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February 1st, 2007, 09:16 PM
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#1 |
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Join Date: Aug 2000
Location: New Zealand
Posts: 1,401
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Dev's: Send me a PM if any of these need to be updated - including ones saying no to features
Disclaimer: This list was generated the legacy community, Legacy devs reserve the rights to remove/decline any request Editing 1. A way to add light effects and or transparency to any wall we want. Done 2. A “floor align” feature that would align all the textures in a room. 3. Ability to script separate light sources individually so you can change any instance of a light without affecting the others. 4. Ability to set different styles: spherical / cone lights. The possibility of FraggleScripting or ACSing them so you can change their position, angle etc. 5. A FraggleScript command to return the floor texture you're on. Done 6. The ability to create your own monsters without replacing the originals. Done 7. The ability to create friendly monsters. Done 8. Edit Legacy menus with a LUMP file or DeHackEd. Done 9. A better way to create 3D floors without needing the nearby sector.No, unless someone suggests a better method. 10. Light source THING object as well as lighted sectors. 11. Thing triggers, like if “thing touches another thing” etc. Done 12. Text aligning and position when using the FS tip commands. Text always interferes with the cross-hair :P. 13. Mod files or lumps like those in HL that define special keys etc. For example, if you want to bind a determined script to a certain key you can define it from the 'Controls' section in Legacy (the control section would "read" the name of the function, the script to be called and allow the player to select a key for it). 14. New linedefs types that deal with "FS or ACS activate when ceiling or floor of tagged sector are shot". 15. An integrated sprite editor. No 16. Ability to specify a sound of the main Iwad or custom wad to be played when a floor or ceiling moves with the movefloor() and moveceiling() functions. This would add a lot of flexibility allowing the user to get different sounds instead of the default Doom original. Done 17. The ability to specify the Z-Height of an object in an editor to make 3D wads easier. Done 18. Ability to add a CORONA object that is actually a CORONA in fragglescript, or maybe even the editor? 19. Allow for more abstract defining of things, monsters, weapons, etc. Having basically every action of them defined through uneditable code-pointers is limiting. Done 20. Improve FraggleScript. Make it less unstable and random. Make Functions/arguments possible. ACS would be better for this 21. Update the FS docs with any additions/ ommisions and incorrect script models. WIP 22. Allow the map to decide what items that a player should have when respawning, without having to use FS. No - scripting would be a better solution, plus it has editor support 23. The ability to jump or not should be included on the map, along with gravity,walk and run speed, even the max jump height. Done 24. lineattack() could have a distance parameter to prevent it from hitting at that distance. It'd also be useful to have it return a mobj parameter (what object it hits if it did). Done 25. Have it possible to check if the mobj (player or monster) killed another mobj. 26. If you have a line, and you bind it to another sector, the line "should" be able to block all weapons if the sector height or floor is at a certain level. 27. Fix it so that Legacy stops bullet/ hitscan weapons. Done - someone is going to have to explain this to me (Smite:I assume it means that hitscan weapons should have finite range (they do) and hitscans should be stopped by inpassable linedefs (they are)) 28. A linedef with deep water in which the player doesn't slowly sink? For creating ladders and such. 29. Make it so that once you've created a bot via fragglescript you can later rename that same bot. 30. Global FraggleScript lump, or a way of making hub scripts. That way, the StartWeaponFS and StartFS codepointers don't require code to be duplicated ad nauseam. And for stuff like sidescroller scripts that need to persist among levels? You can add a text lump into the wad and use include("FSLUMP") via FraggleScript 31. Separate co-op/ deathmatch tags. Done 32. Slow-motion effects added to FraggleScript. It'd be cool for movies. e.g. to be to use "0.5" playdemo speeds for half speed playback etc 33. A linedef type for a 2 sided line that instead of drawing a decal on the texture it draws a clear hole on it in the shape of the decal so you can have a damage texture on a second wall showing through. 34. A way to cycle a line type per control sector, so you could have a solid 3d floor change to a total transparent passable 3dfloor at the drop of a hat. If something like this was repeated a few times and having a few more target sectors where they would become visible after the last has disappeared then it could become among other things, an animated sector based exploding wall. You could pull this off with multiple 3d floors by changing their floor/ceiling height - I created a wad with a moving ceiling fan using this method 35. Have a friendly thing flag. For example: you spawn an Imp and then use objflag (myimp, MF_FREINDLY, 1) or something like that so the Imp doesn't attack you, it attacks bad guys instead. Done 36. Make a function that will make the target object wander around aimlessly. 37. A function that sets the fog for the level. 38. The ability to move the chase-cam around like a regular object. Graphics 1. 3D Slopes. 2. Have optional bullet tracers and ricochet sound effects. 3. Proper trails on rockets. 4. Plasma shots that spawn small sparkling bits of plasma that bounce on the floor. 5. A way to stretch a texture or flat across a sloped surface. 6. Warped flat support. 7. Support for the 3D, voxel-based recreations of the original sprites. No, near impossible for OpenGL and slightly less harder for software renderer 8. Light sources, like in Doom 3, so a map can be made with all light level in 0, and you can put some lights in there- a light source, like the ones on candelabra and lamps, but with magnitude and without the sprite. 9. Texture lights. 10. Coronas with the lights. Ability to make lights with or without them. 11. 3D polyobjects. Done 12. Hi-res sprites along with textures. Done 13. ZDoomGL type shaders. 14. sky-boxes. Done 15. Different colours and fonts for the text. Done 16. Lighting effects on the radioactive slime and lava. 17. The classic boom HUD. 18. Optional uncapped frame-rate. 19. Ability to add fog/ colormaps to a sector in OpenGl mode. Done 20. A Direct3d mode. No 21. An automatic system to make sprites (specially for corpses) disappear in a cool way when there are so many on the screen. 22. VWEP support. 23. Separate colors for the torso and legs of the Doomguy. 24. Do something with the current spectre effect as some players find that it makes them too invisible. Done 25. Fake 3d floors: rendered but not blocking anything. Sort of water effect but without water. Done 26. Separate translucency controls for the status bar, invisible enemies, and fireballs. Done 27. On scrolling textures, have the option so that when you make a bullet hole, the hole scrolls with the texture. It seems kinda weird how you can make a bullet hole stay put on a moving wall. I consider this a bug 28. Make all the decals/ splats work properly. As it is, sometimes they appear in the air, they tend to cause serious slowdowns (takes a bit of clever trickery to avoid that in any game), and they don't work on flats. They're also immune to fog, which looks pretty strange. 29. Make it so that things like decals will have a chance to use external scripts and animate or fade out in hi-res modes. something like what quake3 does. It would be neat to have a nice fade time on the decals. 30. Better blood/ bullet impact effects, a la Skull Tag. 31. Have graphics that are by default 1024x768 graphics and then scaled down, rather than 320x240 and scaled up. Done 32. True type fonts instead of individual graphic images. 33. 2 brighter color palettes for doom. Also, the option to choose brighter color palettes(in game) when playing mods designed for GL lighting in software. No - you can create an add-in with modified palettes 34. Make the GL brightness to be closer to the software brightness. 35. Make the blood match the monster in terms of colour/ transparency- e.g. Cacodemons' blood should be blue, translucent demons blood should be translucent. 36. Have the mugshot/ ammo/ items on the max screen size, near your health. 37. Make an option to have the mugshot and the text on the translucent status bar not translucent, so you can see them better. 38. Have multiple types/ shapes of blood splat. 39. Have the option for different HUD layouts e.g. ZDoom style. Gameplay 1. A 'n00b' mode that can be used to make most of the advanced options (Gravity, etc) invisible, to prevent cluttering in the menus. 2. Stealth monsters. Use Decorate 3. Crouching (optional). 4. Camera bob up and down when shooting (optional). 5. Rocket-Arena multi-player option to disable splash damage from rockets to allow proper rocket jumping. 6. The option to stop the player carrying their weapons/ armour etc. into the next level.Use Scripting 7. 3D floors should block the line vision of monsters. Done 8. Have the option to make the demons counter-strike the arch-vile. Done 9. Have falling damage an option in the menus. 10. Slow-motion gibs for Max Payne style bullet time. Done 11. Better AI. No 12. Solid/ gib-able corpses (both optional). Done, supported in Legacy 1.43 13. If you press "next weapon" 3 times it should cycle forward 3 weapons instead of one. Would make changing weapons quicker. 14. Have a timer on the screen in single player, with the level par and your personal best time near it. Console/ Menu/ GUI 1. Spawn monsters command in the console. 2. A GUI for loading and checking wads inside Legacy. 3. Transparent legacy GUI's for Vista. 4. Make it so that while you're playing Legacy in windowed mode, you can press the console key to put focus on the desktop. 5. Make it so that when you press the windows key in Legacy, you don't have to move the mouse really fast to get to the desktop. 6. Make the Legacy window re-sizable. Change the resolution in the menu's to do this 7. Make it so that when you press the windows button to switch between the desktop and the game, it stops sometimes making the desktop huge and freezing the game. Done 8. Pause the single player game when you bring down the console 9. Be able to choose the WAD that has your custom maps in from the main menu, as easily as if you were choosing another episode on the Playstation version of Doom. Sound/ Music 1. External midi files. This way, all you have to do is put a midi file in your legacy directory, and name it after one of the files in the wad you're using. Done 2. Have a key for cycling through the midi files in a wad. 3. Optional footstep sound effects, that sound louder when you are running. 4. Full 3D-sound support. Multi-Player 1. Have a system for telling the player what wad a server is using. Done 2. Implanted CTF in multi-player options. 3. Let telefragging when the player dies and respawns, to prevent them sometimes getting stuck, and having to punch each other to death. Fixed 4. Less lag in net games. Fixed 5. A score board in coop and deathmatch. Done 6. More multi-player modes e.g. "imp hunt" like Half-Life's Scientist Hunt, something like Unreal Tournament's Domination, or quake 2's "tag". 7. A dedicated server. Done 8. A favourites list for servers in the server browser. 9. Stop Legacy disconnecting from network games when you tab to a different window. Fixed 10. Have a different layout, maybe larger area for the in game server list, or rather a smaller font size to display them, more information about the hosted game, player list, etc. 11. An option to disable auto downloads for net games. Done 12. More compatible for Hexen/ Heretic in terms of the two-player split screen. Auto-map 1. Have customizable options for the auto-map, like selecting colours, rotating or not, showing or not the texture on the floors, special coloured linedefs for switches, teleporters and platforms. 2. Have the option to mark the auto-map with messages instead of numbers- e.g. "loads of health". It would also be useful for mappers if you could fragglescript it so they could label zones to "Level 1", "Level 2", "Medical Bay" etc. in the auto-map. 3. Display the following on the auto-map: amount of monsters killed, items and secrets completed (in x/y format or in %). 4. Fix the map titles for Final Doom- maybe by having a separate text file including them. At present, they're displayed wrongly in the in game menus and in the map. Maybe that text file could also include notes on each level like the author etc. You could have like a database of text files that could come with Legacy, that include information for every PWAD ever released, so it was always correct for all the different wads out there. Of course, I'd be willing to make those text files up if you wanted. Fixed Miscellaneous 1. Have the option to right-click on wads and run them with Legacy from your OS. No, you can associate WAD files with Legacy in Windows 2. Drag and drop wad files onto Legacy to run them from your OS. 3. Sideways opening doors. Done - also known as PolyObjs 4. Better joystick configuration i.e. more axes and configuring for the axes. Done 5. Better management of devices e.g. joysticks, keyboards, even MIDI synthesizers etc. integrated into Legacy. Done 6. Support of Xfire. 7. HDR. No 8. Make the Legacy support jDRP. 9. Support for Chex Quest. Done 10. Make it so that you can put the Playstation Doom CD in and play Legacy with the textures/ sounds/ maps from that. I know they're not quite as detailed but it would be cool because there's some stuff in there that PC versions don't have. Done 11. Continuous Demo recording (no 128kb limit) 12. Continuing the recording an existing demo
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From the ashes of the fire, a new tree grows, and thus, Planky lives again Last edited by smite-meister; April 23rd, 2007 at 02:55 AM. |
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February 1st, 2007, 10:23 PM
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#2 | |||
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Join Date: Mar 2005
Location: Tasmania
Posts: 338
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Quote:
![]() Quote:
A serious one this time: Quote:
I've made some images to show how to apply this idea to make a 3D bridge over water. Let's say you begin with this map (top-down view) : http://glbsp.sourceforge.net/3dfloor_a.png and you want to add the bridge between the two pieces of land, like this: http://glbsp.sourceforge.net/3dfloor_b.png You make the bridge sector have the height range 0-96, floor flat is water and ceiling is underneath of bridge. Then use the CopySectorIntoUpper as the special linetype (the red one). The following image shows the side-on view: http://glbsp.sourceforge.net/3dfloor_c.png This system is quite limited compared to dummy sectors, but would handle many cases where people wanted to use 3D floors, and I think a simpler method like this would see more people using 3D floors in their maps. |
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February 1st, 2007, 11:25 PM
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#3 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,095
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Seems like it would be more conceptually easy to extend editors like Doom Builder to understand 3D floors. Just have an "insert 3D block" dialog. It would have options that pretty closely resemble a sector dialog. It could also maintain a list of sectors to apply to and these blocks would e somewhat editable in 3D mode.
Now I'm not telling anyone to go build it because it would be a pile of work, but it would be most likely to get newbies doing 3D floors.
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Aliotroph.post_count++; |
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February 2nd, 2007, 02:40 PM
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#4 |
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Join Date: Aug 2000
Location: New Zealand
Posts: 1,401
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I will go through this, yet again, to pull out the 'feature' requests that are actually bugs in the current Legacy.
Also, don't get upset if I say no to a feature - this list will be ever changing.
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From the ashes of the fire, a new tree grows, and thus, Planky lives again |
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February 2nd, 2007, 04:44 PM
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#5 |
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Join Date: Oct 2005
Location: Unknown
Posts: 1,330
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New controls you say? Global FS for sidescroller you say? I think I love DL. I think ZDoom better watch out!
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February 2nd, 2007, 09:28 PM
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#6 |
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Commander Keen
Join Date: Apr 2006
Location: Elsweyr
Posts: 621
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I know this probably wont happen until after 2.0, but... Strife support?
-Off-topic- Aw, man. I thought I was the first one to make a rotating fan. Oh well, I still have the readable book and sniper rifle. |
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February 2nd, 2007, 09:34 PM
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#7 |
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Join Date: Aug 2000
Location: New Zealand
Posts: 1,401
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Dunno about a readable book - but the sniper rifle isn't new.
I created the ceiling fan as I saw someone do it in GZDoom using ACS - I rewrote the acs into FS and off it went.
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From the ashes of the fire, a new tree grows, and thus, Planky lives again |
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February 3rd, 2007, 12:53 AM
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#8 |
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Commander Keen
Join Date: Apr 2006
Location: Elsweyr
Posts: 621
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Huh, when I first made them (the sniper rifle and fan), I thought I had come up with something new. Oh well.
But I'm pretty sure a readable book hasn't been done before. If you're interested, I put up a quick wad demonstrating it here. And another request I thought of, make it so you can change the pitch of the camera with the movecamera() function. |
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February 3rd, 2007, 01:05 AM
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#9 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,095
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I did a ceiling fan with some 3D floors and FS too. Probably pretty close to Fatal's. Was messy and took a while to make. The way I moved the 3D floors out of the way limited how I could build the supporting structure for the fan. That sucked.
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Aliotroph.post_count++; |
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February 3rd, 2007, 02:08 AM
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#10 | |
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Commander Keen
Join Date: Jan 2007
Posts: 83
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Quote:
When grepping through the forums for some work to do, I can find plenty of bug reports but the many of these are unsatisfactory. They usually do not specify unambiguosly which exact version they are against, and often it's even unclear whether they are talking about legacy-1 or legacy-2. |
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February 3rd, 2007, 03:49 PM
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#11 |
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Join Date: Aug 2000
Location: New Zealand
Posts: 1,401
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I quite agree, fixing bugs rather than adding features should be the priority - but seeing as this is a rewrite, most of the old bugs are gone.
Im looking to redesign our current forums - mainly to have it look something similar to the gzdoom forums. Either that, or create a bug submitter in the new legacy and force the user to report all the necessary information.
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From the ashes of the fire, a new tree grows, and thus, Planky lives again |
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February 3rd, 2007, 04:51 PM
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#12 |
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Commander Keen
Join Date: Feb 2007
Posts: 2
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Hello. I have one feature request and it's simple:
Would it be possible to have a "split" aim and view? Meaning that if a setting is set, the crosshair input could be toggled to one input and the player's view set to another? I have a virtual reality headset(Z800) and a tracked gun controller. I know that not many people have support for VR, but others could use joysticks, ect. I think it would be awesome for you to add this as it wouldn't be that hard at all to do. The aim and view input settings could be mouse1, mouse2 or joystick. I know that there is splitscreen mode (for two-players on one machine) so 2 inputs for one player's view and aim wouldn't be that hard to do. PLEASE CONSIDER ADDING THIS. |
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February 3rd, 2007, 05:28 PM
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#13 |
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Join Date: Aug 2000
Location: New Zealand
Posts: 1,401
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You know, I was joking about HDR support being added with Macro11_1 in #legacy just yesterday, and commented it was just as likely to get VR support as it was HDR...
O_o
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From the ashes of the fire, a new tree grows, and thus, Planky lives again |
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February 3rd, 2007, 06:17 PM
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#14 |
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Commander Keen
Join Date: Feb 2007
Posts: 2
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Next question:
If I say, mod my own copy of the Doom Legacy source and ONLY added the aim/view feature... would this interfere with me playing against others online? |
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February 6th, 2007, 02:10 AM
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#15 |
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Commander Keen
Join Date: Dec 2003
Location: England
Posts: 322
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Class. I'm glad you guys have put my list to good use! This is really good, the way you've put it up here. Now, people can look through that list and easily see whether a feature has already been suggested, even if it's one that the Legacy team aren't going to put in Legacy (when I was compiling that list I noticed that tons of ideas got posted several times).
By the way, is request 10 in miscellaneous really implemented? Can you actually use the PSX maps with Legacy (e.g. The Mansion), playing them off the PSX Doom CD? Or is it just like, you can download them as wads elsewhere or something? I know you can download the music/ sfx as a wad, not sure about all the maps. I guess this would be a lot of work to implement to play them off the PSX Doom CD, I just got the idea from playing PSX Doom through an emulator on my PC. That made me think that getting the maps etc. off it probably wouldn't be that hard, but in hindsight that probably doesn't make sense. Anyway, cheers. |
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February 6th, 2007, 03:19 AM
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#16 |
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Join Date: Dec 2002
Location: Boston, MA
Posts: 572
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I have no idea what the PSX Doom actually is, but assuming that the data formats it uses are the same as in vanilla Doom, you can probably use the non-ordered data directly from the CD. As for ordered data such as maps, at the very least you can repackage them in a WAD
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Member of the DooM Legacy Team |
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February 6th, 2007, 03:57 AM
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#17 |
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Commander Keen
Join Date: Dec 2003
Location: England
Posts: 322
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By PSX Doom I just meant the Playstation version of Doom. It's funny, if you put the CD in your PC it actually comes up with some wads and stuff on it but I don't think they're proper Doom wads. I was kind of wondering if there was some way to get an emulator like PSXE to get all the data off it and convert it to something Legacy could use, basically because I played Playstation Doom via a PC emulator and it seemed to work really well.
Of course it probably wouldn't be worth the effort but it would be cool. Playstation Doom is pretty popular. The music, especially, rocks. |
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February 8th, 2007, 03:37 PM
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#18 | |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Quote:
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February 10th, 2007, 04:29 AM
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#19 |
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Commander Keen
Join Date: Jan 2006
Location: Lithuania
Posts: 70
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From other thread: If legacy is too far different from old doom to play demos, I want to ask another thing. How does legacy use old doom WAD files? Legacy is far different from old doom
Why cannot legacy play old doom demos using something from old doom which has changed? As I said in other thread, looks like legacy uses other AI than old doom. So, why can't legacy, for example, use "alternative AI" from old doom to play old doom demos? And something other that has changed...
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February 10th, 2007, 04:51 AM
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#20 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Doom´s behavior regarding things is not into the Wad file but into the executable itself so every change to the AI (supposing that´s the only thing that goes out of sync :P) should be done in the .exe.
Legacy´s code is not exactly the same as Doom (as far as I´ve been able to read, I don´t think I´m that fluent at c++ :P) and Legacy v2.0 seems to be a complete rewrite of the code so even more "incompatibilities" could arise later. While Devan´s idea seems interesting I wouldn´t bet for that, mainly because Demo players and recorders use ports that work more like the original Doom and try to emulate it as exactly as possible. I don´t think Legacy it´s among its favourites so maybe the team is trying to focus in other features .
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