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0001140Zandronum[All Projects] Suggestionpublic2012-10-23 02:532014-06-13 15:43
AlexMax 
 
normalfeatureN/A
feedbackopen 
 
 
0001140: LOCINFO
I have decided to implement a better version of SECTINFO into Odamex, and would like to share this proposal with you guys. A very early and not-sanity-checked version of my LOCINFO parser can be found here:

'https://github.com/AlexMax/odamex/blob/64190816697cbe1fc1fb0493252988c300078efc/common/c_level.cpp#L502 [^]'

Essentially, it's like MAPINFO, but for locations. You start with a 'map' invocation to switch to the context of a specific map:

    map map01

Then, you start adding locations via the 'point' command.

    map map01
    point 5 10 0 "Over Here"
    point -10 -20 0 "Way over there"

The point command takes four parameters: x, y, z and the location name. A player's location, as shown in a HUD, will be determined by the closest point a player happens to be at that tic.

The "point" invocation utilized is by name because in the future there might be more primitives such as "rect" or "shape". Any rect or shape location primitive would have precedence over points, and precedence between overlapping rects or shapes would probably be handled in some sort of predictable order.
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Issue History
2012-10-23 02:53AlexMaxNew Issue
2012-10-23 21:42LlewellynNote Added: 0005181
2012-10-23 21:42LlewellynNote Edited: 0005181bug_revision_view_page.php?bugnote_id=5181#r2827
2012-10-24 00:59Blzut3Note Added: 0005183
2012-10-24 01:00Blzut3Note Edited: 0005183bug_revision_view_page.php?bugnote_id=5183#r2829
2012-10-24 03:31AlexMaxNote Added: 0005185
2012-11-23 17:48AlexMaxNote Added: 0005426
2014-06-13 15:43WatermelonNote Added: 0009190
2014-06-13 15:43WatermelonStatusnew => feedback

Notes
(0005181)
Llewellyn   
2012-10-23 21:42   
Doing SECTINFO is pretty insane by hand, but with a Doom Builder plugin it's pretty easy.

Regardless, getting areas correct does not always work because sometimes maps utilize "merged sectors" that span areas you do not always want, and it can sometimes be tedious, so I would support this.

(0005183)
Blzut3   
2012-10-24 00:59   
(edited on: 2012-10-24 01:00)
Shouldn't we be looking at how to integrate location information with UDMF? It would give Odamex an excuse to implement UDMF if it doesn't already. :P

Obviously it wouldn't be compatible with already made maps, but we do have SECTINFO for those.

Edit: Oh and if you are going to make a new script type. At least give it regular syntax where unknowns can be ignored.

(0005185)
AlexMax   
2012-10-24 03:31   
- Odamex might eventually get UDMF, but not every port is going to implement it.
- There are tons of _finished_ mapsets out there in non-UDMF formats that would be nice to have location information for via a PWAD.
- This is meant to fill the same inche that SECTINFO does, except in a sane manner.

I don't have an issue with ignoring unknowns.
(0005426)
AlexMax   
2012-11-23 17:48   
A wiki page for the new lump is located here:

'http://odamex.net/wiki/LOCINFO [^]'

Blzut3 and I have been talking, and he seems like he would prefer C-style syntax for LOCINFO, which would require Odamex to bring in ZDoom 2.x's script parser.
(0009190)
Watermelon   
2014-06-13 15:43   
Interested in adding?