MantisBT - Zandronum
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0001377Zandronum[All Projects] Suggestionpublic2013-06-23 14:482014-06-14 17:23
Konar6 
 
normalfeatureN/A
feedbackopen 
1.0 
 
0001377: Suggestions for client console notify lines, part 2
 Why is C_FlushDisplay() called in g_level.cpp:1022 and g_level.cpp:1579 (ie. on level finished and level start)?
 This prevents players from seeing essential stuff without manually checking it in console, such as who exited the level, any last-second chat, the new level name...
 I very much like the notify buffer not being interrupted and was thinking that others might find keeping the buffer useful too.
 Note: other ports (ZDaemon and Odamex) don't flush the notify buffer on level finished.
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related to 0001236closed Dusk Suggestions for client console notify lines 
Issue History
2013-06-23 14:48DuskNew Issue
2013-06-23 14:48DuskReporterDusk => Konar6
2013-06-23 14:48DuskSummarySuggestions for client console notify lines 0000002 => Suggestions for client console notify lines, part 2
2013-06-23 14:49DuskNote Added: 0006486
2013-06-23 14:49DuskRelationship addedrelated to 0001236
2013-06-23 14:51DuskNote Edited: 0006486bug_revision_view_page.php?bugnote_id=6486#r3580
2013-06-23 14:52DuskProduct Version => 1.0
2013-06-23 14:55DuskSeverityminor => feature
2014-06-14 17:23WatermelonNote Added: 0009297
2014-06-14 17:23WatermelonStatusnew => feedback

Notes
(0006486)
Dusk   
2013-06-23 14:49   
(edited on: 2013-06-23 14:51)
Quote from "Torr Samaho"

Quote from "Konar6"

Why is C_FlushDisplay() called in g_level.cpp:1022 and g_level.cpp:1579 (ie. on level finished and level start)?


 g_level.cpp:1022 was already in the source of ST 97c2, so it was added to Skulltag before I took care of the source, g_level.cpp:1579 is inherited from ZDoom. I don't know the motivation of either.


Quote from "Qent"

Make it optional with con_flushonlevelchange? I would like to keep the display uninterrupted (mostly for not missing chat messages online), but I could totally see someone wanting to keep a more vanilla feel (e.g. does it carry pickup messages into the intermission in singleplayer?).


(0009297)
Watermelon   
2014-06-14 17:23   
Is this changed to work in 2.0?