OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby roundtree » Mon Feb 28, 2022 11:55 pm

I think I know what the problem is then. I have the latest bleeding-edge version of cmake, not the repository version. I'm trying to see if I can get rid of it, but no luck yet. If I can't get rid of it, my last resort it I'm going to backup and format. I compiled from source code, and then used sudo make install. Not sure how to undo it yet.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby Phytolizer » Tue Mar 01, 2022 12:00 am

roundtree wrote:I think I know what the problem is then. I have the latest bleeding-edge version of cmake, not the repository version. I'm trying to see if I can get rid of it, but no luck yet. If I can't get rid of it, my last resort it I'm going to backup and format. I compiled from source code, and then used sudo make install. Not sure how to undo it yet.


Actually, that doesn't seem to be the issue. I just did the same commands as Dasho using the new --preset method of building, and it compiled just fine with CMake 3.22.2 (which is the latest stable version).

Commands for reference:

Code: Select allExpand view
> cmake --preset dist
> cmake --build --preset dist -j
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby dasho » Tue Mar 01, 2022 12:19 am

If you still have the source, do they have a 'make uninstall' type of target?
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby roundtree » Tue Mar 01, 2022 12:45 am

Yes they do but I deleted my old source folder. So I unzipped my backup, re-installed it and ran sudo make uninstall. It seemed to work fine, but then I installed the repo version and tried to go through the exact steps you listed. It is giving me an error saying the dist folder does not exist. At this point, I'm going to backup everything important (my os is only a couple months old) and reinstall. After I reinstall, I'll just install the default dependencies straight from the repo. I modified g++, gcc, clang, and cmake, so I'm not doing that this time. Not always a smart move to install from source either. Backup should only take me an hour, and I'm going to reinstall linux mint 20.3. It's not the first time I've messed it up before.

After I get my new os, I'll try everything again right away and let you know how it goes.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby roundtree » Tue Mar 01, 2022 4:34 am

I just reinstalled my Linux Mint 20.3 from scratch and followed 100% of your instructions on page 6. Worked perfectly! Thank you for all your help also! I'm going to go make some megawads now. I've been excited about the new changes Obsidian has. I really want to see the new prefabs. Thanks again!
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby Phytolizer » Tue Mar 01, 2022 5:22 am

roundtree wrote:Yes they do but I deleted my old source folder. So I unzipped my backup, re-installed it and ran sudo make uninstall. It seemed to work fine, but then I installed the repo version and tried to go through the exact steps you listed. It is giving me an error saying the dist folder does not exist. At this point, I'm going to backup everything important (my os is only a couple months old) and reinstall. After I reinstall, I'll just install the default dependencies straight from the repo. I modified g++, gcc, clang, and cmake, so I'm not doing that this time. Not always a smart move to install from source either. Backup should only take me an hour, and I'm going to reinstall linux mint 20.3. It's not the first time I've messed it up before.

After I get my new os, I'll try everything again right away and let you know how it goes.


This "dist folder does not exist" error is actually one we encountered as well. It has to do with the fact that the recently-updated build instructions only apply to CMake 3.19 or newer, but the repo version is 3.16. I'll have to update them to reflect the possibility that the "nice way" isn't supported on more stable distros.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby Armaetus » Tue Mar 01, 2022 3:05 pm

If I didn't say this earlier in the thread..

It's great to see this getting more attention, given having evolved from ObAddon to Obsidian..
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby roundtree » Tue Mar 01, 2022 7:07 pm

Phytolizer wrote:
roundtree wrote:Yes they do but I deleted my old source folder. So I unzipped my backup, re-installed it and ran sudo make uninstall. It seemed to work fine, but then I installed the repo version and tried to go through the exact steps you listed. It is giving me an error saying the dist folder does not exist. At this point, I'm going to backup everything important (my os is only a couple months old) and reinstall. After I reinstall, I'll just install the default dependencies straight from the repo. I modified g++, gcc, clang, and cmake, so I'm not doing that this time. Not always a smart move to install from source either. Backup should only take me an hour, and I'm going to reinstall linux mint 20.3. It's not the first time I've messed it up before.

After I get my new os, I'll try everything again right away and let you know how it goes.


This "dist folder does not exist" error is actually one we encountered as well. It has to do with the fact that the recently-updated build instructions only apply to CMake 3.19 or newer, but the repo version is 3.16. I'll have to update them to reflect the possibility that the "nice way" isn't supported on more stable distros.


I'm just still glad I started over, because I had changed way too many things around in my build environment. Not the first or last time I screw up my os! And what you said proves to me you guys know a LOT more about Linux than I do. I've been trying to learn for a long time, but there is a lot I have yet to learn. I was still scared of source code 2 years ago but not anymore. I want to learn to code bad. If I do, I'm going to try to make a doom mod.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby roundtree » Tue Mar 01, 2022 7:44 pm

dasho: I just wanted to say thanks again! You took time of your day yesterday, walked me through everything, and even set up a virtual machine, doing everything from scratch. You didn't have to do all that for me, but you did anyway, and I appreciate it! I'm going to make a new video about Obsidian, showing everything step-by-step, but I'm giving you credit for the instructions. It would not be possible with you.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby dasho » Wed Mar 02, 2022 9:55 pm

Well, happy to help...the Linux landscape has enough -isms that it's difficult to have one set of instructions for all situations. If you're on Discord, feel free to drop into the server (https://discord.gg/dfqCt9v) if you have any other questions.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby Kappes Buur » Thu Mar 03, 2022 9:01 pm

Obsidian just came up with this error message when adding ObAddon.pk3 in the Addon List


Here is the OBLIGDAT lump of the setup before adding ObAddon.pk3.
Code: Select allExpand view
-- Levels created by OBSIDIAN Beta 19
-- Based on the OBLIGE Level Maker (C) 2006-2017 Andrew Apted
-- https://github.com/GTD-Carthage/Oblige

-- Obsidian (C) 2018-2021
-- MsrSgtShooterPerson
-- Armaetus
-- Garrett
-- Caligari87
-- Frozsoul
-- Simon-v
-- Beed28
-- Craneo
-- MogWaltz
-- EpicTyphlosion
-- Tapwave
-- Swedra
-- Demios
-- Scionox
-- josh771
-- dashodanger
-- Phytolizer
-- https://github.com/caligari87/ObAddon/

seed = 7936417483356156379

---- Game Settings ----

game = doom2
engine = zdoom
length = few
theme = original

---- Architecture ----

level_size_ramp_factor = 0.66
level_size_bias = large
float_linear_mode = 25.0
float_level_lower_bound = 36.0
steepness = some
float_layout_absurdity = 5.0
mixin_type = normal
teleporters = rare
bool_prebuilt_levels = 0.0
float_streets_mode = 10.0
float_level_upper_bound = 75.0
zdoom_vista = enable
hallways = few
zdoom_skybox = random
float_size = 75.0
liquids = rare
bool_urban_streets_mode = 0.0
caves = rare
outdoors = rare
float_nature_mode = 50.0

---- Monsters ----

float_mons = 1.75
float_mix_it_up_upper_range = 4.5
float_mix_it_up_lower_range = 0.5
float_strength = 1.3
float_ramp_up = 1.0
bool_quiet_start = 0.0
mon_variety = some
mon_variety_jumpstart = default
bosses = none
bossesnormal = no
traps = mixed
trap_style = teleports
trap_qty = tricky
cages = mixed
cage_qty = tricky
secret_monsters = no

---- Pickups ----

health = normal
ammo = normal
weapons = normal
items = normal
secrets = mixed
secrets_bonus = none

---- Map Build Options ----

bool_build_reject = 0.0

---- SLUMP Architecture ----

float_minrooms = 15.0
float_bigify = 50.0
float_forkiness = 50.0
bool_dm_starts = 0.0
bool_major_nukage = 0.0
bool_immediate_monsters = 1.0

---- SLUMP Monsters ----

slump_mons = normal

---- Map Build Options ----

bool_build_reject_udmf = 0.0
bool_build_nodes_udmf = 0.0
map_format = udmf

---- Other Modules ----

@armaetus_epic_textures = 0

@debugger = 0

@doom_item_control = 0

@doom_mon_control = 0

@doom_weapon_control = 0

@export_map = 1

@fauna_module = 0

@gzdoom_marine_closets = 0

@iwad_mode = 0

@jokewad_module = 0

@misc = 1
  bool_pistol_starts = 1.0
  bool_alt_starts = 0.0
  bool_foreshadowing_exit = 1.0
  room_size_multiplier = mixed
  room_area_multiplier = mixed
  room_size_consistency = mixed
  big_rooms = mixed
  big_outdoor_rooms = mixed
  room_heights = mixed
  parks = mixed
  natural_parks = none
  park_detail = mixed
  windows = mixed
  passable_windows = not_on_vistas
  passable_railings = never
  symmetry = mixed
  beams = mixed
  fences = mixed
  porches = mixed
  scenics = mixed
  corner_style = themed
  liquid_sinks = yes
  darkness = mixed
  brightness_offset = none
  barrels = mixed
  doors = mixed
  keys = mixed
  trikeys = mixed
  switches = mixed
  local_switches = mixed
  bool_road_markings = 1.0
  street_traffic = mixed
  bool_exit_signs = 1.0
  linear_start = default
  dead_ends = heaps
  live_minimap = none

@modded_game_extras = 0

@prefab_control = 0

@procedural_gotcha_zdoom = 1
  boss_gen_steepness = none
  float_gotcha_qty = 2.0
  float_gotcha_strength = 3.0
  boss_gen_health = default
  bool_boss_gen = 0.0
  boss_gen_diff = default
  float_boss_gen_ammo = 3.0
  gotcha_frequency = final
  boss_gen_hitscan = default
  bool_gotcha_boss_fight = 0.0
  bool_boss_gen_hpbar = 1.0
  float_boss_gen_heal = 3.0
  boss_gen_exit = default
  boss_gen_weap = scatter
  boss_gen_typelimit = softlimit
  bool_boss_gen_types = 0.0
  boss_gen_reinforcerate = default
  gotcha_map_size = regular
  boss_gen_reinforce = default
  bool_boss_gen_music = 1.0

@sky_generator = 1
  nebula_color = default
  terrain_color = default
  force_hill_params = hp_random
  force_hills = hs_random
  bool_influence_map_darkness = 1.0
  force_sky = 50
  cloud_color = GREY_CLOUDS

@stealth_mons = 0

@theme_ctl_doom2 = 0

@zdoom_ambient_sound = 0

@zdoom_marines = 0

@zdoom_specials = 1
  bool_custom_quit_messages = 1.0
  fog_intensity = misty
  bool_episode_selection = 1.0
  bool_no_intermission = 0.0
  bool_fog_affects_sky = 1.0
  fog_generator = random
  generic_intermusic = $MUSIC_READ_M
  story_generator = proc
  fog_env = outdoor
  mapinfo_music_shuffler = no
  bool_glowing_flats = 1.0
  bool_dynamic_lights = 1.0

-- END --



Hopefully it's nothing serious.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby dasho » Thu Mar 03, 2022 9:50 pm

The content from what was formerly ObAddon has been merged into the mainline releases of Obsidian. Not only will attempting to load it actually bring back outdated content, but it's very likely that the ObAddon scripts won't be compatible as we have also transitioned from Lua 5.1 to Lua 5.4. Downloading the releases themselves should be sufficient, but if you want to find absolute bleeding-edge content, there is MsrSgtShooterPerson's repo at https://github.com/GTD-Carthage/Obsidian-Content
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby Kappes Buur » Fri Mar 04, 2022 12:44 am

Thank you for the explanation.
Duly noted. :thumb:
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby Kinsie » Sat Mar 26, 2022 10:31 am

Been getting this a bunch lately.

Image

It's not always MAP04, I've seen it with MAP07.
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Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]

Postby dasho » Sat Mar 26, 2022 1:05 pm

Basically, this will occur when the Lua definition for a prefab refers to a map marker that isn't present in its corresponding WAD file. That will be hard to track down from the error message alone, but if you are able to generate a log with debugging info enabled (from the File->Options menu), it may be possible to see which fab had been selected at the time.
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