbers associated with the actors since the map was generated, which would then result in numerous exclamation errors that would be difficult to resolve.
Proposal is to include information about all custom actors in the generated map based on their included information. One way this could be accomplished is by including a commented-out DoomedNums section of the MAPINFO lump
(reference: https://zdoom.org/wiki/MAPINFO/Editor_number_definition) which lists all of the custom actors used to generate the WAD.
Example in MAPINFO:
/*
DoomedNums
{
3100 = <Custom Monster 1>
3102 = <Custom Monster 2>
...
3113 = <Custom Weapon 1>
...
}
*/
Add the chainsaw into weapons that can spawn.
When generating a tnt level. Have textures from tnt used. Same with plutonia
Like exploding barrels, crushers are another cool form of environmental hazard that the player can use tactically against monsters by luring or pushing them into their jaws. Doom 2's Crusher level or Nuts2.wad's crushers are few examples of non-trap crushers.
Currently there are only trap-based crushers in oblige that are meant to surprise and kill the player - I hate those.
Instead, I'd love to see more mundane crusher prefabs that can spawn in open rooms like barrels or pillars/boxes can.
They can be of different kinds:
In tech and urban levels they can appear as pistons, machinery, crushers.
In hell levels, they can appear as flesh pillars, bone stompers or lava pillars that rise from below and crush upwards.
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