Project

General

Profile

Bug #1064

[Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)

Added by vermil almost 8 years ago. Updated over 3 years ago.

Status:
New
Priority:
High
Assignee:
-
Category:
Redesign
Target version:
Start date:
2012-07-09
% Done:

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

Related to Feature #1369: Dynamic map lists (episode structure)Closed2004-12-15

History

#1 Updated by vermil almost 8 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 almost 8 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 almost 8 years ago

- labels: Data --> Hexen
- summary: [HeXen] Interludes can no longer be moved --> [Hexen] Interludes can no longer be moved

#5 Updated by danij almost 8 years ago

- labels: Hexen --> Hexen, Addons

#6 Updated by skyjake almost 8 years ago

- summary: [Hexen] Interludes can no longer be moved --> [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)

#7 Updated by skyjake over 6 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 over 6 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 almost 6 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 5 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 over 3 years ago

  • Target version set to Modding

Also available in: Atom PDF