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Author Topic: Shorter way of displaying repeated messages  (Read 4964 times)

ZicherCZ

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Shorter way of displaying repeated messages
« on: April 15, 2012, 05:48 »

Since a lot of times messages tend to repeat, I would ask whether it would be possible to display repeated messages in a way like this (imagine the player firing an eight-round burst from the minigun on Cybie):
Code: [Select]
The missile hits the Cyberdemon. (x4)
The missile misses the Cyberdemon.
The missile hits the Cyberdemon. (x3)
The Cyberdemon reloads his rocket launcher.
I can imagine that this would require some sort of mini-message-buffer, and some reworking of the way messages are printed a bit. So should this be to much effort for too little gain, then nevermind.
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pacmanus

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Re: Shorter way of displaying repeated messages
« Reply #1 on: April 25, 2012, 03:53 »

This a good thing!
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ih8regin

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Re: Shorter way of displaying repeated messages
« Reply #2 on: April 25, 2012, 04:05 »

Code: [Select]
You are hit! (x18) You die!..Well, I'd rather see a summary like "The missile hits the mancubus. (x9) The missile hits the arachnotron. (x2) The mancubus dies. Boom!"
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pacmanus

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Re: Shorter way of displaying repeated messages
« Reply #3 on: April 25, 2012, 11:25 »

Code: [Select]
You are hit! (x18) You die!..Well, I'd rather see a summary like "The missile hits the mancubus. (x9) The missile hits the arachnotron. (x2) The mancubus dies. Boom!"
Why not? =)
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Creepy

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Re: Shorter way of displaying repeated messages
« Reply #4 on: April 25, 2012, 11:56 »

I'd appreciate not having the message buffer filled up with "You need to taste blood!"
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Zalminen

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Re: Shorter way of displaying repeated messages
« Reply #5 on: May 07, 2012, 02:12 »

I'd appreciate not having the message buffer filled up with "You need to taste blood!"
This.

Actually, why do we even have "You need to taste blood" shown repeatedly at all?
It's not like the player won't notice the berserk effect otherwise...
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eharper256

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Re: Shorter way of displaying repeated messages
« Reply #6 on: May 07, 2012, 16:03 »

Actually, why do we even have "You need to taste blood" shown repeatedly at all?
It's not like the player won't notice the berserk effect otherwise...
Is it needed for Console? I'd assume the red screen might be a bad idea for that (if there are red ASCII)
But yeah, its a pointless and irritating message when you're playing tiles.

On a related note, it would be nice to have a message when you're running out of something, especially Envirosuit. Or maybe have the screen effect start strobing or blinking (though that would be irritating).
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Creepy

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Re: Shorter way of displaying repeated messages
« Reply #7 on: May 07, 2012, 17:29 »

Console still turns everything red, so no.

A message would be nice when the full-screen thingers are starting to wear off, though. Just enough that for someone high on invulnerability to realize they should get to cover before it wears off or something.
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Tavana

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Re: Shorter way of displaying repeated messages
« Reply #8 on: May 07, 2012, 19:32 »

Actually, why do we even have "You need to taste blood" shown repeatedly at all?
I always thought it was because DoomGuy needed to taste blood...

In all seriousness it shouldn't be too hard to work out an algorithm that will make the message display once every few turns with a high berserk counter (let's say every five to ten) and then ramp up the frequency as the counter gets closer to zero. This would mean that those who are permazerked (or near enough to it) would see the message not as often, and if it gets annoying again you know you're about to run out.
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Creepy

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Re: Shorter way of displaying repeated messages
« Reply #9 on: May 07, 2012, 21:18 »

Which still manages to be annoying and spam up the message log. It shouldn't do either. Seeing eight attacks in the log will at least mean there was eight attacks, quite concrete and clearly, but trying to count the number of turns between the screaming nonsense message? When the log doesn't bother to record ticks between messages? This is not giving anyone clear information, it's just pushing REAL information off the buffer.
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Tavana

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Re: Shorter way of displaying repeated messages
« Reply #10 on: May 07, 2012, 21:29 »

Code: [Select]
display $message
if(messagelog.last == "You need to taste blood!" && $message == "You need to taste blood!")
then

else
messagelog.write($message)
endif

This style could be done for various messages, and could potentially be included as a config.lua option.
« Last Edit: May 07, 2012, 21:31 by Tavana »
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RSO

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Re: Shorter way of displaying repeated messages
« Reply #11 on: May 07, 2012, 21:54 »

But it makes tromping through acid while berserk seem so much more badass.

"Argh! Acid! You need to taste blood!" can be read as, "Argh, acid? You need to taste blood!"
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