Hi.
I want to show the "Level Finished" screen and skip the "Entering Level" screen automatically. It's able to skip the intermission screen from MAPINFO lump but cannot skip only the "Entering Level" screen.
Is there a way to disable only the "Entering Level" screen?
I've searched about it on Google, the wiki and this forum but I couldn't find out. I'm sorry if someone has already posted about it.
Disable only the "Entering Level" screen?
Disable only the "Entering Level" screen?
Last edited by Laskow on Wed Mar 10, 2021 6:34 am, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Disable only the "Entering Level" screen?
You'd have to replace the intermission class with a custom one. The internal implementation cannot do it.
Re: Disable only the "Entering Level" screen?
I tried things out and finally found a way to stop showing that screen. I say in advance that probably I should not use this method.
Delete Line 629, 630 and 635 from statscreen.zs in gzdoom.pk3. Then the "Entering Level" screen ends immediately. (It's still displayed for an instant though.)
I also tried to delete "initShowNextLoc();" from "statscreen_sp.zs, but I absolutely don't recommend to do it because cannot end the intermission screen and move to the next map.
And I've been facing problems needs Zscript a few times so I think this is a good time to start to learn it. (Even if I don't have to solve with Zscript in this situation.)
Thank you, Graf!
Code: Select all
protected virtual void initShowNextLoc ()
{
//if (wbs.next == "")
//{
// Last map in episode - there is no next location!
End();
Level.WorldDone();
return;
//}
CurState = ShowNextLoc;
acceleratestage = 0;
cnt = SHOWNEXTLOCDELAY * Thinker.TICRATE;
noautostartmap = bg.LoadBackground(true);
}
I also tried to delete "initShowNextLoc();" from "statscreen_sp.zs, but I absolutely don't recommend to do it because cannot end the intermission screen and move to the next map.
And I've been facing problems needs Zscript a few times so I think this is a good time to start to learn it. (Even if I don't have to solve with Zscript in this situation.)
Thank you, Graf!
- ramon.dexter
- Posts: 1519
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Disable only the "Entering Level" screen?
Deleting ANYTHING in gzdoom.pk3 is just incorrect way of doing anything. You have to redefine and replace the class in your zscript.
Re: Disable only the "Entering Level" screen?
I'll keep it in my mind. Thank you!ramon.dexter wrote:Deleting ANYTHING in gzdoom.pk3 is just incorrect way of doing anything. You have to redefine and replace the class in your zscript.
I've already made the custom status screen for single player mode so it was easy to add this. I want to ask myself why I couldn't notice it...
Spoiler:Set StatScreen_Single = "MyStatusScreen" in the gameinfo definition then it works without problems for now. I hope this is the right way.
- Player701
-
- Posts: 1636
- Joined: Wed May 13, 2009 3:15 am
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Disable only the "Entering Level" screen?
Note that the part after return, along with the return statement itself, can now be removed because that code is not reachable anymore.Laskow wrote:Code: Select all
//This is override void initShowNextLoc () { End(); Level.WorldDone(); return; CurState = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * Thinker.TICRATE; noautostartmap = bg.LoadBackground(true); }