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Extra Levels via Fraggle Script?

Posted: Fri Nov 16, 2007 0:33
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?

Posted: Fri Nov 16, 2007 1:41
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.

Posted: Fri Nov 16, 2007 9:09
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.

Posted: Fri Nov 16, 2007 11:08
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.

Posted: Fri Nov 16, 2007 12:52
by Boingo the Clown
Do NEXT and SECRETNEXT function in GZDooM?

Posted: Fri Nov 16, 2007 15:22
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.

Posted: Fri Nov 16, 2007 21:53
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!

Posted: Sat Nov 17, 2007 1:22
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.

Posted: Sat Nov 17, 2007 5:47
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.

Posted: Sat Nov 17, 2007 13:47
by Boingo the Clown
I will re-implement when I can, but I want to convert what I have for now.