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Quasar
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As the menu system rewrite continues in preparation for 3.33.03's extremely delayed release, I've finished up the new wad file picker:

http://doomworld.com/eternity/shots/advanced_filebox.png

The user's selected wad directory is saved in the config file, so you can keep all your Eternity maps in a single place and have them ready for selection instantly.

Old Post 03-11-06 09:53 #
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Naked Snake
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Cool! An IWAD selection before launch thingy would be killer too.

In any case, Quas, kudos, this kicks a lot of ass.

I think a second field should be added to the side that tells (if possible?) what IWAD a wad requires. Like, favabeans.wad | (Ultimate) Doom or hr2.wad | Doom2 / Final Doom.

As it stands, this makes Eternity an even better and easier to use port :)

*mad props to the Eternity Team*

Old Post 03-11-06 09:59 #
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JoelMurdoch
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Does it support long filenames?

Old Post 03-11-06 16:09 #
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Graf Zahl
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Obviously yes. Chopspeed.wad is already longer than 8.3.

Old Post 03-11-06 16:20 #
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Quasar
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As Graf noted, yes, it does. Your user wad directory setting can even contain file paths with spaces in them. Eternity's never had a problem loading files with LFNs once it was inside the program -- the problem was with getting them INTO the program, since the original command line and response file code couldn't understand quotations around file names.

Old Post 03-11-06 20:47 #
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JoelMurdoch
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Groovy. I'd still kinda prefer being able to load a WAD by associating it with Eternity in Windows (last I checked this didn't work) but then that would really only work if you could pick the IWAD at startup.

A jump to feature would make it really cool for those of us with huge WAD collections. eg: you press E on your keyboard and it jumps to the first WAD with E starting it's filename.

Old Post 03-12-06 04:52 #
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Quasar
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Now that is precisely the type of feature request that needs to happen more often. I bet I can implement that.

EDIT: Done.

code:
// search for matching item in file list ch = tolower(ev->data1); if(ch >= 'a' && ch <= 'z') { int n = selected_item; do { n++; if(n >= num_mn_files) n = 0; // loop round if(tolower(mn_filelist[n][0]) == ch) { // found a matching item! if(n != selected_item) // only make sound if actually moving { selected_item = n; S_StartSound(NULL, gameModeInfo->menuSounds[MN_SND_KEYUPDOWN]); } return true; // eat key } } while(n != selected_item); }

Last edited by Quasar on 03-13-06 at 07:21

Old Post 03-13-06 00:34 #
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JoelMurdoch
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Outstanding.

Old Post 03-14-06 10:46 #
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