[0.4.5] [Duke Caribbean] Post boss slides easily interrupted
Moderator: Raze Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
-
- Posts: 210
- Joined: Sat Jan 18, 2020 6:10 am
[0.4.5] [Duke Caribbean] Post boss slides easily interrupted
Post boss slide show ends prematurely when using the 'use' key.
Save file: https://www.dropbox.com/transfer/AAAAAE ... 2kpzN2Q9H4
Save file: https://www.dropbox.com/transfer/AAAAAE ... 2kpzN2Q9H4
-
- Posts: 1349
- Joined: Tue Nov 05, 2019 6:48 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
You mean pressing "Use" or another key during the cutscenes?
I'm pretty sure this is intended behavior, which skips them and goes directly to the stats screen. This is also the same as it is in both Rednukem and EDuke32.
I'm pretty sure this is intended behavior, which skips them and goes directly to the stats screen. This is also the same as it is in both Rednukem and EDuke32.
-
- Posts: 210
- Joined: Sat Jan 18, 2020 6:10 am
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
It's a user experience issue. Each slide lasts for six seconds, long enough that you might think you have to use a key to continue. When you find out it doesn't and you just skipped the entire sequence, you're forced to go back to your last save to see what you missed.
-
- Lead GZDoom+Raze Developer
- Posts: 49130
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
This is the same behavior as in the DOS EXE or EDuke, isn't it?
-
- Posts: 1349
- Joined: Tue Nov 05, 2019 6:48 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
Graf Zahl wrote:This is the same behavior as in the DOS EXE or EDuke, isn't it?
¯\_(ツ)_/¯.lowskill. wrote:I'm pretty sure this is intended behavior, which skips them and goes directly to the stats screen. This is also the same as it is in both Rednukem and EDuke32.
-
- Lead GZDoom+Raze Developer
- Posts: 49130
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
Ok, case closed, then.
-
- Posts: 210
- Joined: Sat Jan 18, 2020 6:10 am
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
I understand if you don't consider it a bug. It's not a feature suggestion either, technically. Frankly I never had this issue with Dooms post-boss sequences. Take it as a suggestion for a user experience improvement.
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
Although, in GZDoom (and other ports) you can skip the post-boss scenes. A press of [use] will force all exittexts to immediately fill the screen instead of having to wait for the text to "type" on to the screen.markanini wrote:Frankly I never had this issue with Dooms post-boss sequences.
Finish e3m8 in GZDoom and pressing [use] will skip to the end of the victory text message, pressing [use] again will skip to the start of the bunny scroller before the normal delay and pressing [use] again will skip to the end of the bunny scroller to see "The End" getting shot to pieces.
None of that skipping was possible in the original doom.exe but (IMO) it's a welcome enough feature in GZDoom.
-
- Posts: 818
- Joined: Thu Apr 25, 2013 12:21 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
- Graphics Processor: nVidia with Vulkan support
- Location: The Corn Fields
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
Give players the ability to skip a cutscene and make most of your game playable. It's why I hated Wolfenstein II TNC.
-
- Posts: 210
- Joined: Sat Jan 18, 2020 6:10 am
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
At the same time, Imagine if you hit a key after beating the Icon of Sin in the Doom 2 and it skipped the entire end sequence and dumped you into the main menu.
Here's my suggestion: Make the menu an overlay that lets you start a new game or continue the end sequence if you want.
Here's my suggestion: Make the menu an overlay that lets you start a new game or continue the end sequence if you want.
-
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
This is just a side effect of the ending slideshows in the expansion packs just being quick-n-dirty replacements for the FMV that plays after beating Episode 3. Sunstorm didn't have any source code access (some things like episode name changes in the v1.3d version were handled with DEHACKED style EXE patching!) so a more graceful solution sadly wasn't possible.
-
- Lead GZDoom+Raze Developer
- Posts: 49130
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
markanini wrote:At the same time, Imagine if you hit a key after beating the Icon of Sin in the Doom 2 and it skipped the entire end sequence and dumped you into the main menu.
Here's my suggestion: Make the menu an overlay that lets you start a new game or continue the end sequence if you want.
That may be, but I won't touch this code. It's too volatile.
-
- Posts: 210
- Joined: Sat Jan 18, 2020 6:10 am
Re: [0.4.5] [Duke Caribbean] Post boss slides easily interru
Maybe the use key could be rebound to Esc temporarily during cutscenes, that's how BuildGDX does it. Hopefully that's not too volatile.Graf Zahl wrote: That may be, but I won't touch this code. It's too volatile.