Basically, a way of defining a map in mapinfo that makes it behave like a TITLEMAP but after a level or series of levels have been played.
OK, OK, I know this has been suggested before and it initially seems pointless but bear with me. I know that most of what this would accomplish can already be done with a regular scripted map. Just freeze the player and run a script when the map being used for the ending starts right? Yes, that works but there is one really annoying (to me anyway) giveaway that something odd is going on: the "game saved" message.
By default, whenever you enter a new map, the game autosaves and puts a message up on screen that it has done so. It looks messy in a map who's only reason to exist is to provide an aesthetically pleasing end to the mission. However, the obvious suggestions of somehow disabling autosaves or messages run counter to Zdoom development philosophy (and I agree with that) so I am suggesting that it be possible to nominate maps as endmaps to remove this visual glitch and also prevent it needlessly creating a savegame. There may also be other benefits to an endmap system, but those are the only two I have atm.
EndMap
Moderator: GZDoom Developers
Re: EndMap
This would be useful for end-game cutscenes where you are not supposed to save.
I hope map teleports aren't disabled though - in the event that the cutscene is played MID GAME and not in the end... obviously when the cutscene ends, the player is supposed to be transported to the new map...
I hope map teleports aren't disabled though - in the event that the cutscene is played MID GAME and not in the end... obviously when the cutscene ends, the player is supposed to be transported to the new map...
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: EndMap
Not draw the no longer needed status.Enjay wrote:Basically, a way of defining a map in mapinfo that makes it behave like a TITLEMAP but after a level or series of levels have been played.
OK, OK, I know this has been suggested before and it initially seems pointless but bear with me. I know that most of what this would accomplish can already be done with a regular scripted map. Just freeze the player and run a script when the map being used for the ending starts right? Yes, that works but there is one really annoying (to me anyway) giveaway that something odd is going on: the "game saved" message.
By default, whenever you enter a new map, the game autosaves and puts a message up on screen that it has done so. It looks messy in a map who's only reason to exist is to provide an aesthetically pleasing end to the mission. However, the obvious suggestions of somehow disabling autosaves or messages run counter to Zdoom development philosophy (and I agree with that) so I am suggesting that it be possible to nominate maps as endmaps to remove this visual glitch and also prevent it needlessly creating a savegame. There may also be other benefits to an endmap system, but those are the only two I have atm.
Re: EndMap
Indeed, and prevent tabbing to the automap too.Project Dark Fox wrote:Not draw the no longer needed status.
and yes, Nash's idea of them being used as intermission maps makes sense.
Re: EndMap
I imagine it would look very bad and unpolished (especially more to people not from the community) if they were allowed to open an automap during cutscenes (and it doesn't really matter whether you set all the lines to be hidden or not)... :P
Re: EndMap
Also, to screw things even more, when there is a camera, in regular scripted scenes pressing f12 returns you to your normal view.