Increase Max amount of weapons in slots.

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Expand view Topic review: Increase Max amount of weapons in slots.

by Graf Zahl » Tue Jul 25, 2006 1:26 am

Risen wrote:It sounds to me like Graf is saying: "When you have a legit project that will use them, then ask.

That's not just the problem here. A huge percentage of the feature requests are of this kind.

I take requests by real mappers quite seriously but it seems to me that most are made by people who just want to play around with some neat gizmos but have no real mapping experience - and no desire to work within the constraints of the existing engine.

Face it, ZDoom is still based on Doom and much of the ideas being tossed around here may be neat on the surface but aside from requiring considerable amount of work to be done don't offer anything that might benefit a 'real' project.

by Scuba Steve » Mon Jul 24, 2006 10:02 pm

I have never, not even once seen a good use of particle fountains... they should be removed.

But seriously, if you don't want to extend the number of weapons per slot, that's fine, but I'm just saying the argument for doing so seems weak.

by Risen » Mon Jul 24, 2006 7:55 pm

It sounds to me like Graf is saying: "When you have a legit project that will use them, then ask. Otherwise I'd like to keep the crap to a minimum."

So when you build your spy mod, or 10-class mod, then see if it gets extended.

by Scuba Steve » Mon Jul 24, 2006 7:04 pm

Bio Hazard wrote:
Scuba Steve wrote:Isn't that for us to decide, not you?
He's the one writing the program so tough cookies for you.
Well obviously he's writing it, but Graf and Randy always ask for user input, and I'm saying that using the excuse "Because wads that have more than 10 weapons in a slot suck" is a poor excuse for not extending the limit of weapons in a slot. Maybe no wads currently need more than 10... but what about the future. SUppose a wad comes out where you're a spy and you have 15 different gadgets, like laser phones, lock picks etc, and the author wants to keep them all in a single slot and save the rest for one weapon at a time. This way players can cycle through the weapons and slot 0 would be reserved for all the tools. (hay that would be sweet)

I'm just suggesting that if the reason for not extending the number per slot is "Because all wads that want it are dumb" and not for a more appropriate reason like the wad file can't handle it, then it's not in a developer's best interest.

by Bio Hazard » Mon Jul 24, 2006 3:42 pm

by Graf Zahl » Mon Jul 24, 2006 3:39 pm

Stop this nonsense, please!

by Jimmy » Mon Jul 24, 2006 3:27 pm

Sure, whatever.

by Cptschrodinger » Mon Jul 24, 2006 3:21 pm

Ripped gfx + too many monster types + huge filesise = teh suck (A.K.A Aeons Of Death)

End of story

by Jimmy » Mon Jul 24, 2006 3:21 pm

No I didn't. I asked if gameplay of a weapon mod mattered more than the rips. :roll:

by TheDarkArchon » Mon Jul 24, 2006 3:19 pm

jimmy91 wrote:In YOUR opinion, yes. 8-)
You asked for my opinion.

by Jimmy » Mon Jul 24, 2006 3:17 pm

In YOUR opinion, yes. 8-)

by TheDarkArchon » Mon Jul 24, 2006 3:16 pm

Mods of it's nature suck by default.

by Jimmy » Mon Jul 24, 2006 3:15 pm

TheDarkArchon wrote:However, the only mods I've seen that come anywhere near close to the limit are the WRW and various "OMG L00K HOW MANY GUNS MY MOD HAS LOL" mods, such as the ripfest that is Aeons Of Death.
What do you have against ÆOD, man? Is it not the rips, but the gameplay of the mod that matters most?

by Bio Hazard » Mon Jul 24, 2006 3:04 pm

Scuba Steve wrote:Isn't that for us to decide, not you?
He's the one writing the program so tough cookies for you.

by TheDarkArchon » Mon Jul 24, 2006 2:55 pm

However, the only mods I've seen that come anywhere near close to the limit are the WRW and various "OMG L00K HOW MANY GUNS MY MOD HAS LOL" mods, such as the ripfest that is Aeons Of Death.

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