Intermission
#176 posted by
negke on 2014/01/01 23:29:20
During demo playback, the intermission view is pretty much always broken, but for the person playing the map it's fine.
What I meant is the location and the angle of the intermission camera. It's shows an incredibly boring scene (a corridor in the exit area, not even the portal) while the map offers several much better vistas. Remember, you can have up to four intermission entities and the game will pick one at random, so it's a good idea to use the highlights of a map for the intermission.
Btw. Preach: it appears timelimit is disabled in Quoth SP... why?
Re: Intermission
#177 posted by
mfx on 2014/01/02 00:02:40
There was one in the SNG secret part which offered a quite nice vista, but it disappeared somehow..
Nice to have 4 of them, didnt knew that!
Thanks.
Culled Code
#178 posted by
Preach on 2014/01/02 06:26:38
Btw. Preach: it appears timelimit is disabled in Quoth SP... why?
It made a lot of sense to cordon off the bit of code in that was checking the fraglimit in single player, it was essentially polling every frame using an expensive builtin function, which is time better spent on other things. The timelimit code is adjacent and there didn't seem to be any reason to keep that in single-player. Any hacky use of it can be achieved through other, cleaner means as far as I could see...