[No] Optional timer for intermission screen

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Optional timer for intermission screen

Postby TimeOfDeath » Mon Jul 09, 2012 11:56 pm

Since the total time at the bottom of the intermission screen resets when you die, could there be an option for that timer not to reset? For example, you beat map01 in 10 seconds, then die in map02 and you press use/restart at 10 seconds into that map, then you beat map02 in 10 seconds, and the total time at the intermission screen would say 30 seconds.
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Re: Optional timer for intermission screen

Postby Project Dark Fox » Tue Jul 10, 2012 12:24 am

The way deaths work internally (the entire game state restarts IIRC, I am open to correction) I can't see this as possible. It already is if respawning is enabled but that's all.
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Re: Optional timer for intermission screen

Postby TimeOfDeath » Tue Jul 10, 2012 1:15 am

When you say respawning, do you mean -host? My only problem with that is the maps don't reset when you die and there's no time at all displayed on the intermission screen (in 2.4.1 anyway).

The way prboom-plus does it, it remembers your total time when you enter a level. If you enter map02 at 30 seconds and you die in map02 at 45 seconds, the time will go back to 30 seconds when you restart map02 (whereas in ZDoom the total time resets completely to zero). But, the prboom-plus way doesn't add the time from incomplete attempts (like I wrote about in my first post), it only keeps track of completed attempts.

If that total timer won't work, is there a way to see how many seconds or tics an lmp file is without re-watching it and writing down all the times by hand?
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Re: Optional timer for intermission screen

Postby Project Dark Fox » Tue Jul 10, 2012 4:29 am

The total time is remembered after a death in 2.5.0. And we're up to 2.6.0, so please get with the times, yo.
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Re: Optional timer for intermission screen

Postby TimeOfDeath » Tue Jul 10, 2012 9:18 am

Sorry, I rarely download updates because I try to use the same version all the time for recording demos.

It still doesn't solve my problem, though. The time from failed attempts doesn't get counted.
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Re: Optional timer for intermission screen

Postby NeuralStunner » Tue Jul 10, 2012 1:07 pm

I think respawning is usually handled through an autosave, and the total timer is stored in that save. I'm not sure how thi would work.

As for demo recording, have you tried Eternity Engine?
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Re: Optional timer for intermission screen

Postby TimeOfDeath » Tue Jul 10, 2012 3:52 pm

Thx, yeah when I disable autosaves the total timer resets when you die (on 2.6.0).

I've tried Eternity before, but it's not ZDoom(doom in hexen format) compatible, is it?
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Re: Optional timer for intermission screen

Postby TimeOfDeath » Wed Jul 18, 2012 8:30 pm

What about an option that autosaves after restarting from death? Would that add the time from failed attempts to the total timer?
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Re: Optional timer for intermission screen

Postby Graf Zahl » Fri Jul 20, 2012 5:09 pm

No, when you die and respawn a completely new game session is started. Time is not carried over from the old one because internally it's no different from starting the map from the console or the main menu,
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Re: Optional timer for intermission screen

Postby TimeOfDeath » Fri Jul 20, 2012 7:00 pm

What about an on-screen timer that displays the length of a demo file during recording + playback? Demos continue to be written even after respawning from a death. Could a timer based on the length of a demo, instead of the game clock, be possible?
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