View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000221 | Gameplay + OpenGL | [All Projects] Feature | public | 2017-02-09 08:52 | 2017-02-09 12:35 |
Reporter | Major Cooke | ||||
Assigned To | |||||
Priority | normal | Severity | feature | Reproducibility | have not tried |
Status | closed | Resolution | won't fix | ||
Summary | 0000221: CVARINFO 'newgame' keyword | ||||
Description | Currently D4D is suffering an issue where if you start a new game after advancing a map or loading a saved game and then starting a brand new one, the credits are kept when they're supposed to be 0. The way the system's designed, credits and upgrades are kept through death exits -- this is on purpose. What's not on purpose is keeping them on starting a new game. By definition of new game, I mean Doom menu -> new game -> skill -> go, or using the map console command. NOT death exits! I just want to be absolutely clear on my intentions. | ||||
Tags | No tags attached. | ||||
IMO CVars aren't really the most sensible place to store game variables... I imagine credits should be part of an active game session/game instance and not actually written to the user's config files? | |
I have to agree with Nash. This is a classic case of using a feature for something it's not designed for. Of course right now there is no good way to store anything that's supposed to survive map reloads outside of global ACS variables. But the lack of a proper feature for this does not justify adding a crutch, and the CVAR suggestion is just that. | |
Date Modified | Username | Field | Change |
---|---|---|---|
2017-02-09 08:52 | Major Cooke | New Issue | |
2017-02-09 11:14 | Nash | Note Added: 0000474 | |
2017-02-09 12:34 | Graf Zahl | Note Added: 0000475 | |
2017-02-09 12:35 | Graf Zahl | Status | new => closed |
2017-02-09 12:35 | Graf Zahl | Resolution | open => won't fix |