View Issue Details

IDProjectCategoryView StatusLast Update
0000221Gameplay + OpenGL[All Projects] Featurepublic2017-02-09 12:35
ReporterMajor Cooke 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityhave not tried
Status closedResolutionwon't fix 
Summary0000221: CVARINFO 'newgame' keyword
DescriptionCurrently 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.
TagsNo tags attached.

Relationships

Activities

Nash

Nash

2017-02-09 11:14

reporter   ~0000474

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?
Graf Zahl

Graf Zahl

2017-02-09 12:34

administrator   ~0000475

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.

Issue History

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