Quasar Posted March 11, 2006 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: 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. 0 Share this post Link to post
Naked Snake Posted March 11, 2006 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* 0 Share this post Link to post
Graf Zahl Posted March 11, 2006 Obviously yes. Chopspeed.wad is already longer than 8.3. 0 Share this post Link to post
Quasar Posted March 11, 2006 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. 0 Share this post Link to post
Murdoch Posted March 12, 2006 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. 0 Share this post Link to post
Quasar Posted March 13, 2006 Now that is precisely the type of feature request that needs to happen more often. I bet I can implement that. EDIT: Done. // 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); } 0 Share this post Link to post