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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001140 | Zandronum | [All Projects] Suggestion | public | 2012-10-23 02:53 | 2014-06-13 15:43 | ||||||||
Reporter | AlexMax | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||||||
Status | feedback | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001140: LOCINFO | ||||||||||||
Description | 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. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0005181) Llewellyn (reporter) 2012-10-23 21:42 edited on: 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 (administrator) 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 (developer) 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 (developer) 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 (developer) 2014-06-13 15:43 |
Interested in adding? |
Only registered users can voice their support. Click here to register, or here to log in. | |
Supporters: | bluewizard Combinebobnt Llewellyn ZzZombo |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2012-10-23 02:53 | AlexMax | New Issue | |
2012-10-23 21:42 | Llewellyn | Note Added: 0005181 | |
2012-10-23 21:42 | Llewellyn | Note Edited: 0005181 | View Revisions |
2012-10-24 00:59 | Blzut3 | Note Added: 0005183 | |
2012-10-24 01:00 | Blzut3 | Note Edited: 0005183 | View Revisions |
2012-10-24 03:31 | AlexMax | Note Added: 0005185 | |
2012-11-23 17:48 | AlexMax | Note Added: 0005426 | |
2014-06-13 15:43 | Watermelon | Note Added: 0009190 | |
2014-06-13 15:43 | Watermelon | Status | new => feedback |
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