Many player classes

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Re: Many player classes

by chopkinsca » Thu Sep 16, 2010 11:38 am

Sweet. The doom2 levels are too big so I split each one up into it's own 10 episodes. Now all the episodes can be shown \o/

Re: Many player classes

by Graf Zahl » Thu Sep 16, 2010 9:28 am

The new menu code can handle an unlimited amount of player classes (and episodes)

Re: Many player classes

by milasudril » Wed Feb 10, 2010 9:16 am

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.

Re: Many player classes

by InsaneFury » Wed Feb 03, 2010 4:00 pm

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.

Re: Many player classes

by Cutmanmike » Wed Jan 27, 2010 4:42 am

99% sure it's been suggested or brought up in other class related topics before.

Re: Many player classes

by Xaser » Mon Jan 25, 2010 3:49 pm

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?

Re: Many player classes

by milasudril » Mon Jan 25, 2010 12:32 pm

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.

Re: Many player classes

by InsaneFury » Sun Jan 24, 2010 3:16 pm

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. :)

Re: Many player classes

by Zippy » Sat Jan 23, 2010 1:59 pm

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".

Re: Many player classes

by esselfortium » Sat Jan 23, 2010 12:46 pm

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.

Re: Many player classes

by NiGHTMARE » Sat Jan 23, 2010 8:28 am

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?

Re: Many player classes

by milasudril » Sat Jan 23, 2010 7:30 am

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.

Re: Many player classes

by InsaneFury » Wed Jan 20, 2010 7:20 am

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

Re: Many player classes

by Xim » Tue Jan 19, 2010 6:32 pm

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

Re: Many player classes

by Graf Zahl » Tue Jan 19, 2010 2:41 am

Do you see any progress?

I sure don't. It's again going nowhere...

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