Version 4 UploadedThis one definitely needs community feedback. Please give it a try and bear in mind that
the changes here may be merged into the final version of NeoLemmix - this needs your feedback!After a very productive chat with Simon via Mumble, it's been decided that we'll go with the Freeze version. After giving the Pause version a try and initially preferring it myself, I've come to the conclusion that it's actually fairly useless as well as being much more problematic code-side. Now that we have the minimap message, the Freeze is much less jarring and makes a lot more sense.
So, I've now streamlined the code a bit and aimed to keep the feature as clutter-free as possible for now.
Changes in this update:
The "Freeze Game" option has been removed from the config menu: instead, this will be standard behaviour when not exiting to postview. Reduces potential for confusion, keeps things simple
When the Freeze is active, activating the nuke exits to postview (as does pressing Esc) - this is mainly to give players another way to cancel out of the frozen level
When zombies are nuked, the animation now plays out in full (previously, the game would end mid-nuke when only zombies remained) - as well as being better game behaviour generally, it's also particularly important now that the game Freezes when only zombies remain
A few other updates included in this experimental -
please provide feedback whether positive or negative, these features may not make it into NL if people don't like them, but they may also not make it into NL if people
do like them but nobody shows any support for them!:
The config menu has a new "Graphics" tab (this is necessary due to the 3 new options in the Interface tab)
The fall distance ruler has an updated graphic which shows
only the fall distance - no other markings
The fall distance ruler now has a colour cycle (like objects in CPM) to increase visibility