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No end screens in Zandronum?
Posted: Mon Nov 26, 2012 7:00 pm
by Eggtooth
Hey, I got problem with COOP. When I finished ultimate Doom first episode, at the end me and my friend were dropped to the first level, and no endscreen was shown that is telling the story. How to enable this screen?
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 7:17 pm
by one_Two
In server settings go on configure flags and then go to compatibility and click use old intermissions/music. That is in IDE but I'm sure it's fairly similar in others.
EDIT: My apologies for false information, I'm sure a fix exists, I remember playing online with the messages and story.
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 7:35 pm
by Qent
That's not it. Story interludes do not work online. To fix it you would have to create a new level for each interlude, or mess with the intermission screen.
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 7:47 pm
by Eggtooth
But in Skulltag they worked I think... Also the new version of zandronum (1.0) does not let us play RGA, due to execution error. Really, can't you guys re-enable intermission screens?
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 7:54 pm
by Ivan
Qent wrote:
That's not it. Story interludes do not work online. To fix it you would have to create a new level for each interlude, or mess with the intermission screen.
This totally sucks. Do you know why there's such a behavior on here?
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 8:01 pm
by Eggtooth
one_Two wrote:
In server settings go on configure flags and then go to compatibility and click use old intermissions/music. That is in IDE but I'm sure it's fairly similar in others.
EDIT: My apologies for false information, I'm sure a fix exists, I remember playing online with the messages and story.
Can you find this fix? :(
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 8:38 pm
by Torr Samaho
Ivan wrote:
Qent wrote:
That's not it. Story interludes do not work online. To fix it you would have to create a new level for each interlude, or mess with the intermission screen.
This totally sucks. Do you know why there's such a behavior on here?
No one ever wrote net code to handle the intermission screens.
Eggtooth wrote:
But in Skulltag they worked I think...
No, they didn't.
Eggtooth wrote:
Also the new version of zandronum (1.0) does not let us play RGA, due to execution error.
That's a problem in skulltag_actors.pk3 and already fixed in the 1.1 testing versions. If you use skulltag_actors.pk3 from 1.1 you should be able to play RGA. Note: In case you use skulltag_actors.pk3 from 1.1 in 1.0 be sure to rename it, e.g. to skulltag_actors_11.pk3.
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 8:44 pm
by Eggtooth
Can you point where I can download those builds?
Also: please do something with intermission screens. I really remember playing with them!
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 8:49 pm
by Torr Samaho
Eggtooth wrote:
Can you point where I can download those builds?
Currently the latest unofficial one is
here. I didn't get around release an official 1.1 beta build yet.
Eggtooth wrote:
Also: please do something with intermission screens.
IMHO there are much more important things to do. If you really want them, create a feature request on the tracker and rally support for the request.
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 8:50 pm
by Eggtooth
Also there is a problem when I used 1.0 version. The issue with "Waiting for server" is back... It lags whole game and it's annoying..
RE: No end screens in Zandronum?
Posted: Mon Nov 26, 2012 9:11 pm
by Ænima
Torr Samaho wrote:
Eggtooth wrote:
Also: please do something with intermission screens.
IMHO there are much more important things to do. If you really want them, create a feature request on the tracker and rally support for the request.
It'd be much much easier to simply create a wad which emulates the original story screen behavior. One could make it just pull the strings from LANGUAGE and use HudMessageBold with the MSG_TypeOn style with the music playing in the background, and make it require >50% of users pressing "Use" in order to skip the sequence.
IMO that would be much simpler and easier to maintain than making it the devs' responsibility to implement something like this. And as Torr said, there are many more important things for the developers to worry about.
Besides, I doubt many people besides the OP will get much enjoyment out of seeing the story screens in multiplayer. If anything, they'll just end up getting skipped by all the impatient players who already know what the screens say anyways.
RE: No end screens in Zandronum?
Posted: Tue Nov 27, 2012 6:14 am
by Torr Samaho
Eggtooth wrote:
Also there is a problem when I used 1.0 version. The issue with "Waiting for server" is back... It lags whole game and it's annoying..
That doesn't sound like a problem with Zandronum, but like a problem with your connection to the server.
[split] No end screens in Zandronum?
Posted: Wed Nov 28, 2012 3:50 am
by Valherran
I need to kind of hijack this thread because the damn forum is refusing to let me create topics still. If there is way to cut and paste this post to an actual thread, feel free to do so.
The problem I having, that I cannot seem to solve, is that the game will NOT load the end sequence to Doom 2. It loads Doom 1's endings, but not Doom 2. What happens instead is, after you kill the final boss, the game just reloads the autosave to that area to do it again over and over. Is there fix for this at all? And is this related to this topic?
RE: No end screens in Zandronum?
Posted: Wed Nov 28, 2012 5:33 am
by Ænima
Valherran wrote:
I need to kind of hijack this thread because the damn forum is refusing to let me create topics still. If there is way to cut and paste this post to an actual thread, feel free to do so.
The problem I having, that I cannot seem to solve, is that the game will NOT load the end sequence to Doom 2. It loads Doom 1's endings, but not Doom 2. What happens instead is, after you kill the final boss, the game just reloads the autosave to that area to do it again over and over. Is there fix for this at all? And is this related to this topic?
That's really weird. I remember you reporting it as an SST bug, but now you're saying that it even happens to you in stock Doom2, right?
Try using a fresh ini and see if it still happens then. Also, what OS are you running?
RE: No end screens in Zandronum?
Posted: Wed Nov 28, 2012 7:27 am
by Valherran
At 1st I thought it was just that MOD doing it, but when I started beating the game with other mods, it did the same thing. Even on vanilla Doom 2 it does the same thing.
I am running Windows XP SP3, and I already tried using a fresh ini, and a fresh install, same results.