Feature #1620
XG 2.0
Start date:
2010-04-20
% Done:
20%
Description
XG 1.0 is quite limited and contains plenty of hard-coded functionality. It needs to be integrated with Doomsday Script and other powerful mechanisms like a generic scoping system.
Subtasks
Related issues
History
#1 Updated by skyjake about 11 years ago
- Tracker changed from Bug to Feature
#2 Updated by skyjake over 9 years ago
- Related to Feature #2051: XG test suite / demo map added
#3 Updated by skyjake over 8 years ago
- % Done changed from 100 to 20
#4 Updated by skyjake over 8 years ago
- Status changed from New to Progressed
#5 Updated by skyjake almost 5 years ago
- Target version set to Modding
#6 Updated by skyjake almost 5 years ago
- Related to Feature #1190: External scripts for mobj behavior added
#7 Updated by skyjake almost 5 years ago
- Related to Feature #1618: Decorations/effects for game events (power up, damage, etc.) added
#8 Updated by skyjake almost 5 years ago
- Related to Feature #1475: Spawnmobj "deaf" things added
#9 Updated by skyjake almost 5 years ago
- Related to Feature #1539: Armor, powerups (object status) controls 3D model representation added
#10 Updated by skyjake almost 5 years ago
- Description updated (diff)
#11 Updated by skyjake almost 5 years ago
- Related to Feature #1727: Apply colored sector lighting by sector via DED added