OBSIDIAN - Please Check https://obsidian-level-maker.github.io/ For Future Updates
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
Beta 13 is up; this is the first implementation of the GUI refresh, along with the usual changes.
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
Beta 15 is up, I spaced the post for 14 :/
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
For some reason I'm getting compatibility issues with certain mods, mainly my mod Xim's Star Wars Doom. In the newer versions nothing spawns when I play the maps built. I rolled back to an older version (beta 7) and it seemed to work fine. I'm not sure when the compatibility broke but it might have been when the Engine game settings changed, but I'm not sure. It works with other mods, so I'm not sure why it's only happening with mine.
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
Hey, sorry for the late reply...I'll grab your mod and see if I can figure out what's going on. Do you get any weird console messages when you play the game?
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
I'm not getting any errors or strange messages on the console. I just run the map with my mod and no enemies or items appear at all in the map, doesn't matter if I load the mod before or after the map.
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- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: OBSIDIAN - A community continuation of Oblige/ObAddon
I encountered a few problems with beta 15.
Obsidian generated a map seed = 2419787061948312101
Running it seemed to work, but it was too dark. So I loaded the map into UDB and adjusted the brightmap. After saving, some of the linedefs no longer worked. I don't quite see how they could have worked originally. For example, right at the start is a switch which should raise a floor. It no longer worked.
Running the map through Map Analysis got a lot of errors with linedefs and sectors.
For example, the linedef errors show up in Eureka thusly
Unknown Line Types:
{
85 x 2
213 x 1
219 x 1
253 x 12
261 x 4
281 x 4
287 x 1
289 x 15
341 x 32
12170 x 1
12618 x 1
15650 x 1
16464 x 1
24642 x 1
24706 x 2
24714 x 1
24722 x 72
25562 x 2
}
Obsidian generated a map seed = 2419787061948312101
Running it seemed to work, but it was too dark. So I loaded the map into UDB and adjusted the brightmap. After saving, some of the linedefs no longer worked. I don't quite see how they could have worked originally. For example, right at the start is a switch which should raise a floor. It no longer worked.
Running the map through Map Analysis got a lot of errors with linedefs and sectors.
For example, the linedef errors show up in Eureka thusly
Unknown Line Types:
{
85 x 2
213 x 1
219 x 1
253 x 12
261 x 4
281 x 4
287 x 1
289 x 15
341 x 32
12170 x 1
12618 x 1
15650 x 1
16464 x 1
24642 x 1
24706 x 2
24714 x 1
24722 x 72
25562 x 2
}
Spoiler:OBLIGDAT
Spoiler:
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
About the brightness, I'm not sure. The linedefs...this may be me not knowing enough about ZDoom, but I'm using the "ZDoomTranslated" namespace for the UDMF maps. I don't know if this has any ramifications when using the maps with editors and such.
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- Posts: 4141
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: OBSIDIAN - A community continuation of Oblige/ObAddon
My changing the brightness of the map was just incidental.
I did some more sleuthing.
Turns out that map editors do not like generalized line actions in maps for UDMF when saving such a map with a different name.
Generating a map for BOOM with those line actions seems to be acceptable, though.
I did some more sleuthing.
Turns out that map editors do not like generalized line actions in maps for UDMF when saving such a map with a different name.
Generating a map for BOOM with those line actions seems to be acceptable, though.
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
I seem to be able to make maps with the newest beta that work with version 2.8.8 of your mod; I've attached the settings that I used so you can import them and test on your own rig. I haven't played your mod before, but everything appeared to work (Menu, player classes, enemies, weapons, status bar, etc...).Xim wrote:For some reason I'm getting compatibility issues with certain mods, mainly my mod Xim's Star Wars Doom. In the newer versions nothing spawns when I play the maps built. I rolled back to an older version (beta 7) and it seemed to work fine. I'm not sure when the compatibility broke but it might have been when the Engine game settings changed, but I'm not sure. It works with other mods, so I'm not sure why it's only happening with mine.
Hopefully we can get to the bottom of it.
P.S. For reference, I only loaded the base .pk3 from your mod, not the addons.
You do not have the required permissions to view the files attached to this post.
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
Yeah, seems to be working okay now. I adjusted the settings a bit to my liking and they still worked, even with the addons. Thanks.
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
Beta 16 is up, some new prefabs and textures, as well as under-the-hood changes
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
I've noticed there are no longer options for setting specific amounts for the stealth monsters or zdoom marines anymore. You can still have them on, but you can set specific amounts for the exact monster anymore. It's just all of them or none of them now. Kind of wondering why/how that was cut. Any plans to add those options back?
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
That is likely a better question for MsrSgtShooterPerson; I usually work on stuff that is under-the-hood whereas he and the other contributors usually work on prefabs and Lua modules (like the ones you've mentioned). Not trying to brush you off; I just don't always track what's going on with that side of the house.Xim wrote:I've noticed there are no longer options for setting specific amounts for the stealth monsters or zdoom marines anymore. You can still have them on, but you can set specific amounts for the exact monster anymore. It's just all of them or none of them now. Kind of wondering why/how that was cut. Any plans to add those options back?
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
This sounds like a great project and I thought I'd try it out, but linking fails on Mint 20 with TONS of messages like /usr/bin/ld: dm_extra.cc:(.text+0x176c): undefined reference to `luaL_checkinteger
This is after a straight git clone from your repository and make.
Please can you tell me what I'm doing wrong?
This is after a straight git clone from your repository and make.
Please can you tell me what I'm doing wrong?
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Re: OBSIDIAN - A community continuation of Oblige/ObAddon
In case it helps anyone, I have been in contact with @dasho and found that this works to compile natively on Linux:
1) Clone from repository into somedir
2) cd into somedir
2a comment out "set(CMAKE_CXX_CLANG_TIDY clang-tidy --config=)" in CMakeLists.txt*
2b cmake .
3) make
* Step 2a is only needed if you're using GCC instead of CLANG; I don't use CLANG so have no idea what works for that.
Well it worked for me, anyway
1) Clone from repository into somedir
2) cd into somedir
2a comment out "set(CMAKE_CXX_CLANG_TIDY clang-tidy --config=)" in CMakeLists.txt*
2b cmake .
3) make
* Step 2a is only needed if you're using GCC instead of CLANG; I don't use CLANG so have no idea what works for that.
Well it worked for me, anyway