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 12 years ago
    
    - Tracker changed from Bug to Feature
 
#2
    
    Updated by skyjake over 10 years ago
    
    - Related to Feature #2051: XG test suite / demo map added
 
#3
    
    Updated by skyjake over 9 years ago
    
    - % Done changed from 100 to 20
 
#4
    
    Updated by skyjake over 9 years ago
    
    - Status changed from New to Progressed
 
#5
    
    Updated by skyjake almost 6 years ago
    
    - Target version set to Modding
 
#6
    
    Updated by skyjake almost 6 years ago
    
    - Related to Feature #1190: External scripts for mobj behavior added
 
#7
    
    Updated by skyjake almost 6 years ago
    
    - Related to Feature #1618: Decorations/effects for game events (power up, damage, etc.) added
 
#8
    
    Updated by skyjake almost 6 years ago
    
    - Related to Feature #1475: Spawnmobj "deaf" things added
 
#9
    
    Updated by skyjake almost 6 years ago
    
    - Related to Feature #1539: Armor, powerups (object status) controls 3D model representation added
 
#10
    
    Updated by skyjake almost 6 years ago
    
    - Description updated (diff)
 
#11
    
    Updated by skyjake almost 6 years ago
    
    - Related to Feature #1727: Apply colored sector lighting by sector via DED added