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Feature #1264

Conditional decorations

Added by skyjake over 21 years ago. Updated almost 5 years ago.

Status:
New
Priority:
Normal
Assignee:
-
Category:
Enhancement
Target version:
Start date:
2003-08-12
% Done:

0%


Description

If a sector uses texture x and texture x has decor lights
defined then there should be a rules system which
governs whether the lights are used.
Eg:
If Sector A is larger than specified size and ceiling
texture is texture x then don't use lights.
If Sector B is 64x64 and floor texture is teleporter
texture then use effect B rather than effect A.

This same system should be used for particle generators
as well.

This system should then only be used for maps that
don't have map effect definitions.

Dani J

Labels: Data


Related issues

Related to Feature #1301: Redesigned DED ReaderProgressed2003-10-05

Related to Feature #1608: Integrate Doomsday ScriptProgressed2013-10-22

Related to Feature #1265: Map-specific definitions in a WAD lumpNew2003-08-12

Related to Feature #1617: Scoped definitions and variablesNew2013-10-21

History

#1 Updated by skyjake about 11 years ago

  • Tags set to Definitions, Scripting, Decorations
  • Subject changed from Wad Interpertation - Effect Conditions to Conditional decorations
  • Category set to Enhancement

#2 Updated by skyjake almost 5 years ago

  • Target version set to Rendering

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