Disable "Save Game" Option via MAPINFO

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Project Shadowcat
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Re: Disable "Save Game" Option via MAPINFO

Post by Project Shadowcat »

Agent ME wrote:Except to get past certain hard parts (are some of the bonus levels in Sonic and Knuckles humanly possible without savestates?!).
Yes, yes they are quite possible, and painfully easy in fact once you know the stages...
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edward850
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Re: Disable "Save Game" Option via MAPINFO

Post by edward850 »

HotWax wrote:Here I thought ZDoom was supposed to be the modder's source port. My mistake. :(
Its unfortunate, because the latest feature that has been denied expects me to believe the same thing.
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Rachael
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Re: Disable "Save Game" Option via MAPINFO

Post by Rachael »

HotWax wrote:This was never about taking away the ability to play from every player in normal Doom-style maps, and it never was.
Oh, okay, oh my god, really? Wow, I never ever thought you meant that! That just completely went beyond me. :roll:
HotWax wrote:What's worse, I'm sure you already know that damn well.
Oh please, sage of the wise and all-knowing, shed your wisdom on this!
HotWax wrote:Yet you and gez kick and scream like 2-year olds having a toy taken away from them.
You do such great impressions.
HotWax wrote:Here I thought ZDoom was supposed to be the modder's source port. My mistake. :(
Must I reference the statement above?
HotWax wrote:What was being requested is an option that modders could enable in their non-typical ZDoom mods that could be overridden through a player option or cheat.
Overridden, eh? Tell me again, what's the point of having this, then? I might as well just have sv_allowsave 1 in my autoexec.cfg file.
HotWax wrote:Nobody's suggesting we hire a big fat italian guy to stand over you while you play and break your kneecaps if you hit the save button.
Well, that's good. I never originally had that idea, but I'm glad we don't have big fat Italian guys breaking my kneecaps. He'd be tough to feed, ya know. Plus, I'd be the one forcing him to take a shower every once in a while. Rather a challenging venture with broken knee caps.
HotWax wrote:You might be fine with hampering creativity in the name of your all-important free-saving feature, but some of us aren't.
How is this hampering creativity? You said yourself this could be overridden. Wouldn't that fact alone hamper creativity? Even if it couldn't be overridden, what's to stop me from loading ZDoom in VirtualBox or something and taking snap shots of every moment I want to save? It runs great under virtualized XP with only 192 megs of memory.


If you don't get the actual point behind this post, you take the internet way too seriously. Ridicule deserves ridicule, and bear in mind HotWax I still respect you just as much as I did before despite this.

Fact is fact though: If you really want such a feature, you're going to have to branch (G)ZDoom and relabel it as a new source port. You could shove code submissions in Graf's and Randy's face half a million times, and this still won't make it in there. ZDoom is still the modder's source port of choice: it's also the player's source port of choice, too. That's why I support their decision not to make such a feature. It's been published in an article before - and I've agreed with it ever since: If you have to disable a feature of the hardware (or in this case, software) in order to express your creativity, you're not really being creative at all.

Face it, HotWax: Despite the fact that you're targeting me and Gez with this post, we're not the only ones with that opinion. (In fact, I don't even really feel that strongly about it, anyway) If everyone on here except Graf and (or?) Randy had the opposite opinion, it still would not make it into ZDoom. Berate us all you want, but we're not to blame for your precious feature being denied. And it will do little good to berate Graf and Randy on this subject, because I don't know about Randy, but I know for sure Graf's mind is made up on it.
Last edited by Rachael on Thu Apr 30, 2009 1:21 am, edited 1 time in total.
The_Funktasm
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Re: Disable "Save Game" Option via MAPINFO

Post by The_Funktasm »

But what about a roguelike romp?

YOU CAN'T HAVE A ROGUELIKE WITHOUT PERMADEATH OR SAVEPOINTS!

Not to forget about postmortems either...
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edward850
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Re: Disable "Save Game" Option via MAPINFO

Post by edward850 »

SoulPriestess wrote:Randy had the opposite opinion
Fun fact: I have not yet seen Randy's opinion on this yet.

Side note: Randy seems to have little input in feature suggestion threads these days. How disconcerting.
Last edited by edward850 on Thu Apr 30, 2009 1:23 am, edited 1 time in total.
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Rachael
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Re: Disable "Save Game" Option via MAPINFO

Post by Rachael »

K

:roll:

Edited.
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esselfortium
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Re: Disable "Save Game" Option via MAPINFO

Post by esselfortium »

Edward and Hotwax, I implore you to stop posting immediately
The_Funktasm
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Re: Disable "Save Game" Option via MAPINFO

Post by The_Funktasm »

esselfortium wrote:Edward and Hotwax, I implore you to stop posting immediately
I implore you to allow a difference of opinion in the name of debate.
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bagheadspidey
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Re: Disable "Save Game" Option via MAPINFO

Post by bagheadspidey »

The_Funktasm wrote:But what about a roguelike romp?

YOU CAN'T HAVE A ROGUELIKE WITHOUT PERMADEATH OR SAVEPOINTS!

Not to forget about postmortems either...
Yep, looks like no "Someone went through your pack while you were sleeping" either.

I think different sets of rules work for different games. If zdoom were a general-purpose game making platform it might be reasonable to expect different types of save configurations, but it's a Doom source port, and it handles saves pretty much like Doom does, and that's it. Seems fair enough to me if that's the way the developers want it.
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Graf Zahl
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Re: Disable "Save Game" Option via MAPINFO

Post by Graf Zahl »

Enough of this!
Locked

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