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)