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Bug #1064

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

Added by vermil almost 12 years ago. Updated over 7 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 12 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 12 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 12 years ago

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

#5 Updated by danij over 11 years ago

- labels: Hexen --> Hexen, Addons

#6 Updated by skyjake over 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 over 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 over 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 almost 10 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 about 9 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 7 years ago

  • Target version set to Modding

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