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skip intro and play immediately

Posted: Mon Jul 12, 2004 1:38 pm
by linflas
when i test a dungeon, i always have to wait for the intro, click on enter and wait for the door to open. this is very long and boring when you compile a dungeon dozens of times a day...
George, could you we skip all this when COMPILE is mentionned ?

Posted: Mon Jul 12, 2004 2:00 pm
by Gambit37
This has been addressed before. The problem is that all the graphics caching and funky scaling and stuff is being processed during the intro, so if you bypassed it here, you would still need to wait for it to be done when you enter the dungeon -- hence no actual gain.

Posted: Mon Jul 12, 2004 3:16 pm
by linflas
i see... but i meant precisely :
- skipping the animation (GG present...)
- not displaying entrance bitmaps and directly entering the dungeon (i.e. no need to click on "enter" button)

10 to 20 precious seconds gained...

Posted: Mon Jul 12, 2004 3:44 pm
by George Gilbert
As Gambit said, you wouldn't gain any perceptible time all by skipping the GG presents or the Dugeon...master... bit. All the pre-scaling and dungeon calculations are being performed inbetween each frame of each of those animations. Turning off the graphics would save you at most a few tenths of a second and would leave you with a black screen not knowing how long you had left.

I buy into the skipping pressing "enter" though....nearly all the time. If you designing the dungeon entrance though you would want to see it though to make sure you'd got things like the door graphics right. Even then, if you're ready with the mouse, you can click on enter within a few seconds - it's certainly nothing like the 10-20 you suggest though - I wish it was that simple!

Posted: Mon Jul 12, 2004 5:12 pm
by linflas
ok ok i just tried ;)