[Added] Level summary after the episode ends

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Level summary after the episode ends

Postby MatrixCL » Tue Jul 21, 2020 6:30 am

I'm not aiming for breaking speedrun records, but I do like them, so I just speedrun with GZDoom. Much smoother. :)

The problem is that the way to know the final time, is by having the total time displayed in the HUD and then looking in the top right corner to see what the final time was, right before the episode is completed. Other game ports, like PrBoom+, show the same screen as you see after finishing a level also after finishing the final level, before showing the episode story ending.

I did notice the option "Show ENDOOM screen", but I believe that refers to the story ending, which is not what I am looking for.

Would this be feasible?
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Re: Level summary after the episode ends

Postby Rachael » Tue Jul 21, 2020 7:36 am

I actually think this would be a good idea, and it should be feasible. I'll implement it myself if there are no objections, CVAR controlled.
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Re: Level summary after the episode ends

Postby Graf Zahl » Tue Jul 21, 2020 7:41 am

As a MAPINFO option this already exists, there's no reason to add a CVAR that does the same and forces the summary screen after each level or hub. This would also be useful in Hexen which has no summary screens at all.
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Re: Level summary after the episode ends

Postby Rachael » Tue Jul 21, 2020 8:03 am

Graf Zahl wrote:As a MAPINFO option this already exists, there's no reason to add a CVAR that does the same and forces the summary screen after each level or hub. This would also be useful in Hexen which has no summary screens at all.

This statement is self-contradicting so I am not clear what you are actually saying, here.

Going strictly by the first sentence, I'd disagree - the CVAR would override the MAPINFO which currently can only be overridden by MAPINFO - I do see a CVAR that defaults to being false but can be set by the user as true being useful here.

Going strictly by the second sentence, I would agree that this would be useful in Hexen, too.
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Re: Level summary after the episode ends

Postby Graf Zahl » Tue Jul 21, 2020 10:27 am

All I wanted to say is there's nothing new feature wise that you need, just an override for existing functionality.
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Re: Level summary after the episode ends

Postby Rachael » Tue Jul 21, 2020 11:55 am

Added

It's CVar controlled by 'sv_alwaystally'
Code: Select allExpand view
 - add 'sv_alwaystally' defaults to 0 with the following states:

* 0: previous behavior (completely MAPINFO controlled)
* 1: always show level tally at the end of a non-hub level
* 2: always show level tally even when changing levels within a hub
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Re: Level summary after the episode ends

Postby MatrixCL » Tue Jul 21, 2020 2:36 pm

Great, thank you! I'll keep an eye out for the next version. :wink:
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Re: Level summary after the episode ends

Postby drfrag » Tue Jul 21, 2020 3:16 pm

Check tomorrow's DRD Team devbuild.
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Re: Level summary after the episode ends

Postby Enjay » Tue Jul 21, 2020 3:39 pm

Can I ask what the MAPINFO option is called? Are we talking about NOINTERMISSION?
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Re: Level summary after the episode ends

Postby Graf Zahl » Tue Jul 21, 2020 4:43 pm

Yes.
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Re: Level summary after the episode ends

Postby AFADoomer » Tue Jul 21, 2020 5:47 pm

Ugh, great. Another annoying thing that modders have to account for..
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Re: Level summary after the episode ends

Postby Graf Zahl » Wed Jul 22, 2020 1:01 am

Only those modders with control issues. I have no pity for them.
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Re: Level summary after the episode ends

Postby AFADoomer » Wed Jul 22, 2020 9:44 am

:D Are you really one to be able to talk down to people about having control issues?


I'm mostly just saying that this setting (especially if set to 2) will make some mods behave in unexpected ways - the old mod-controlled NOINTERMISSION behavior was in place for what, 20 years, unaltered?

Any mod IWAD that doesn't provide an INTERPIC image (because why would you, if you don't use intermissions) now gets a black background with the Doom-style intermission tallies on top. OK, it looks like garbage, but, whatever, at least it works.

Adventures of Square, and any other mod that provided an ACS-based end-of-level screen, now has two finale screens for each map - the second one looking like said aforementioned garbage and saying "Game Over", because that graphic was never meant to be shown after each level.

For the commercial IWADs, Strife loses any sense of seamless transition from hub to area map. Hexen also, but there are more natural breaks in gameplay there.
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Re: Level summary after the episode ends

Postby Graf Zahl » Wed Jul 22, 2020 10:02 am

Setting 2 may indeed be useless, but some people seem to want it. What can you do? I would have been satisfied with 1, because that's what I normally use - I want my tally after each map, even the last one. This may need a bit of tweaking to optimize the feature's exposure.
Regarding Adventures of Square, what hackery did they do? The engine has enough means to do such things properly without any risk of backfiring
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Re: Level summary after the episode ends

Postby Rachael » Wed Jul 22, 2020 10:15 am

I can remove setting 2 if need be. It does seem a bit excessive. I didn't check - but - do the tally screens include stats from all levels in the hub? Because that's all you need, rather than just the stats of the level itself being exited.

But let me say this:

While I can understand the frustration from the modder side, greeting a feature with "another annoying thing modders have to account for" isn't very helpful, especially when a feature like this is meant to be a QOL improvement for the user experience, overall.

That being said - I also understand that ZScripted tally screens is a really new feature, and ACS tally screens have existed a long time before that. I think a mod-wide compatibility setting to account for this might be appropriate in this case, but as far as I know mod-wide hash compatibility settings have not yet been implemented. So anything I implement would have to be retroactive, at this point.

Also, I think it will be possible to implement a full-mod compatibility system that builds on the nerve.wad checking as a base, but that probably is more appropriate to discuss in a new topic.
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