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Quake / Is it possible to deactivate info_player_intermission? Jump Hall of Fame
on February 25, 2023, 07:58:19 AM to Andrea Rosa
NOTE: This question is related to classic Quake II patched to version 3.20, not modern source ports.
Is there a way, either via map editing or cvars, to disable or inhibit info_player_intermission in single player? I played Q2 when it came out (thus prior to the 3.20 patch) and I remember that the transition between units happened without info_player_intermission being triggered (you were brought directly to the end-of-unit cinematic). Indeed this entity was already present in the maps, but it was only meant to work in multiplayer: in single player it's pointless, and it also breaks immersion. Simply removing the info_player_intermission from the map (or changing its spawnflags so that it's only present in deatchmatch) doesn't work, since Q2 will automatically re-direct the intermission view to info_player_start.
Is there a way, either via map editing or cvars, to disable or inhibit info_player_intermission in single player? I played Q2 when it came out (thus prior to the 3.20 patch) and I remember that the transition between units happened without info_player_intermission being triggered (you were brought directly to the end-of-unit cinematic). Indeed this entity was already present in the maps, but it was only meant to work in multiplayer: in single player it's pointless, and it also breaks immersion. Simply removing the info_player_intermission from the map (or changing its spawnflags so that it's only present in deatchmatch) doesn't work, since Q2 will automatically re-direct the intermission view to info_player_start.