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0000963Zandronum[All Projects] Suggestionpublic2012-08-10 13:412012-08-23 12:23
Balrog 
 
normalfeatureN/A
acknowledgedwaiting for zdoom 
 
 
0000963: Teleport_NewMap needs a way to work across game modes
Right now Teleport_NewMap works like the changemap command, preserving the game state without checking to see if things like the game mode have been changed. This makes it pretty much impossible to make a DUEL32-style wad that works with multiple game modes, since using "map" to warp would disrupt any scripts that the wad uses to, for example, switch back to the hub map when there are no players.

Therefore, there needs to be a way to preserve running scripts and related gamestate info across a warp with Teleport_NewMap while still rereading variables that trigger a "will be changed in the next map" message when changed.
intermission, Multiplayer, online
Issue History
2012-08-10 13:41BalrogNew Issue
2012-08-10 17:59DuskNote Added: 0004340
2012-08-10 18:00DuskNote Edited: 0004340bug_revision_view_page.php?bugnote_id=4340#r2379
2012-08-23 12:10BalrogNote Added: 0004424
2012-08-23 12:23DuskNote Added: 0004425
2012-08-23 12:23DuskStatusnew => acknowledged
2012-08-23 12:23DuskResolutionopen => waiting for zdoom

Notes
(0004340)
Dusk   
2012-08-10 17:59   
(edited on: 2012-08-10 18:00)
That sounds pretty much impossible as scripts are local to the map they are run in...

Though you can use global scope variables if you want to pass information from one map to another.

(0004424)
Balrog   
2012-08-23 12:10   
All right, I'm an idiot. The kind of scripts that DUEL32 uses aren't interrupted by map. However, it would still be a good idea for Teleport_NewMap to have a boolean argument to determine whether to reset the world. Pass this issue upstream to ZDooM?
(0004425)
Dusk   
2012-08-23 12:23   
Something like that would definitely have to be done in ZDoom first, yes.