[Fixed] Can't pickup more than one of each key.

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Postby Xaser » Wed Dec 24, 2003 9:18 pm

Okay Geist, Suppose Randy DOES listen to the majority of the people replying to this thread and allows you to pick up more than one keycard. What harm does it do? ABSOLUTELY NONE. Now I don't see why you keep trying to convince people NOT to add this feature when it won't do any harm at all. Oh, and about the 903828-Paragraph long explanation, that's just plain stupid. You're not Randy. You have about as much influence on whether or not Randy adds this in as a tiny worm does on an elephant. Why don't you just shut your whiney little ass up. :evil:

giest118 (Enlarged so everyone can see it) wrote:Stupid dumbasses never learn anything, they all deserve to die and get reincarnated as a chicken that's about to be viciously slaughtered by a gargoyle... In fact, they're probably too dumb just to click on the "quote" button and read this. I would be fully unsurprised if they didn't click on the "quote" button, 'cause they are such dumbasses that they still use idkfa when idfa is so much more useful. And another thing, why would you want to play through a map with 20000 blue keycards, when you can't get all the keycards anyway? Well, there's no understanding some people is there? Also, when I asked for 4000 imps, Xaser gave me 24000. Why? There is no point. The vast majority of the imps were outside the map, as well. Hardly anyone ever seems to learn how to count properly. And another problem with that map was that the imps couldn't move because they were all trapped inside of each other... that didn't sound right. Xaser made all the imps look like they were humping each other, and that REALLY didn't sound right. At all. God dammit, the people who think that it's really necessary to make a level with 20000 blue keycards just so that they could collect 20000 blue keycards should die. In fact, I find it necessary that they should all be perforated by chaingunners for their mal-content, their terminological inexactitudes, and their ill-concieved attempt to make picking up 4000 blue-keycards a possibility. As far as I can tell, they are only destroying what's left of their sanity.



I uploaded those two maps just as a stupid joke. I don't see why you're giving all these stupid comments about a couple of maps that WERE NOT supposed to be taken seriously. You have absolutely no sense of humor, you senseless idiot. Besides, I don't have much sanity to destroy, anyway.
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Postby Virgil » Thu Dec 25, 2003 3:42 am

Xaser's blu_kay_ is 1337. How can you hate such a perfect map?? :D

Seriously though, I'm just joking with you Giest, no harm intended. Now and then, I like to act dumb/get flamed/have a good laugh.

Besides, I don't have much sanity to destroy, anyway.


Heh.. You actually HAVE sanity? Lemme have some, I wanna see what it looks like.
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Postby Lumpy » Thu Dec 25, 2003 9:34 am

I hope Randy doesn't listen to the majority when he decides to add/remove a function. If that was the case every function that was ever supported by alot of people would get added. If this gets changed simply because a majority wants it to be, whats to stop a majority of folks from asking to get rid of the multi-key pick-up 8 - 10 months from now.
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Postby Xaser » Thu Dec 25, 2003 4:04 pm

Lumpy wrote:I hope Randy doesn't listen to the majority when he decides to add/remove a function. If that was the case every function that was ever supported by alot of people would get added. If this gets changed simply because a majority wants it to be, whats to stop a majority of folks from asking to get rid of the multi-key pick-up 8 - 10 months from now.


Oh come on... Randy has enough common sense to reject a request that will ruin something even if the majority supports it. However, this request will do absolutely no harm if it's accepted, and even then, it's no really big loss if it's not, either.

Oh, and Geist, about the flame I posted earlier, I just got a little pissed off at what you had said. I'm not particularly mad at you (or anybody for that reason) and I really don't want to hate anybody, anyway. I still don't see why you keep insisting that this stay the way it is. What's the big deal if multi-key pickup is accepted? It won't do any harm, and since most of the people posting here are agreeing with me, It's not a completely stupid request, and it won't break anything, I say that Randy should add it. It's not like it's gonna kill anybody if it is added. :P
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Postby Giest118 » Thu Dec 25, 2003 4:23 pm

Hm, because of the nature of your post, Xaser, (and because I'm feeling jolly because 'tis Christmas) I will hereby apologize for my completely stupid statements regarding the keycard thing... In fact, I don't even remember why I was getting so aggressive about it...

Oh, well, who cares. Carry on.
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Postby Zell » Thu Dec 25, 2003 5:33 pm

giest118 wrote:I will not rest until someone gives me a 902947493-paragraph explanation as to why you would want to pick up more than one key of the same type in the same map.


Looks like I should write a a few sentances and hold enter for a while.
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Postby HotWax » Fri Dec 26, 2003 3:13 am

Wow. A 5-page forum thread without a single post from me in it. Well, that's gotta change.

Giest, stop acting like a fool. Your pathetic attempts at humor aren't working in the least, and insulting people for no decent reason isn't going to make you any friends. You haven't given a single reason why the behavior shouldn't be changed and the reason is obvious to everyone here -- you have no reasons.

Now, if you want explanations, here you go.

Reasons to allow the player to pick up multiple keycards:

1: Vanilla Doom behaved this way.
2: A mod could be made in which certain enemies have security access. Killing the enemy would grant you the access. Allowing the player to pick up access he already has would be more realistic (if not entirely useful), allow scripts to interact with them (You have been granted Red Access Level-2), and allow the player to clean up the body so there aren't red keys everywhere.
3: (Listen closely to this one -- it's been said about a dozen times and in every case your response was something on the order of "I'm dickcheese") When you are a level designer testing a level, it is often helpful to be able to quickly reach an area for testing. In such cases, you may need to get through locked doors, but still be able to trigger scripts on keys beyond those doors -- allowing the player to use idkfa to quickly get access to anywhere, but still activate the script, would make their job alot easier. (BTW, you might know all this if you'd ever designed a decent level in your life.)
4: It would take changing a single line of code (back to the way it was before) to implement this change.
5: It would allow silly maps like Mock2 to let the player pick up multiple (useless) keys, just for fun. You don't have to understand why. You just have to accept that others might want to.
6: It doesn't break any existing maps, regardless of what version of Doom/ZDoom they were designed for.

Reasons not to allow players to pick up multiple keycards:

1: Giest thinks those players are silly.

Majority wins.
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Postby Killo Zapit » Fri Dec 26, 2003 10:43 am

HotWax wrote:Wow. A 5-page forum thread without a single post from me in it. Well, that's gotta change.

Giest, stop acting like a fool. Your pathetic attempts at humor aren't working in the least, and insulting people for no decent reason isn't going to make you any friends. You haven't given a single reason why the behavior shouldn't be changed and the reason is obvious to everyone here -- you have no reasons.

Now, if you want explanations, here you go.

Reasons to allow the player to pick up multiple keycards:

1: Vanilla Doom behaved this way.
2: A mod could be made in which certain enemies have security access. Killing the enemy would grant you the access. Allowing the player to pick up access he already has would be more realistic (if not entirely useful), allow scripts to interact with them (You have been granted Red Access Level-2), and allow the player to clean up the body so there aren't red keys everywhere.
3: (Listen closely to this one -- it's been said about a dozen times and in every case your response was something on the order of "I'm dickcheese") When you are a level designer testing a level, it is often helpful to be able to quickly reach an area for testing. In such cases, you may need to get through locked doors, but still be able to trigger scripts on keys beyond those doors -- allowing the player to use idkfa to quickly get access to anywhere, but still activate the script, would make their job alot easier. (BTW, you might know all this if you'd ever designed a decent level in your life.)
4: It would take changing a single line of code (back to the way it was before) to implement this change.
5: It would allow silly maps like Mock2 to let the player pick up multiple (useless) keys, just for fun. You don't have to understand why. You just have to accept that others might want to.
6: It doesn't break any existing maps, regardless of what version of Doom/ZDoom they were designed for.

Reasons not to allow players to pick up multiple keycards:

1: Giest thinks those players are silly.

Majority wins.


The argument is over. You missed it. Everyone has already said their piece. Every one is happy now.
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Postby Zell » Fri Dec 26, 2003 11:22 am

almost done with my paragrpah
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Postby HotWax » Fri Dec 26, 2003 1:33 pm

Killo Zapit wrote:The argument is over. You missed it. Everyone has already said their piece. Every one is happy now.


Really, because all I saw were a bunch of morons trying to express the same argument in poor ways and not really getting any kind of point across.
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Postby Virgil » Fri Dec 26, 2003 3:44 pm

What argument? :D /grin is accompanied by blank stare

Zell, just copy/paste 1 line, then copy/paste the 2 lines, then copy/paste the 4 lines, etc. Exponential growth is faster than holding the enter key. Send me the text file after you're done, I wanna see if it crashes TextPad.
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Postby Killo Zapit » Fri Dec 26, 2003 5:33 pm

HotWax wrote:Really, because all I saw were a bunch of morons trying to express the same argument in poor ways and not really getting any kind of point across.


And your tiring to be different how? Can't we all just get along?
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Postby Cutmanmike » Fri Dec 26, 2003 5:54 pm

Hmm..... Ohh I get what giest was trying to say! He means that we're all just meant to type IDKFA so we don't mess up the key things..... Damn i'm good/god
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Postby Virgil » Sat Dec 27, 2003 7:31 pm

Can't we all just get along?


That wouldn't be any fun, now would it? You gotta have conflicts every now and then. :D
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Postby Giest118 » Sat Dec 27, 2003 7:45 pm

cutmanmike wrote:Hmm..... Ohh I get what giest was trying to say! He means that we're all just meant to type IDKFA so we don't mess up the key things..... Damn i'm good/god


I... er... ah, screw it I'm not even gonna say anything... I'll leave it to someone else to point out the fatal flaw in that statement...
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