Item remembering

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Expand view Topic review: Item remembering

Re: Item remembering

by Zippy » Sat Jul 21, 2012 8:09 am

FLYBAT wrote:We make it through first 10 levels and want to save the progress. And then we realize that Doom got no multiplayer saving.
Pay attention:
edward850 wrote:Yes it does. Vanilla doom even had support for it. Thus Zdoom, as it uses a similar method of handling multiplayer games, also has support for saving multiplayer games.
Support for saving in multiplayer has been there for a long, long time. I've used it in 1995 when playing with my brothers and sisters, I've used it this year when playing with my friends.

So aside from being a nonsense feature, this isn't even needed! You either need to take stock of what features are available (and in this case, has been available for nearly twenty years) or switch to a port that supports what you want.

Re: Item remembering

by Graf Zahl » Fri Jul 20, 2012 4:08 pm

FLYBAT wrote:
Gez wrote:What you ask doesn't make sense.
No, it does make sense.


No, this doesn't make any sense for a port that doesn't have client/server architecture.

Re: Item remembering

by Gez » Fri Jul 20, 2012 2:20 pm

FLYBAT wrote:
edward850 wrote:support for saving multiplayer games
What kind of support, a "You can't save during multiplayer game" message?
Fess up: you weren't playing ZDoom. Because, you know what? This message doesn't exist in ZDoom.

If I had to guess, you were playing Skulltag, which has a completely different netcode system. But multiplayer saves are supported in ZDoom.

Re: Item remembering

by wildweasel » Fri Jul 20, 2012 2:08 pm

At this point I think that the best way to get this implemented is to try to code it yourself. ZDoom's source is available, so there is nothing actively preventing you from doing that.

Re: Item remembering

by FLYBAT » Fri Jul 20, 2012 2:03 pm

I think this can be added to the port by using an external file.
This method will even make an admin a local king. Because he'll edit the file and give himself admin items which are present in game but not accessible from any level.

This feature is really wanted because it will be the point of creating RPG wads.
Anyway, it will be very nice.

Re: Item remembering

by FLYBAT » Fri Jul 20, 2012 2:01 pm

edward850 wrote:support for saving multiplayer games
What kind of support, a "You can't save during multiplayer game" message?

Re: Item remembering

by TheDarkArchon » Fri Jul 20, 2012 9:29 am

FLYBAT wrote: As I said, I am not the only doomer who wants this to be implemented.
Well, tough shit. ZDoom fundamentally does not have a client/server system in place therefore the feature you're asking for cannot be reliably implemented.

Re: Item remembering

by edward850 » Fri Jul 20, 2012 8:12 am

FLYBAT wrote:And then we realize that Doom got no multiplayer saving.
Yes it does. Vanilla doom even had support for it. Thus Zdoom, as it uses a similar method of handling multiplayer games, also has support for saving multiplayer games.

Re: Item remembering

by FLYBAT » Fri Jul 20, 2012 7:51 am

Gez wrote:What you ask doesn't make sense.
No, it does make sense.
I'm playing Doom on LAN with my friends (and Minecraft too).
We make it through first 10 levels and want to save the progress. And then we realize that Doom got no multiplayer saving.
There was a rage quit. We modified the original Doom II wad just to give us all our items that were collected during the game.

As I said, I am not the only doomer who wants this to be implemented.

Re: Item remembering

by ChronoSeth » Thu Jul 19, 2012 10:56 pm

This would be a much better suggestion for Zandronum; but as a modding feature, not a server setting.

Re: Item remembering

by Gez » Thu Jul 19, 2012 4:23 pm

FLYBAT wrote:But you could make it so ZDoom (and ZDoom's child ports) will have a flag that remembers player's IP, name and the whole inventory just like Minecraft or any MMO does.
ZDoom is not an MMO.

What you ask doesn't make sense. The games supported by ZDoom are based on a a simple concept: you start a game, you go through a number of levels, the end, you start a new game. There's no keeping inventory between two different games.

Furthermore, "keeping the name and IP" means having games played by connecting to a centralized server. ZDoom is perfectly stand-alone, you can play offline, and even in multiplayer it's not based on a client/server architecture.

So your suggestion doesn't make sense, on both the game design point and on the technical implementation point.

Item remembering

by FLYBAT » Thu Jul 19, 2012 3:22 pm

I don't know if anyone requested this already... But I know people who want this feature to be added to ZDoom.

I mean, Doom does not remember your stats and inventory, yes?
But you could make it so ZDoom (and ZDoom's child ports) will have a flag that remembers player's IP, name and the whole inventory just like Minecraft or any MMO does.

Like, when the player quits the game, the "Quit Game" button does not close the game first. Instead, it sends the whole player information to the server. Server remembers it by creating a file which contains item and stat data, maybe like this:

Code: Select all

192.168.0.1
   {
      Player256
         {
            Health, 95
            Pistol, 1
            Clip, 34
            BlueArmor, 197
         }
      MegaDude
         {
            Health, 100
            Pistol, 1
            Clip, 50
            Chainsaw, 1
         }
      Doomer
         {
            Health, 57
            Pistol, 1
            Clip, 0
            Chainsaw, 1
            PlasmaRifle, 1
            Cell, 20
         }
   }
And then player quits the game.
When a player joins the server, if the "Remember player stats" flag is set, then the server checks for this player's IP and name in the list, and if finds them, gives all the listed stuff to a player.
Then the player quits another time and the server writes new data instead of the old.

This function is, um... I think it is not hard to make, yes? :?
But we just dream about it. If it will be implemented in future ZDoom versions...
It will be... I don't even know how to describe the size of mega-epic-happiness the ZDoom developers will give to us, doomers.

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