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Death penalties bug #14
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Tested normal E1L2 and found the same issues: lives get reset to 3 when you die, and you won't lose weapons. |
Tested original DOS game and indeed even at E1L2 if you die you'll restart with pistol + 8 bullets only. |
Ugh. It works properly only on map 1. sigh Also: ESC cannot be disabled in GZDoom. It's checked for in native code that runs before anything that I can do with ZScript would be called. |
ESC: |
The incorrect life behavior part of restarting a new game while dead should be fixed now... I just pushed more fixes for death resets in ef5e4bf... |
Mmmh, reached E1L2 with 4 lives, died and restarted with 4 lives :( |
Can you set the 'disableautosave' cvar to 1 and try again? |
Done and started a new game from scratch. E1L2 with 4 lives, died and decreased correctly to 3, but pistol had 0 bullets. |
A scripted autosave is required anyway when you reach a new level IMHO. I think it was normal behaviour of the original game. |
There are three situations to check:
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OK, I think this is as fixed as it will get as of ad603e6. If you never save manually, then the life counter works as expected - it will decrement when you die, and stay that way when you respawn, plus all of your weapons/ammo/other inventory will be reset (and the screen will fade in from red). If you save manually, that save point will be used when you respawn, just as if you had reloaded manually - in this case, the save is loaded normally, so your life counter won't stay decremented and your weapons won't be stripped (and you won't get a fade-in from red). If you save manually in one level, then finish the map, the next level will decrement everything normally (until/unless you save manually again) This all depends on the 'disableautosaves' cvar being '0'. |
Nice. Can this be changed (or optional) to be closer to the original: you die, you respawn with penalties from the beginning of current level, always ignoring last savegame? For purists 😇 |
The behavior is hard-coded in GZDoom, unfortunately. When you save a game, that save game's name is saved and blindly/automatically used as the reload map when you die, with no options for configuring the behavior. |
Mmmh... I see... Just experienced something strange BTW: saved game at E1L1, finished the level. Died at E1L2 and the game reloaded E1L1 savegame :( Can't be forced to restart/reset current level instead of following std GZDoom behavior (i.e. before it kicks in)? |
Another case: completed E1L1 with 2 lives left. E1L2 started with 3 lives. |
Check your 'disableautosave' CVar value. It needs to be set to zero.
Are you sure that you didn't get over 40000 points in bonus, which would give you a life? |
You're right for both things :) It works as expected with disableautosave=0 (Always in Misc options?) Is it possible to force reset current level after red screen when you die using a script, instead of GZDoom behavior auto-loading last save (in current level)? |
No, not without losing all points and saved level stats (so the end of game tally screen would be wrong) |
Mmmh, ok. So this can't be exactly the same of the original game. All right, after all everybody reloads the last quick-save indeed when dies... |
Requested feature here. We'll see if anything comes of it... |
Should be trivial to add to the engine, I'll see what I can do |
I've just learned from manual of original game (see Lives paragraph) after you die you should restart current level with pistol only and 8 shots, and "you'll also lose the points you obtained on that level"... Doesn't seem to be the case at E1L0 (secret purple level).
To sum up in general E1L0 has some issues when you die: lives get reset to 3 and you won't lose weapons...
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