New Unity Port Features on GZDoom

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gabrielpf3
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Joined: Tue Sep 25, 2018 9:29 pm

New Unity Port Features on GZDoom

Post by gabrielpf3 »

Is there any chance we could see some of the menu features from the new Unity port of Doom added into GZDoom?
Namely, I'd love to have a "Choose Level" menu for each episode/game, and the option to show milliseconds on the End Level screens.

Another thing I think could be interesting would be adding some "official" support on GZDoom for things like the Unofficial Master Levels for Doom 2 Patch, or even the Doom Classic Complete Wadsmoosh mod, like letting us choose each individual Master Level through a menu in the same way that the Unity port allows.

Speaking of Wadsmoosh, it'd be nice to see some sort of expanded menu functionality that lets us pick a specific game before choosing an episode after pressing New Game, since right now that menu is a bit of a mess considering there are a LOT of episodes (I'm pretty sure that this is something that would need to be added to the GZDoom engine and can't just be included in the mod itself, but I'm not entirely sure). Something like:

Choose Game:
---
Doom (Knee Deep in The Dead, The Shores of Hell, Inferno, Thy Flesh Consumed, Sigil)
Doom II (Hell on Earth, No Rest for the Living, The Master Levels)
Final Doom (TNT: Evilution, The Plutonia Experiment)
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Graf Zahl
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Re: New Unity Port Features on GZDoom

Post by Graf Zahl »

Whatever relates to Wadsmoosh is not the engine's business. This should be implemented on the mod side. Same for the master levels. The way they are distributed means they cannot just be loaded as-is but need to be organized into a usable package.

That'd leave the milliseconds. Just, why? Doom only counts 1/35th of seconds and I doubt this kind of timing precision is really needed. If someone wants to provide a patch, sure, but I won't do it myself.
gabrielpf3
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Joined: Tue Sep 25, 2018 9:29 pm

Re: New Unity Port Features on GZDoom

Post by gabrielpf3 »

Graf Zahl wrote:Whatever relates to Wadsmoosh is not the engine's business. This should be implemented on the mod side. Same for the master levels. The way they are distributed means they cannot just be loaded as-is but need to be organized into a usable package.
Just to confirm then, is it possible to implement this extra "Choose Game" layer before picking an episode? Is that something that the engine already allows?
Also the ability to choose each individual Master Level through a menu like this, which is present in the Unity port.
Graf Zahl wrote:That'd leave the milliseconds. Just, why? Doom only counts 1/35th of seconds and I doubt this kind of timing precision is really needed. If someone wants to provide a patch, sure, but I won't do it myself.
That'd mostly be for more precise/convenient speedrunning, but I guess people don't usually do that on GZDoom anyway so meh.
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zrrion the insect
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Re: New Unity Port Features on GZDoom

Post by zrrion the insect »

for precise speed running it would be easier (and more useful anyway) to provide the number of tics that elapsed in the level. That information should already be available so it could easily be added to the end screen by a mod without any additional engine features

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