In a similar way to how TITLEMAP can be used as a completely non-interactive map where pressing any key brings up the menu and nothing else (no game saved message on starting the map, nothing), I suggest that it might be useful to set up other maps so that they can be used as EndSequences once the game is finished.
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I just realised that I suggested something very similar a long time ago (almost 10 years). viewtopic.php?f=18&t=23368&p=456467
It was closed with a [No] then (not sure why) so perhaps it's not likely to happen?
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Define a map as an EndSequence
Moderator: GZDoom Developers
Re: Define a map as an EndSequence
It's more likely to happen now than 10 years ago so I say leave it open.
ZDoom's (and by proxy GZDoom's) tech has changed quite a lot in the intervening time.
ZDoom's (and by proxy GZDoom's) tech has changed quite a lot in the intervening time.
Re: Define a map as an EndSequence
Last I source-dived, if I'm not wrong, it's literally just some 'gamestate' variable checks to enable the "non interactive" behaviour of loaded maps, so maybe a new GS_ENDLEVEL constant maybe? Unless I'm missing something, it seems pretty straightforward to add.
EDIT: even better, it seems G_InitNew has a "true" bool as the 2nd parameter, it looks like this will tell whatever next map to load to be non-interactive. So there are two options here for the front-facing/user side - either a MAPINFO flag, or add a new bool parameter to existing level change functions to mark the next map change as non-interactive.
EDIT: even better, it seems G_InitNew has a "true" bool as the 2nd parameter, it looks like this will tell whatever next map to load to be non-interactive. So there are two options here for the front-facing/user side - either a MAPINFO flag, or add a new bool parameter to existing level change functions to mark the next map change as non-interactive.