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Quasar

Advanced Wad Selection Dialog

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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:



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.

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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*

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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.

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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.

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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.

   // 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);
   }

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