Wolfenstein
3D EXE writers most of
the time get irritated
of the demos Wolfenstein
starts to play each time
you've seen the entire
title sequence. Most of
the time, the levels
they have in that slot
are empty or have
another start position.
Today, you'll be able to
put in a code that makes
the game "loop" the
title sequences forever,
and no demos will be
played. That's a lot
better, right?
Step 1. Open WL_MAIN.C
and go to line 1551. Now
you should see this:
//
// demo
//
#ifdef SPEAR
PlayDemo
(LastDemo++%4);
#else
PlayDemo (0);
#endif
Step 2. Replace that
with :
#ifdef SPEAR
PlayDemo
(LastDemo++%4);
#else
VW_FadeOut();
#endif
Step 3. Now, do a search
for "// demo". You
should see this:
//
// demo
//
#ifndef SPEARDEMO
PlayDemo
(LastDemo++%4);
#else
PlayDemo (0);
#endif
if (playstate ==
ex_abort)
break;
StartCPMusic(INTROSONG);
}
Change that to:
//
// demo
//
#ifdef SPEAR
VW_FadeOut ();
#else
VW_FadeOut ();
#endif
if (playstate ==
ex_abort)
break;
//
StartCPMusic(INTROSONG);
}
As you see, STARTCPMUSIC
is commented out. This
is done because if we
keep this line intact,
the music will re-start
with a pop after the
high scores screen is
displayed and the row of
images restarts. Now the
song will keep playing.
Good eh?
Step 4. Save the file
and compile it. Now,
after the high scores
screen you'll see the
title screen again, and
so it continues
forever.
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