Many player classes

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Graf Zahl
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Re: Many player classes

Post by Graf Zahl »

ds201 wrote:well, i'm thinking of making a little mod that you play as a monster, and all the monsters are replaced by marines.
I haven't seen one of those mods yet.
*cough* Doom Rampage Edition *couch*
ds201 wrote: so yer, this feature will have to be added.

Says who?


For the record, the limits are caused by the crappy menu code. Neither Randy nor me have much motivation to make more changes to it than absolutely necessary. It needs a redesign from the ground up but to be blunt, I see no point making that in C++. Once Doomscript becomes a reality (i.e. probably never!) it might be worth doing.

So demand all you want. It's very unlikely to happen.
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Project Shadowcat
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Re: Many player classes

Post by Project Shadowcat »

Graf Zahl wrote:Once Doomscript becomes a reality (i.e. probably never!) it might be worth doing.
Please don't talk like that. :(
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Graf Zahl
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Re: Many player classes

Post by Graf Zahl »

Do you see any progress?

I sure don't. It's again going nowhere...
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Xim
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Re: Many player classes

Post by Xim »

Well if it's too hard to be then I won't complain. I only find it a little silly to not do a feature because of potential abuse by moders.

Even then I probably wouldn't complain too much. :P
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InsaneFury
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Re: Many player classes

Post by InsaneFury »

Yeah, too bad if it's too hard. Basically I figured it wouldn't be hard expanding a list but I guess there's a good reason why it hasn't been done already.

Guess that initial class changing room will be built after all. :P
milasudril
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Re: Many player classes

Post by milasudril »

InsaneFury wrote:I second this request. I'm working on a class-based mod too and was unaware of this limitation (currently have only 4 classes done, aiming for about 20).
Implementing a special 'morph' room really discredits mods, as it would appear to be a component of the 'storyline'.
I agree.
InsaneFury wrote: Re: the player setup menu: while powerful, it lacks the user-friendliness of a forced class select screen. It both being tucked away and not presenting a list of classes as feedforward to the user.
I think the user can handle this. For example, to be able to set up the player name before the game starts is a good idea.
NiGHTMARE
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Re: Many player classes

Post by NiGHTMARE »

InsaneFury wrote:Guess that initial class changing room will be built after all. :P
Couldn't you initiate a Strife dialogue as soon as the first level begins?
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esselfortium
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Re: Many player classes

Post by esselfortium »

Graf Zahl wrote:
ds201 wrote:well, i'm thinking of making a little mod that you play as a monster, and all the monsters are replaced by marines.
I haven't seen one of those mods yet.
*cough* Doom Rampage Edition *couch*
I'm curious as to how the couch factors into all this.
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Zippy
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Re: Many player classes

Post by Zippy »

esselfortium wrote:
Graf Zahl wrote:
ds201 wrote:well, i'm thinking of making a little mod that you play as a monster, and all the monsters are replaced by marines.
I haven't seen one of those mods yet.
*cough* Doom Rampage Edition *couch*
I'm curious as to how the couch factors into all this.
As in, "I'd rather be asleep on the".
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InsaneFury
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Re: Many player classes

Post by InsaneFury »

milasudril wrote:
InsaneFury wrote: Re: the player setup menu: while powerful, it lacks the user-friendliness of a forced class select screen. It both being tucked away and not presenting a list of classes as feedforward to the user.
I think the user can handle this. For example, to be able to set up the player name before the game starts is a good idea.
I believe the player will only do this whenever (s)he knows that the mod is all about picking appropriate player classes before start. Not everyone reads the readme files (or knows what PWADs are all about really), most people just load the wad and start playing I think.
NiGHTMARE wrote:
InsaneFury wrote:Guess that initial class changing room will be built after all. :P
Couldn't you initiate a Strife dialogue as soon as the first level begins?
Yeah, I'll be looking into that. I'm not much of a mapper anyway. :)
milasudril
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Re: Many player classes

Post by milasudril »

InsaneFury wrote:
milasudril wrote:
InsaneFury wrote: Re: the player setup menu: while powerful, it lacks the user-friendliness of a forced class select screen. It both being tucked away and not presenting a list of classes as feedforward to the user.
I think the user can handle this. For example, to be able to set up the player name before the game starts is a good idea.
I believe the player will only do this whenever (s)he knows that the mod is all about picking appropriate player classes before start. Not everyone reads the readme files (or knows what PWADs are all about really), most people just load the wad and start playing I think.
  • If a WAD is loaded where there's only one player class, the player would probably just fill in name and press enter.
  • If a WAD does have more than one player, the player will not know anything which class to select in any kind of menu without reading a readme file. Therefore, this is a problem in the current menu too. If a random or default class is used, there will be players that miss this part of the story. The most helpful to the player here is a new player class property that describes the player class and is displayed when the player selects a class.
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Xaser
 
 
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Re: Many player classes

Post by Xaser »

milasudril wrote:The most helpful to the player here is a new player class property that describes the player class and is displayed when the player selects a class.
Hmm, though that sounds a bit too specialized as you suggest it, I'd like to see Hexen's class "statboxes" exposed in some sort of a customizable fashion. Such a graphical border would be the perfect place to put a class description, I'd think.

Still, this is unrelated to the original issue and deserves its own thread, though I'm not sure how friendly the menu code will be in this case either. Is it worth a mention?
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Re: Many player classes

Post by Cutmanmike »

99% sure it's been suggested or brought up in other class related topics before.
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InsaneFury
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Re: Many player classes

Post by InsaneFury »

Graf Zahl wrote: For the record, the limits are caused by the crappy menu code. Neither Randy nor me have much motivation to make more changes to it than absolutely necessary. It needs a redesign from the ground up but to be blunt, I see no point making that in C++. Once Doomscript becomes a reality (i.e. probably never!) it might be worth doing.

So demand all you want. It's very unlikely to happen.
Would it be likely that a workaround would instead be possible? Like allowing modders to specify whether the 'player setup' menu appears instead of the 'class select' menu? Although the menu in question is lacking user-feedforward, it would address this limitation for the time being.
milasudril
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Re: Many player classes

Post by milasudril »

InsaneFury wrote:Would it be likely that a workaround would instead be possible? Like allowing modders to specify whether the 'player setup' menu appears instead of the 'class select' menu? Although the menu in question is lacking user-feedforward, it would address this limitation for the time being.
It sounds like a good idea while waiting for a better solution.
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