Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Fritz442

Members
  • Content count

    66
  • Joined

  • Last visited

1 Follower

About Fritz442

  • Rank
    Mini-Member
  1. Fritz442

    Obhack 007.4 Released (Doom Random Map Generator)

    Hi Rez, Thanks for the input, I'll look into to something like this when I get a chance. If you make a full game of 32 maps(Doom2) together will that not work, or do you need separate maps all level 1?
  2. Fritz442

    Obhack 007.4 Released (Doom Random Map Generator)

    Yes the large open rooms hold them, but I have it set to about 50/50 if one is placed there. So they will be random. It's coming along a little slowly, I've made some more lighting and internal changes, but nothing huge. I'm in the middle of testing some changes I made. Yes, I made a change in the last update that seem to make quest paths off of other quest paths, which worked out very nice. This is what I mean when I say 'internal changes'
  3. Fritz442

    Obhack 007.4 Released (Doom Random Map Generator)

    Hi Rez, I also make most of my maps at the Higher setting too, but I do like the random room lights, that lets them attack from a dark room! Thanks for the bug find, It will be corrected in v7.5
  4. Fritz442

    Obhack 007.4 Released (Doom Random Map Generator)

    GhostlyDeath, No there is not, they are randomly choosen per map from the themes. Which you could change if you wanted to in the script files.
  5. Obhack is a random map generator for Doom, Doom2, Heretic and Hexen. As the current maintainer of Obhack, I will try to answer all questions and comments here on this post. Download - http://samiam.org/slump/ Added: a 'Higher' setting to lighting. Adjusted: Lowered light levels in arches, windows, doorways...etc. Adjusted: All light brightness in skylights and roof openings now match outdoor light setting. A few other minor internal adjustments.
  6. Fritz442

    Obhack 007.3 Released (Doom Random Map Generator)

    Hey Rez, I have built the level with your settings multiple times and it has built sucessfully all times. I'm a bit confused why your's would not. I played the map and it's ok. I have seen and know about that issue, it happens when the Roomsize setting is on Random and the generator creates a small roomsize then can't fit the switch in there. I adjusted the minimum size in ver 7.3 and haven't seen it since, but this is not to say it won't happen again. It just happens so rarely, I kinda left it alone. As far as the new switch doors, I know they do blend in sometimes but when you create a Huge or Gigantic map, you really need more switches & doors to make it interesting. I do have plans to adjust some of them. General Rainbow Bacon, I have tried the monster thing but with no success. It's just too difficult to implement it into V2 code...Srry. I know Andrew has it in his Oblige V3, if you need it.
  7. Fritz442

    Obhack 007.3 Released (Doom Random Map Generator)

    Not just yet Mr.Chris, I've just been adjusting some internal routines so far. But will let you know. I have added a brighter lighting setting to help with the dark issue.
  8. Fritz442

    Obhack 007.3 Released (Doom Random Map Generator)

    Hi all, sorry about no posts lately, I've been moving and it's been a slow process. I have been working on the next version, but not as much as I wanted too. Hey Rez, As I stated in the readme file "Added: 'Gigantic' setting to level size parameter.(For upper-end machines)" I created the Gigantic setting on a 3.2Gh and now I use a four-core 2.6Gh with no build issues. I have tested it on a 1.8 & a 2.0Gh machines and they do sometimes take awhile to build and also hang with Gigantic setting, esp. with longer Quest lengths. Also they tend to stutter a bit with these slower processors. But are fun as hell with faster machines... As far as stopping the build process before the nodes, I didn't write any of that code, so probably not. I wish I could. As far as the lighting, Have you made any mapsets with lighting set to "None"?, which will bacically turn off my lighting settings, lighting would go back to default. That should actually be darker than my High setting. I believe max lighting is around 255, I have the high between 125 to 185, so we can bring that up if we need to or add a Brighter setting. The low lighting in rooms somtimes hurts my eyes too, but it sure is fun to be ambushed from the dark...LOL.
  9. Fritz442

    Obhack 007.3 Released (Doom Random Map Generator)

    No this will not be implemented, it would be just too difficult at this time.
  10. Fritz442

    Obhack 007.3 Released (Doom Random Map Generator)

    Thanks, I'll look into it.
  11. Obhack is a random map generator for Doom, Doom2, Heretic and Hexen. As the current maintainer of Obhack, I will try to answer all questions and comments here on this post. Download - http://samiam.org/slump/ Reconfigured GUI to three columns for better compability for 800x600. New parameter: Hallways, to control the amount of hallways. Added: Red and Green torches to outdoor fences. Added: Chaingun and Dragon Claw to start weapons. Adjusted: Texture alignment on multiple Arches. Added: Two themes from mrChris. And a few other minor fixes.
  12. Fritz442

    Obhack 007.2 Released (Random Map Generator)

    An update to previous post: Mr.Chris: "You know the outdoor fences with the blue torches?" I have added both red and green torches to the fences, definitely looks better. "Might it be possible to control how often hallways can be used?" I have added a option to set them to 'normal','few' and 'none'. This has made some interesting maps so far, pushed the rooms closer together and has lots of windows between rooms. I have added the chaingun/claw to start weapons. I have also added the two SP_ROCK1 themes and those step texture changes. These changes wiil be in v7.3.
  13. Fritz442

    Obhack 007.2 Released (Random Map Generator)

    OK TY Darkforce002, I'll check into that. EDIT: I have made over 60 maps with the Rocket Launcher as a start weapon, and had one(1) map without a start pedestal (which is a known issue) so there was no weapon. All others had the launcher.
  14. Fritz442

    Obhack 007.2 Released (Random Map Generator)

    You can always set a start weapon.
  15. Fritz442

    Obhack 007.2 Released (Random Map Generator)

    Mr.Chris: "Could it be possible to set up the occasional enclosure to open up monster closets upon picking up a key or weapon?" No not at this time, I have been testing different things but nothing I'm satisfied with yet. The alignment issue has always been there, but will try. "Is there any way to adjust the "Infested" setting via LUA altering so it places even more monsters?" We can turn it up but if you look at the end of the 'logs.txt' file, you'll see many monsters it couldn't find places for so this will get worse. "You know the outdoor fences with the blue torches?" I will look into that. "Are teleporters possible reimplement?" Yes they were scrapped, but I'm always trying to get them to work. "Might it be possible to control how often hallways can be used?" This is a good idea, I don't want to not use them but working on a way to regulate them a bit. "When using a light setting that has lower lighting for outdoor areas, the "natural" prefabs (ground pond holes) retain the higher light level set in the LUA I believe." Yes, the lighting used in prefabs is written when the prefab is drawn and I cannot change that when different lighting is used. "Might there be a way to stop the "floating liquids" issue?" That also is in the v2 code and very hard for me to fix. "Here is updated version of the x_doom#.lua files" Thank you Mr.Chris, I have installed these and have no errors either. I'm not exactly sure where to put the two SP_ROCK1 themes? I'm not to good at themes, as you know. I have fixed the "steps in DM_HALLWAYS under BROWN1" issue. "PS: On the starting weapon choice, there is only Pistol, Shotgun and RL but no Chaingun." Actually in ver 6xx I had it as a start weapon, but removed it. I can easily reinstall that. MajorRawne: I'm sorry you had so many issues with this, I make almost all my maps with 'random lighting' and although it's not perfect by no means, it seems to work ok. -- Settings -- seed = 5639 game = doom2 port = nolimit mode = sp length = single -- Adjustments -- size = large maxsize = huge steep = some puzzles = less mons = insane health = normal ammo = normal outdoors = more iweapon = none switches = both keytype = skulls roomsize = large lighting = random enclosure = true questlength = normal I also see from the 'random2' map you made, you have monsters=insane with no weapons!. Although some of these maps are able to finish sucessfully, MANY are not without the +weapons. With '+weapons', all weapons are availible but not fully loaded. I also noticed in the map that you got the 1 of about 100 maps built with no start pedestal so you won't get weapons anyway, this doesn't happen very often and I am working on that. If your still having issues with the lighting, just set it to 'none' it will be back to v2 code.
×