Partly as a learning exercise, partly as a labor of love, and partly because I want every mapscript to use a cleaned up and consistent (and documented) template and be fully MEFY-ized (yes, including all the single player maps).... I'm rewriting every map script in the stock game from scratch to suit my sensibilities (aka, my OCD).
My first attempt was M1L1. Much to my surprise, the first test run of the new map script worked perfectly with one exception... the scoreboard at the end of the map. When running it in FFA mode, it works perfectly. When I switched it to TDM mode... the map ran perfectly except at the end (whether via timelimit or fraglimit). It displays the final scoreboard for the right amount of time, but at the point where the map should start over it goes awry. For a split second kind of behind the black scoreboard screen, you can see the map again (initial start), but immediately the black scoreboard screen takes over and displays. Every g_maxintermission? time... it does it again in a loop. While displaying the scoreboard, for a split second you see the map behind it... then it stays on the scoreboard solid black (with the same scores). Only in TDM mode.
Does this indicate a particular failuremode that someone is familiar with?
And possibly related, I am having trouble finding a good explanation of level.clockside - when to use, what it does, etc.
Can anyone point me in the right direction? Thanks in advance!
Todesengel