Extra Levels via Fraggle Script?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Boingo the Clown
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Extra Levels via Fraggle Script?

Post by Boingo the Clown »

Fraggle script is supposed to allow modders to add additional levels and redirect the player to them. For example, E1M1 can be set up to exit to a level called "PIBBLE" or whatever, insread of E1M2, and PIBBLE can then exit back to E1M2, or yet another level with a different name.

I know it is in the documentation, and I know it is in Eternity, perhaps also in SMMU. Legacy has the fraggle commands to make levels exit to other nonstandard levels, but at last look, they do not work in Legacy.

My question is whether or not this is implemented in GZDooM. I know the code for fraggle script was added to GZDooM from Legacy, so, is it implemented, and, more importantly, does it work?
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Post by Enjay »

I don't know if Fraggle script can do it or not in GZdoom, but if you can't get it to work the way you want, (G)Zdoom's native setup of MAPINFO and ACS will allow you to do it.
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Post by Nash »

Using the ZDoom architecture, you can name your map lumps whatever you want ("PIBBLE" or whatever), but the level exit functions uses numerical parameters, so in your MAPINFO lump, you still have to give your PIBBLE map a valid map number, for example MAP02.

If your exit lines trigger ACS scripts that call a level exit function, you can #define a constant to replace the numbers if that makes you remember the name better (#define PIBBLE 2).

If I'm not making any sense to you, then I suggest you read up on MAPINFO and try it yourself.
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Post by Gez »

Nash wrote:Using the ZDoom architecture, you can name your map lumps whatever you want ("PIBBLE" or whatever), but the level exit functions uses numerical parameters, so in your MAPINFO lump, you still have to give your PIBBLE map a valid map number, for example MAP02.
That is, if you want to use ACS for level exits. Otherwise, you can just use next and secretnext.
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Post by Boingo the Clown »

Do NEXT and SECRETNEXT function in GZDooM?
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Post by Enjay »

Yup. They take you to the maps you specify as next in MAPINFO.

Also for other exits, you don't have to use ACS. You can pass level numbers (as defined in MAPINFO using the levelnum command) directly on to certain exit line types (teleport_new_map or whatever it's called) and have (G)Zdoom take you to the map specified.
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Post by Nash »

Boingo the Clown wrote:Do NEXT and SECRETNEXT function in GZDooM?
As a general rule of thumb for you, anything that ZDoom can do, GZDoom can also do. Just remember that.

Happy modding!
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Post by Boingo the Clown »

Just to be sure, MAPINFO is compatible with fraggle script?

I am converting a mod originally created for Legacy over to GZDooM, which means I am dealing with fraggle, not ACS.
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Post by Nash »

You really should just dump all that Fraggle stuff and re-implement whatever it was you had using ZDoom''s conventions.

I recall Graf implementing FS into GZDoom just so he could play some of his favourite Legacy WADs, nothing more than that.
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Post by Boingo the Clown »

I will re-implement when I can, but I want to convert what I have for now.
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