Comments (7)
Not yet. πThis one needs reassembling as well, but definitely not in any rush. Here I can at least experiment deeply with true color render, it's already using two palettes simultaneously, one for game world rendering (not really a CRY post-processing effect, just fine-tuned colors to look like it), second one for patch/gfx drawing. I.e. it's not exactly a palettes, but color arrays.
from international-doom.
Sure, please proceed if you would like to, I'm pretty much bunred out after last 3 months on working on Inter. But please add it as additional option, no need to replace existing one "on". Not sure if "only when found" string will fit in length, so maybe "revealed only" will be a good alternative.
from international-doom.
I'm pretty much bunred out after last 3 months on working on Inter.
No surprise! Take a break, you deserve it!
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So adding this feature is quite easy. However adding it so it keeps save compatibility is something else. Is it important that saves from older versions keep working? I think it's doable but it will take me a bit longer to work it out.
edit: Are inter-doom saves vanilla/crispy compatible? seems they aren't.
from international-doom.
Hi @kitchen-ace, sorry for late reply. Probably it is okay to make another kaboom with saves compatibility, but if there is a way to avoid it, this could be great. Historically, I was breaking saves a lot, and every time it was a "oops, sorry, but this is for good". π
As about Crispy compatibility - nope, they aren't. Save structure is written slightly more straight-forward (and dumber, TBH) in ID, so every new change will break compatibility with previous version.
from international-doom.
No problem at all for the late reply, I've had lots of other things to do. I was getting a bit worried about you though, hope everything's OK.
The way Crispy (and most other ports, I think) handle revealed secrets is to have a new oldspecial
member in the sector struct. This needs to be written to the savegame to keep it between saves.
Two approaches I can think of to keep save compatibility:
- add the
oldspecial
data to the end of the savegame; if it can't be loaded (from an older savegame version) just fill it with 0s. - Implement savegame versioning. This is probably overkill for just this one extra feature. However it might be worth it if you think you'll eventually want other stuff to be saved.
(I can think of a few more bad approaches but lets not talk about those :) )
Going to be a little bit before I can work on this much anyhow, so no hurry.
from international-doom.
fixed in #131
from international-doom.
Related Issues (20)
- Feature request (maybe): Fade animations HOT 13
- [Feature] Hexen: Brightmaps for "glitter bridge" sprites HOT 7
- [Feature] Inter-Hexen: Customizable savegame path HOT 1
- Hexen sfx attenuatian axis HOT 4
- [Bug] Inter-Hexen: Can't save HOT 9
- Heretic: Crash trying to run Blasphemer HOT 4
- Heretic: secret/exit linedef colour inconsistencies. HOT 1
- [Feature] Inter-Hexen: Autoload support for hexdd.wad HOT 2
- [Bug] Inter-Hexen: Key mappings reset when playing Deathkings HOT 14
- [Feature] Inter-Doom: Extended autoload support HOT 5
- Hexen: demo-safe fix for flechette throwing in tall sectors πΎ HOT 1
- KdiKdizd Demo desync HOT 13
- [Feature] Global MAPINFO support HOT 12
- Hexen: crash on load game after death HOT 15
- Hexen: load game on death prefers manual saves over start-of-level saves HOT 2
- Gameplay features/default skill level option not highlighted. HOT 5
- Doom: blinking Tower of Babel HOT 4
- Play Freedoom with DOOM assets. HOT 11
- add '-shotdir' command line parameter HOT 2
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