Knuckle Cracker

Creeper World 2 => Gameplay Discussion => Topic started by: burguertime on October 16, 2011, 01:36:52 AM

Title: Patch 363 changed pause status
Post by: burguertime on October 16, 2011, 01:36:52 AM
With patch 363, every time a conversation ends pause status is cancelled and game starts running again.

This is somewhat annoying.
Title: Re: Patch 363 changed pause status
Post by: Grauniad on October 16, 2011, 08:56:24 AM
Is this in all map types (Story, bonus and custom)? Can you give me an instance of a map you observed this on?

Here is what I'm confused about. If the conversation is as a result of retrieving an artifact, then the game necessarily is not in pause when the conversation starts. The game pauses in the background while the conversation is active, but will resume when the conversation is dismissed.  I just tested and this works.  How are you getting a paused game to enter a conversation?

I also tested the opening dialog of a game, and if the game was paused before the opening dialog begins, the pause status is maintained.

Since Virgil didn't do anything in this area (AFAIK), I don't see how this could have been broken and my testing does not find anything broken.
Title: Re: Patch 363 changed pause status
Post by: weekendgamer on October 16, 2011, 09:26:13 AM
I find it annoying too, because, if I use "next frame" I would like that function to still be in effect even after a conversation, unlike now, the game resumes after the conversation instead of staying in pause.