Bug Tracker – Bug 338

Desireable exit handling behavior

Last modified: 2016-11-11 19:43:19 CST
Bug 338 - (ARRAY(0x641f690)) Desireable exit handling behavior
(ARRAY(0x641f690))
Desireable exit handling behavior
Status: ASSIGNED
Product: Odamex
Classification: Unclassified
Component: Server & Client
(old) 0.x Alpha
All All
: P2 enhancement
Depends on:
Blocks:
  Show dependency tree
 
Reported: 2007-04-08 21:45:16 CDT by Alexander Mayfield
Modified: 2016-11-11 19:43 CST (History)
2 users (show)

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Description Alexander Mayfield 2007-04-08 21:45:16 CDT
This is how I imagine that exit handling should be handled.

If someone presses an exit switch, then the game should run intermissions if necissary and go to the level that would have been gone to if the user had pressed it in single player.

For example:

* Pressing exit in map11 should bring up an story screen after the score list.
* Pressing normal exit switch in e1m3 should bring up e1m4
* Pressing secret exit switch in e1m3 should bring up e1m9, which would take you back to e1m4 when you exited that.

However, in lieu or the pressing of the exit switch a maplist (or lack thereof, if there is no maplist) should be followed instead.  And also, no story screen should be shown except if you exit via a switch.

Comments?
Comment 1 Albert Brown 2007-04-08 22:22:02 CDT
> If someone presses an exit switch, then the game should run intermissions if
necissary and go to the level that would have been gone to if the user had
pressed it in single player.

there should be a server option for if this happens.  What if you want a dwango5 1 on 1 server that alternates between map01 and map07 and allows players to use the exits to choose?
Comment 2 Denis Lukianov 2007-04-30 07:19:01 CDT
have enabled secret exits r218
Comment 3 Denis Lukianov 2008-05-04 05:31:33 CDT
it has been many revisions. what is the status here?
Comment 4 Josh Simpson 2008-08-02 08:50:49 CDT
Regarding the story screen. Why not do this: only skip to this screen when exiting via the exit switches in cooperative and not in deathmatch? This makes more sense, as a couple of players deathmatching would not be interested in the story. Check some cvars at the end of the map, and you've solved one part of the problem.

I agree with the rest though, using Doom's default map rotation if no maplist is specified.

Comment 5 HeX_Vulture 2016-11-11 19:43:19 CST
I think we should just ignore story mode in co-op completely.