coelckers / prboom-plus

This is a cleaned up copy of the PrBoom+ SVN repository as a courtesy for those interested in forking that port
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Regarding UMAPINFO's ending intermission text #536

Open Mabadman opened 2 years ago

Mabadman commented 2 years ago

Not sure if this is a feature request or a bug report but probably the former. All testing done on the dev build.

Currently, enabling any ending key (endgame, endpic, endbunny, endcast) will display a short intermission text saying "The End" before the ending screen in shown.

It seems it's not possible to get rid of this intermission text even though it would be preferable for a lot of cases. Setting intertext = clear will skip the ending graphic entirely instead of just skipping the intermission text. Additionally, the game will load the next map in the IWAD instead of loading the map as determined by UM's next =. This latter situation is probably not a big deal since the loaded PWAD would have ended by this point so setting a next map would be redundant. Example of this case is below.

Finally, once the entire intermission text is shown it seems holding "use" for longer than a fraction of a second will skip the ending graphic entirely. Once again I'm not sure if this is intended, but it doesn't seem like a preferable situation, as the ending graphic isn't meant to be skippable. Example below.




Ending intermission text, shown via endcast = true: case0_small

endcast = true intertext = clear and next = MAP03: case1_small

Holding "use" for more than a couple of frames (next = MAP03 here as well) case2

fabiangreffrath commented 2 years ago

Regarding the intermission screen, you'll want this: https://github.com/coelckers/prboom-plus/blob/master/prboom2/doc/umapinfo.md#nointermission

Mabadman commented 2 years ago

Regarding the intermission screen, you'll want this: https://github.com/coelckers/prboom-plus/blob/master/prboom2/doc/umapinfo.md#nointermission

Unfortunately that just gets rid of the intermission screen with the stats, but the text is still there. case3

fabiangreffrath commented 2 years ago

Unfortunately that just gets rid of the intermission screen with the stats, but the text is still there.

And if you explicitly clear that as well?

rfomin commented 2 years ago

Yes, there should always be intertext here, this is an implementation detail in PrBoom+, and this affects demo compatibility. Perhaps we can get rid of it in a hypothetical next version of the UMAPINFO specification.

Mabadman commented 2 years ago

Unfortunately that just gets rid of the intermission screen with the stats, but the text is still there.

And if you explicitly clear that as well?

Sorry, I was wrong before. I had tested with DSDA Doom. On PrBoom+'s dev build, setting nointermission = true will skip both the intermission text and the stats screen, directly taking the user to the end graphic. This is certainly a solution to getting rid of the intermission text, but it's also a compromise since in a lot cases it would be preferable to still have have the stats screen show up.

NightFright2k19 commented 1 year ago

This needs to be fixed, also in Woof.

A code like this

MAP MAP30
{
  intertext = clear
}

Is simply supposed to skip the text for the intermission at the end of the game, but instead it shows the level stats, but then no endcast and instead jumps back to MAP01. Regardless what you try, endcast = true, endpic = "CREDIT" or whatever. Maybe something like next = "endcast" needs to be introduced, similar to MAPINFO.