Bug #1064
[Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
0%
Description
Vanilla HeXen plays an intermission as soon as the player enters a map with a different cluster number (set in the MAPINFO lump). But Dday expects HeXen intermissions to be on specific maps (i.e the Infine defs for them are all set to display after X specific map).
Labels: Hexen, Addons
Related issues
History
#1
Updated by vermil about 11 years ago
I've attached a test wad that makes intermission 1 play after map01...in Vanilla 1.0 and 1.1. In Dday it does nothing.
#2
Updated by danij about 11 years ago
In Hexen v1.1 the map progression and interlude animations to play are defined in the MAPINFO lump. A mod may include a custom MAPINFO lump which changes the progression and/or the interlude animation order.
Consequently the Before/After InFine scripts, using MapInfo definitions must be dynamically constructed during game init.
#3
Updated by danij about 11 years ago
- labels: Data --> Hexen
- summary: [HeXen] Interludes can no longer be moved --> [Hexen] Interludes can no longer be moved
#4
Updated by vermil about 11 years ago
#5
Updated by danij about 11 years ago
- labels: Hexen --> Hexen, Addons
#6
Updated by skyjake about 11 years ago
- summary: [Hexen] Interludes can no longer be moved --> [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
#7
Updated by skyjake almost 10 years ago
- Tags set to InFine, Definitions, MapData, Hexen
- Category set to Redesign
- Target version deleted (
1.9.9)
I suspect solving this properly would require a system that fully ties together Hexen's MAPINFO and the Map Info definitions.
#8
Updated by danij almost 10 years ago
Perhaps a mechanism that interprets Hexen's MAPINFO data into Doomsday MapInfo definition patches which can be applied while the game is loaded?
#9
Updated by vermil over 9 years ago
I'm going to add that this seems to also affect end game triggers in HeXen and HeXen DK, as well as between hub interludes.
I've been playing a HeXen pwad that moves the end game trigger to a different map and said trigger doesn't function in Dday (but does in Vanilla HeXen and GZDoom).
#10
Updated by danij over 8 years ago
Now that the map progression is described in Episode definitions it follows that the interlude to be played during a specific transition should be defined here also, with the old mechanism using InFine.Before/After definitions should be deprecated (retained for backward compatibility).
Moving the interlude information to the Episode def would also facilitate supporting ZDoom's extended MAPINFO mechanisms for this purpose cleanly.
#11
Updated by skyjake almost 7 years ago
- Target version set to Modding