caligari87/ObAddon

new wads contain zscript

Kokokokoka opened this issue · 5 comments

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.

If you can post your CONFIG, this should help us point out which features may include ZScript and determine if some ZScript features are incidentally turned on whether be it by CONFIG, or by mistake. The new boss generator for example includes ZScript but is explicitly for GZDoom only.

-- CONFIG FILE : OBLIGE 7.70
-- OBLIGE Level Maker (C) 2006-2017 Andrew Apted
-- http://oblige.sourceforge.net/

-- ObAddon (C) 2018-2019
-- MsrSgtShooterPerson
-- Armaetus
-- Garrett
-- Caligari87
-- Frozsoul
-- Simon-v
-- Beed28
-- Craneo
-- MogWaltz
-- EpicTyphlosion
-- Tapwave
-- Swedra
-- Demios
-- https://github.com/caligari87/ObAddon/

---- Game Settings ----

game = doom2
engine = nolimit
length = game
theme = jumble

---- Architecture ----

size = small
streets_mode = 25
linear_mode = 25
outdoors = mixed
caves = mixed
liquids = mixed
hallways = mixed
teleporters = mixed
steepness = mixed
prebuilt_levels = yes
procedural_gotchas = 10p
layout_absurdity = 25
zdoom_vista = enable
zdoom_skybox = random

---- Monsters ----

mons = heaps
mix_it_up_upper_range = nuts
mix_it_up_lower_range = more
strength = crazy
ramp_up = extfast
mon_variety = heaps
bosses = harder
traps = mixed
trap_style = 60
trap_strength = stronger
cages = mixed
secret_monsters = yesyes
quiet_start = yes

---- Pickups ----

health = heaps
ammo = heaps
weapons = very_soon
items = heaps
secrets = heaps

---- Other Modules ----

@armaetus_epic_textures = 0

@debugger = 0

@doom_mon_control = 1
  Spiderdemon = default
  caco = default
  gunner = default
  skull = default
  demon = default
  knight = default
  vile = default
  zombie = default
  Cyberdemon = default
  ss_nazi = default
  baron = default
  spectre = default
  arach = default
  mancubus = default
  revenant = default
  pain = default
  imp = default
  shooter = default

@doom_weapon_control = 1
  super = default
  chain = default
  weapon_prefs = normal
  launch = default
  bfg = loveit
  plasma = default
  shotty = default

@export_map = 0

@fireblu_mode = 0

@gzdoom_boss_gen = 0

@level_control = 1
  mixin_type = mostly
  level_upper_bound = trans
  level_lower_bound = micro
  level_size_ramp_factor = 0.5

@misc = 1
  pistol_starts = no
  alt_starts = no
  big_rooms = mixed
  room_heights = mixed
  parks = mixed
  natural_parks = mixed
  park_detail = mixed
  windows = mixed
  passable_windows = not_on_vistas
  symmetry = mixed
  beams = mixed
  fences = mixed
  porches = mixed
  scenics = mixed
  corner_style = random
  liquid_sinks = yes
  darkness = mixed
  brightness_offset = none
  barrels = heaps
  doors = mixed
  keys = mixed
  trikeys = mixed
  switches = mixed
  road_markings = yes
  street_traffic = mixed
  exit_signs = yes
  linear_start = no
  dead_ends = heaps
  live_minimap = step

@modded_game_extras = 0

@prefab_control = 1
  autodetail = on
  point_prob = fab_default
  wall_prob = fab_default

@procedural_gotcha = 1
  gotcha_map_size = small
  gotcha_strength = crazier
  gotcha_boss_fight = yes
  gotcha_qty = none

@sky_generator = 1
  force_hill_params = hp_random
  influence_map_darkness = yes
  force_hills = hs_random
  force_sky = sky_default

-- END --

Also, I selected limit-removig not GZdoom (GZdoom worked before though)
There should be some kid of a checkbox for zscript and friends.

Yeah, use of ZScript should be limited to GZDoom only. I know of no other port that uses it.

Apparently, empty text lumps were still being written into the WAD even if any respective features were disabled (MAPINFO, DEC, etc.)

This should be fixed now. If I missed anything though, feel free to open an issue again (I had been in my wedding recently so it took a while for me to look into this)