Extra weapon slots

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Graf Zahl
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Re: Extra weapon slots

Post by Graf Zahl »

Scuba Steve wrote:I was still extremely disappointed there was a cap on the number of weapons that can be defined in a single slot. What was the logic behind keeping it to a predefined number? Was it just your "gut instinct", Graf?

The weapon slots are a static array. And apperently it was wisely decided that cycling through more than 8 weapons is too much.
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Re: Extra weapon slots

Post by Gez »

If you want more than 80 weapons, you need a way to prevent a player to have all of them at the same time. Because unless these weapons aren't really weapons, but more like spells for example, it's just stupid to have such a walking armory. You won't use 80 different weapons in the game; even when you have barely 10 weapons (fist, berserk first, chainsaw, pistol, shotgun, SSG, chaingun, rocket launcher, plasma rifle, BFG) you don't use them all. Most of the time, you'll use the same three or four weapons, using the others only when needed (slot 1 weapons when low on ammo, BFG to take care of big bosses, etc.)

If you want to make DiabloDoom, with like 250 different swords, axes, and other weapons which are mostly metoos with varying efficiency, so that you can ditch the +1 gun when you find the +2 gun, you'd need a Diablo-like inventory system which lets you ditch the old weapons. Which is why I think using the Hexen inventory system may work. You'll need to bind a key to the "drop" command, and make a lot of power-ups that are infinite (using them don't remove them) and which just do "select weapon" when used (they of course do "give weapon" when picked up, too).

I don't know if there's an upper-limit on the number of different types of inventory items you can have. I don't think there is. So your absurd character could wear all of his 120 weapons in that way. None of the weapons are slotted, though, and you could bind the slotkeys to "use inventoryweapon" to emulate slots for up to ten of them. Twenty with rebind. More if you use an alias system to redo cycling.

Any way you devise, it's going to be clumsy moving from weapon 57 to weapon 85 and back; and you'll find out when playing that the huge majority of these weapons you won't use.
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Long
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Re: Extra weapon slots

Post by Long »

it strange... you don't understand - with 160+++ slots you can play in my rpg game with money and buy weapon possibility,
aso give money other players in coop to buy medicine ,armor and ammo.
so, players want to buy more and more weapons (its breakable like in "diablo") to go next quest, but without extra slots (160 and more for best).
and for the end i want to say this is NOT harmful for usual Doom playing - you just not see the difference - 10 slots or 10x16 (10 slots with 16++ weapons in every slot) :shock:
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Re: Extra weapon slots

Post by wildweasel »

Long wrote:and for the end i want to say this is NOT harmful for usual Doom playing - you just not see the difference - 10 slots or 10x16 (10 slots with 16++ weapons in every slot) :shock:
I'm going to have to disagree with this one. AEOD is a very, very prime example of what I call "weapon overflow" - there are so many weapons bound to each key that, when a specific situation calls for just one weapon in particular, selecting said weapon can take as long as 10 seconds (assuming that you know what key that said weapon is bound to in the first place). The player isn't always going to have the luxury of time, so ten seconds spent switching to that one weapon can easily be the end of them. (I should know. I died at least three times digging out the right weapon in AEOD.)
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Re: Extra weapon slots

Post by TheDarkArchon »

Long wrote:and for the end i want to say this is NOT harmful for usual Doom playing

Doesn't stop youi being wrong, however.
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Graf Zahl
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Re: Extra weapon slots

Post by Graf Zahl »

ZDoom will *NOT* cater to weapon excess and no rationalization by weapon junkies will change my mind about this unless the weapon selection code is changed to something more like Half-Life - and I don't see that happen!
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Long
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Re: Extra weapon slots

Post by Long »

maybe you all likes 25-20 weapons?
i like to be possible to buy only grenades 20 types -
poison grenade, freeze grenade, time grenade, plasma light, plasma double charge, force field grenade , magnetic grenade, napalm grenade, gas grenade, electro grenade, and more powerful - thunder,bfg,ultrasonic, N-grenade,for end!
if you call this weapon overflow, i can't say something else. I don't like crap useles and boring seam weapon mods, but MANY weapons which all DIFFERENCE so much - this is good. imho.
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Re: Extra weapon slots

Post by wildweasel »

Long wrote:maybe you all likes 25-20 weapons?
i like to be possible to buy only grenades 20 types -
poison grenade, freeze grenade, time grenade, plasma light, plasma double charge, force field grenade , magnetic grenade, napalm grenade, gas grenade, electro grenade, and more powerful - thunder,bfg,ultrasonic, N-grenade,for end!
if you call this weapon overflow, i can't say something else. I don't like crap useles and boring seam weapon mods, but MANY weapons which all DIFFERENCE so much - this is good. imho.
A lot of these don't even make sense. Your gas grenades and poison grenades sound like they'd do exactly the same thing, you have two different kinds of plasma grenades, the electro and thunder grenades don't need to coexist...

You can go ahead and make your mod the way you want, but people like me are probably going to hate it on the principle that you have too damn many weapons and many of them will likely fill the same roles. It doesn't matter if all the weapons look different, have slightly tweaked damage/blast radius/method of delivery...having several types of grenades that all essentially act the same way seems like you're going too far.
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Re: Extra weapon slots

Post by Necromage »

Seeing as how this discussion is going nowheres fast I think its probably about time that its locked... :?
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Graf Zahl
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Re: Extra weapon slots

Post by Graf Zahl »

I was thinking the same thing but tried to give it another chance. Well it wasn't meant to be...
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