Closed JNechaevsky closed 6 months ago
Gorgeous! Not sure what to do about save date coloring though, traditionally is should have CR_GOLD
, but the text itself is already gold/yellow. Green or red doesn't seems correct, CR_DARK
is a bit too dark for this purpose. Probably worth to follow "if unsure, back to vanilla" logics? 🤔
Glad to be back, happy to make good things good. 🤗
I have one more suggestion, yet it's very small: https://github.com/JNechaevsky/CRL/commit/e68bc1b0311a5ff3224086fff06eccfc151c3a5a.
Pretty self-explanatory, but I found it useful when I need to restart game level from tally screen, i.e. not only while GS_LEVEL
state. In the middle of winter I was practicing Zone300 MAP12 by UV MAX, but not by demo recording rules - just for some personal fun. And here's the thing: to start MAP12 over again, I have to start MAP13 first, then type IDCLEV12
, or load a save on MAP12 and restart the level.
So, this small correction could be useful for handling such cases, and if I'm not mistaking, Woof behaves same way.
Woof behaves same way.
In Woof, G_GotoNextLevel()
only works if gamestate == GS_LEVEL
.
I'll investigate it then. Correction itself is very straight-forward, but how it should work with possible UMAPINFO
replacement - really no idea. But honestly, I'm not really a Boom-person either. 😐
Woof behaves same way.
In Woof,
G_GotoNextLevel()
only works ifgamestate == GS_LEVEL
.
Woof can restart level if gamestate == GS_INTERMISSION
, see https://github.com/fabiangreffrath/woof/blob/8f0ba6e119ad6bd3c9db5d82e14ad832df732b04/src/g_game.c#L1252-L1258 (it works in multiplayer too)
The idea behind != GS_DEMOSCREEN
was to allow to restart/goto next even on text screen, if user accidently have passed tally screen.
The idea behind
!= GS_DEMOSCREEN
was to allow to restart/goto next even on text screen, if user accidently have passed tally screen.
Maybe we should be more conservative and just add a restart on the tally screen? Other options are not very practical.
I'd agree with (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION)
for the reload level case. I'd prefer to explicit allow two game states than forbid the others.
TODO's: