[MAPINFO] Seamless level transition
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ace
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[MAPINFO] Seamless level transition
We already have the ability to remove the intermission of levels, why not have the ability to remove the transition effect (i.e. crossfade, melt, burn, etc)? I know there are going to be people who will think, "It isn't Doom," but the fact is that in many a situation this will quite come in handy. For example, if you wanted to make one large construct, much like RTC-3057 did, but rather have simply a line crossed and then (though the framerate may "hiccup" for a split second for the level loading) you would be in a new area, which is actually a new map.
I think that if this were in MAPINFO, such as "notransition" or whatever, it would make a great addition.
I think that if this were in MAPINFO, such as "notransition" or whatever, it would make a great addition.
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Killionaire
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Shadelight
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SirTimberWolf
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Shadelight
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ace
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Shadelight
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DomRem
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KoF, you don't seem to get it. Ace already knows about hubs:
He's asking about this:We already have the ability to remove the intermission of levels
I dunno if this will make it in, since it is the user's option to determine what screen wipe they want. I won't complain if it does, though, since it would make the transition much better if you're keeping the player in the same place.why not have the ability to remove the transition effect
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Phobus
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The Ultimate DooMer
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I did this in Super Sonic DooM, in the mapinfo you place all the maps in one cluster, put the line "NOINTERMISSION" on each map and add the line "hub" to the clusterdef. (same as in Hexen)
(btw you don't need to worry about "it's not Doom" comments, new features are actively encouraged in ZDoom)
(btw you don't need to worry about "it's not Doom" comments, new features are actively encouraged in ZDoom)
Last edited by The Ultimate DooMer on Fri Oct 07, 2005 6:19 pm, edited 3 times in total.
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Graf Zahl
- Lead GZDoom+Raze Developer

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ace
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This wasn't the problem in the first place. The real problem was the screen wipe, and now the player being tossed around upon re-entry of a level (which I think may be a bug because it started happening in RTC as well). If I could just not have that in there...The Ultimate DooMer wrote:I did this in Super Sonic DooM, in the mapinfo you place all the maps in one cluster, put the line "NOINTERMISSION" on each map and add the line "hub" to the clusterdef. (same as in Hexen)
That's true, unless you're dealing with a non-linear layout. If you want it to be a type of place where it's linear, sure, but when you're dealing with something likeGraf Zahl wrote:Using NOINTERMISSION is certainly better than a hub unless you aren't bothered by huge savegames and other problems that might appear.
then really hubs are the only thing left. Which is why, of course, I want that feature so bad. It's not like RTC where you simply enter an elevator and go to the area it leads to. This is talking about going down a hallway or stairwell which leads to a different area altogether. For that kind of thing you want something less interruptive.Go from point A to point C then back to point A, and from that point go to point B, then go back to point A, then make your way to point E, then take the elevator to point D, then go back up to point E, then go to the next area.
Besides, this wouldn't have to be just for hubs. Who is to say that nobody wants to have linear levels that just lead through to the next one without any intermission or screen change?
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SMG M7
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Killo Zapit
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ace
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