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Feature #1620

XG 2.0

Added by skyjake about 11 years ago. Updated almost 5 years ago.

Status:
Progressed
Priority:
High
Assignee:
Deng Team
Category:
Redesign
Target version:
Start date:
2010-04-20
% Done:

20%

Tags:

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

Bug #1105: XG sector ambient sounds not saved/loadedCloseddanij

Bug #899: XG stops working when loading a save gameCloseddanij


Related issues

Related to Feature #1617: Scoped definitions and variablesNew2013-10-21

Related to Feature #1324: XG music linesNew2004-01-29

Related to Feature #1327: Render extra plane in XG sectorNew2004-02-16

Related to Feature #1350: Stair Builder: spread build on tagged sector rangeNew2004-07-21

Related to Feature #1374: XG refs: logical NOTNew2005-04-01

Related to Feature #1379: XG refs: evaluate params at runtimeNew2005-04-10

Related to Feature #1461: Separate chain/event derived/driven behaviour for XGNew2008-03-02

Related to Feature #1465: [XG] "Player needs object X" messageNew2008-07-05

Related to Feature #1467: [XG] Incorporate vanilla line/sector typesNew2008-07-11

Related to Feature #1491: Variable damage for the pmf_crush plane move flagNew2009-04-29

Related to Feature #1493: Opposites for mobj_gone and activator_type requirementsNew2009-05-19

Related to Feature #1524: [XG] Ability to do anything with ammo, weapons and artefactsNew2010-10-26

Related to Feature #1526: [XG] Randomizing activation/deactivation wait timerNew2011-02-07

Related to Feature #1530: [XG] ltf_count requirementNew2011-03-30

Related to Feature #1537: [XG] Activation event option when changing line typesNew2011-05-15

Related to Feature #1556: [InFine] Randomized placement/selectionClosed2012-03-26

Related to Feature #1608: Integrate Doomsday ScriptProgressed2013-10-22

Related to Feature #2051: XG test suite / demo mapNew2015-05-14

Related to Feature #1190: External scripts for mobj behaviorProgressed2003-06-15

Related to Feature #1618: Decorations/effects for game events (power up, damage, etc.)New2013-10-21

Related to Feature #1475: Spawnmobj "deaf" thingsNew2008-11-06

Related to Feature #1539: Armor, powerups (object status) controls 3D model representationProgressed2011-06-18

Related to Feature #1727: Apply colored sector lighting by sector via DEDNew2014-02-09

History

#1 Updated by skyjake about 11 years ago

  • Tracker changed from Bug to Feature

#2 Updated by skyjake over 9 years ago

#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

#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

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