Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312019-01-24T20:06:39ZTracker
Redmine Doomsday Engine - Feature #2320 (New): Re-enable XG dummy line https://tracker.dengine.net/issues/23202019-01-24T20:06:39Zvermil
<p>Support for XG functions that internally use dummy lines to function has been long deliberately disabled (since the new map format was added I seem to recall).</p>
<p>Messages are printed in the console whenever an XG def needs and is denied a dummy line: for instance "attempted to use a dummy line as XGPlaneMover origin. Plane in sector XYZ will not be moved".</p>
<p>Can it be re-enabled?</p> Doomsday Engine - Feature #2051 (New): XG test suite / demo maphttps://tracker.dengine.net/issues/20512015-05-14T11:56:41Zskyjake
<p>We need a map that tests all the features of XG in a systematic fashion. This can then act as a test suite to fix regressions, demonstrate the capabilities of XG, and offer examples to modders about how to use XG.</p>
<p>As a test suite, the map does not need to have a coherent design or theme; the main purpose is to verify that all features of XG features are working correctly.</p> Doomsday Engine - Bug #1993 (Feedback): Switching maps while XG lines are active causes seg faulthttps://tracker.dengine.net/issues/19932015-03-12T12:51:04Zvermil
<p>Exiting or warping to another map while an XG def is active (whether or not it is actually affecting the map) appears to cause a seg fault. I have also got a signal terminated error on rare occasions.</p> Doomsday Engine - Bug #1876 (In Progress): [XG] Floor chains appear infunctionalhttps://tracker.dengine.net/issues/18762014-10-11T11:08:30Zvermil
<p>Pretty much what the subject states. They don't appear to work.</p> Doomsday Engine - Feature #1626 (New): Area-based foghttps://tracker.dengine.net/issues/16262013-10-22T08:02:16Zskyjake
<p>Area based fog, for instance using XG sectors.</p>
<p>Quite important for submersed environments, e.g., underwater.</p> Doomsday Engine - Feature #1620 (Progressed): XG 2.0https://tracker.dengine.net/issues/16202013-10-21T16:41:25Zskyjake
<p>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.</p> Doomsday Engine - Feature #1608 (Progressed): Integrate Doomsday Scripthttps://tracker.dengine.net/issues/16082013-10-19T18:57:48Zskyjake
<a href="http://dengine.net/dew/index.php?title=Doomsday_Script_reference" class="external">Doomsday Script</a> should be integrated into all relevant subsystems.
<ul>
<li>Console should allow executing scripts.</li>
<li>InFine should allow embedding scripts within the animation commands.</li>
<li>XG should allow scripts for defining functionality instead of hard-coded line/sector classes.</li>
<li>Definitions should allow embedded scripts (via <code>ScriptedInfo</code>).</li>
<li>Game objects/entities should allow thinkers implemented as script functions.</li>
<li>UI logic and menu structure should be implemented as scripts.</li>
</ul> Doomsday Engine - Feature #1551 (New): Print unknown line/sector types to the consolehttps://tracker.dengine.net/issues/15512012-01-07T09:34:39Zvermil
<p>Dday auto disables unknown line/sector types in Doom and Heretic (HeXen lacks this feature due to currently lacking XG) and also removes unknown mobjs.</p>
<p>I think it might be beneficial to the user if Dday printed information about these to the console; it may help a mapper pick up mapping errors in their maps or discover if a map is compatible with Dday in the first place.</p>
<p><strong>Labels:</strong> Map Editing</p> Doomsday Engine - Feature #1537 (New): [XG] Activation event option when changing line typeshttps://tracker.dengine.net/issues/15372011-05-15T16:00:24Zvermil
<p>A way to send an (de)activation event immediately after changing a line type.</p>
<p><strong>Labels:</strong> XG</p> Doomsday Engine - Feature #1530 (New): [XG] ltf_count requirementhttps://tracker.dengine.net/issues/15302011-03-30T11:46:53Zvermil
<p>I would like to propose a new XG requirement type; ltf_count.</p>
<p>With the associated fields; "Count = X", "Count above = X" and "Count below = X".</p>
<p>I believe the names largely describe what I am proposing; to allow a modder to make their XG line only activate when a lines count is a specific value or within a certain range.</p>
<p>"Count = X" allows the modder to make their line activate when its count is a specific value of their choice. In my opinion, this is a logical extension of the existing "when_last" requirement since it isn't limited to only activating when a line reduces its own count from 2 to 1 like "when_last" is (to be honest I'm not sure whether that when_last requirements not triggering when a lines count is reduced to 1 by other means isn't actually a bug, hence I've also posted a bug report about it; <a class="external" href="https://sourceforge.net/tracker/?func=detail&atid=542099&aid=3259963&group_id=74815">https://sourceforge.net/tracker/?func=detail&atid=542099&aid=3259963&group_id=74815</a>).</p>
<p>What "Count above" and "Count below" would do is obvious. It provides a simpler way of allowing a modder to make their line repeat its function a specific number of than existing methods allow.</p>
<p>All three flags could also be combined. Say making the line activate when the line has a Count above 8, a count of 6 and a count below 3.</p>
<p><strong>Labels:</strong> XG</p> Doomsday Engine - Feature #1526 (New): [XG] Randomizing activation/deactivation wait timerhttps://tracker.dengine.net/issues/15262011-02-07T15:39:26Zvermil
<p>Randomization of the activation/deactivation wait timer.</p>
<p>A min and max fp like field, so to speak.</p>
<p><strong>Labels:</strong> XG</p> Doomsday Engine - Feature #1524 (New): [XG] Ability to do anything with ammo, weapons and artefactshttps://tracker.dengine.net/issues/15242010-10-26T20:49:41Zvermil
<p>XG can be used to alter (i.e add or remove) the player’s health, armour and keys in various ways and all can be requirements (i.e. line X won't activate if the player doesn't have a blue key card and more than 150 armour).</p>
<p>However, there is no similar set of functions for ammo, weapons (including HeXen weapon pieces) or artefacts. XG can't alter or use any of these as a requirement at tall.</p>
<p><strong>Labels:</strong> XG</p> Doomsday Engine - Feature #1507 (New): [InFine] Option to pause playing script if the game is pausedhttps://tracker.dengine.net/issues/15072010-01-23T21:40:55Zvermil
<p>The ability to pause playing infine if the game is paused and/or the menu opened.</p>
<p>Perhaps via a flag one can place in a def.</p>
<p>Maybe all in map Infine should be paused when the menu is open or the game is paused; currently they continue running in both cases, which can cause issues if the infine is suppose to be synched to events in the game world.</p> Doomsday Engine - Feature #1499 (New): Flag to disable mobj respawn on specific typeshttps://tracker.dengine.net/issues/14992009-09-21T12:57:57Zvermil
<p>A mobj based flag to disable it from respawning if item or bad guy respawn is turned on (i.e if the player is playing on Nightmare).</p>
<p>My specific reasoning for this is scripting that has mobj_gone requirements.</p>
<p>If the effects of a mobj_gone def don't occur instantly after the mobj they are checking for is picked up or removed, the bad guy/item that the script is checking for may well respawn before the script can be activated</p>
<p>As an example, say you've got a switch across the other side of the map that only activates when all the Cyber Demons on the map are dead: the player may not be able to reach the switch before at least one Cyber Demon respawn's.</p>
<p><strong>Labels:</strong> Gameplay</p> Doomsday Engine - Feature #1493 (New): Opposites for mobj_gone and activator_type requirementshttps://tracker.dengine.net/issues/14932009-05-19T18:02:17Zvermil
<p>As the summary suggests. XG requirements that check for the presence of mobj X and to have an xg line/sector affect all mobj's except X.</p>
<p><strong>Labels:</strong> XG</p>