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Add "noCredits" credits volume type (eote ending) #832

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GameWyrm opened this issue Mar 27, 2024 · 3 comments · Fixed by #1042
Closed

Add "noCredits" credits volume type (eote ending) #832

GameWyrm opened this issue Mar 27, 2024 · 3 comments · Fixed by #1042
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feature Features that should be implemented fixed in dev Instead of closing issues when you fix them in dev just add this.

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@GameWyrm
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Feature

Instead of bringing up the ending orange text and showing the credits, it shows the white ending text used as the Echoes of the Eye ending with your custom text and then ends the loop normally, bringing you to the next loop. This should be helpful in cases where there is a massive solar system that everyone has put their planet in which takes forever to load from the main menu, but everyone has put in a credits volume so you always have to do so anyway...

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@GameWyrm GameWyrm added the feature Features that should be implemented label Mar 27, 2024
@JohnCorby
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perhaps this could have a better name than no credits. or at least document that its just the eote ending behavior

@xen-42
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xen-42 commented Apr 1, 2024

blah blah

@JohnCorby JohnCorby changed the title Add "noCredits" credits volume type Add "noCredits" credits volume type (eote ending) Apr 14, 2024
@xen-42
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xen-42 commented Jan 6, 2025

xen-42 added a commit that referenced this issue Feb 15, 2025
## Minor features
- Reworked game over screens. Can now either use credits volumes as
before, or set `gameOver` in the addon manifest where you can define a
dialogue condition which will then trigger a game over sequence the next
time you die (displaying a message and/or triggering the credits). Fixes
#832
- Allowed game over to trigger flashback without resetting to menu
(credits type `none`).
- Allowed game over to fade to black instead of causing death (leave
death type field empty)
- Allowed game over to set credits volume text colour.
@xen-42 xen-42 mentioned this issue Feb 15, 2025
@xen-42 xen-42 added the fixed in dev Instead of closing issues when you fix them in dev just add this. label Feb 15, 2025
xen-42 added a commit that referenced this issue Feb 18, 2025
## Major features
- Slide reels are now streamed, improving load times and memory usage
(Fixes #898). Other projectors (auto, torch) are not streamed yet.
- Reworked game over screens. Can now either use credits volumes as
before, or set `gameOver` in the addon manifest where you can define a
dialogue condition which will then trigger a game over sequence the next
time you die (displaying a message and/or triggering the credits). Fixes
#832
- Added `conditionalChecks` to star system configs. These allow you to
automatically set or unset dialogue conditions, persistent conditions,
and ship log facts based on other conditions being met, to handle more
complex interactive situations that a single `requiredCondition` or
`requiredFact` can't cover. Implements #1048
- Adds title screen configuration (fixes #1027)

## Minor features
- Can set `displaySlides` on a slide reel now to define which slide
indices should be displayed on the physical reel model. Fixes #888.
- Allowed game over to trigger flashback without resetting to menu
(credits type `none`).
- Allowed game over to fade to black instead of causing death (leave
death type field empty)
- Allowed game over to set credits volume text colour.
- Add visual options for proc gen (i.e., asteroids). Can add a triplanar
texture or use a preset material for quantum, ice, or rocks. Fixes #1014
- Add `afterTraveler` to custom Eye Travelers to place them after a base
game traveler in the campfire order (resolves #1037)

## Improvements
- Empty slide reel slots are now transparent on the slide reel model.
Requires existing slide reel caches to be cleared.
- Screen fades out faster now on system-changing black hole. Fixes #783.
- Colourize splash effects to custom fluid volumes (implements #740)
- Cached generation of map mode outlines to improve loading times.
- Fixed order of travelers at the Eye when both base game guests have
been gathered and custom travelers are used
- Make specific optimizations based on profiler results for big mods,
load times should now be up to twice as fast!

## Bug fixes
- Fixed a 3 frame hitch when changing tools
- Fixed an NH bug at the Eye of the Universe where we were checking for
a condition instead of a persistent condition
- Fixed custom items breaking if `pickupAudio` and `dropAudio` were not
set. Custom items will now default to the warp core item sounds. Each
sound can be disabled individually by specifying "None" as the audio
type.
- Fixed custom items breaking if `removeComponents` was set on the
detail.
- Fixed custom items constantly re-reading the translation table to get
their localized names
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