MrRumbleRoses wrote:i can just picture putting a lot of randomizers together. including something like this
That's absolutely recommended it ! Its whacky, but its great for dusting up old wad from the 90's
Redneckerz wrote:I am aware of a texture/map randomizer that randomizes textures and can even have ''animated'' textures when you pass certain parts in a level to change the mood. I think it was some kind of extended script or small program over at Doomworld, but the name escapes me at the moment.
This looks to be similar in nature but includes colormaps, fog effects and such aswell, so this is a pretty nifty thing for those who would want this.
I can also see this be useful as a toggle in Oblige, the random level generator, so perhaps you want to look into that?
Are you talking about
this ? Never had the chance to try it but it look cool. Though I don't like the fact that must use a script to do it instead of generated on the go. Great work nonetheless.
About Oblige I use
Oblige My Doom and slap what I like on it. I also highly recommended
Varied Doom too with freshly generated megawad for maximum Rogue experience. I'm not too sure about an official Addon, since you can just load the mod with it anyway, but if there is interest I may look into it. There's some nasty bugs that I would want to clear out before anything though.
stainedofmind wrote:Small issue with the texture replacer version, I was periodically getting an invalid texture error and took a look into your code, and you have an indexing error. Line 329 you have:
... But then in the randomizing you have:
Code: Select all
ReplaceTextures(..., WALLS[random(0,312)] );
... And it should be 311. Otherwise, fun little mod. I'll probably slap this into my regular mod rotation!
Edit: Okay, so while the above issue still stands, I was still getting texture errors and narrowed it down to some sort of compatibility issue with a few of my personal mods and load order. The issue goes away if I load Colorful Maps first, then my own later. What I can't figure out is why there's an error to begin with, as I can't think of anything I would have in my mods that would conflict with yours. I'll dig a little deeper and if I figure it out, I'll let you know just in case it causes conflicts in other mods.
Thank you so much I forgot to change it when I was removing textures from the pool. About the invalid texture error, it seem only to affect certain mod like
BorderDoom. It try to load a texture from an unknow position in the code and I don't know why.
This is the bug that I was referring about the skies. Even if you load the mod alone, it will always try to get the SKY32 texture as a wall or flat replacement. If I change the nomenclature of the sky texture themself, it will always pick another thing to use as a textures, even random bits of code.
I'm not good ACS (or any code at all) so that's why SKY32 is FLAT for right now. If you find anything please let me know.