Serious Sam-style co-op
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Serious Sam-style co-op
In the game Serious Sam, there are many options relating to co-op. Here are the highlights that I'd love to see implemented as options in ZDoom (perhaps using the cvar Coopflags or something - don't want to clutter Dmflags).
* Respawn in place. When playing large maps like Deus Vult, it's a MAJOR pain in the butt to run across large areas to get back to where you were.
* Items per player. The items appear in the same place for all players. When one player picks the item up, it disappears from their view, but everyone else still sees it and can pick it up. Essentially, everybody can pick up one of every item in the level. No more need to worry about who needs health.
* Keep inventory. Perhaps this could be multi-staged - Keep Weapons, Keep Keys, Keep Ammo, Keep Inventory Items. (The inventory items should probably be on by default, for maps with puzzle items)
* Respawn in place. When playing large maps like Deus Vult, it's a MAJOR pain in the butt to run across large areas to get back to where you were.
* Items per player. The items appear in the same place for all players. When one player picks the item up, it disappears from their view, but everyone else still sees it and can pick it up. Essentially, everybody can pick up one of every item in the level. No more need to worry about who needs health.
* Keep inventory. Perhaps this could be multi-staged - Keep Weapons, Keep Keys, Keep Ammo, Keep Inventory Items. (The inventory items should probably be on by default, for maps with puzzle items)
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Re: Serious Sam-style co-op
Seconded, because they are good ideas!wildweasel wrote:In the game Serious Sam, there are many options relating to co-op. Here are the highlights that I'd love to see implemented as options in ZDoom (perhaps using the cvar Coopflags or something - don't want to clutter Dmflags).
* Respawn in place. When playing large maps like Deus Vult, it's a MAJOR pain in the butt to run across large areas to get back to where you were.
* Items per player. The items appear in the same place for all players. When one player picks the item up, it disappears from their view, but everyone else still sees it and can pick it up. Essentially, everybody can pick up one of every item in the level. No more need to worry about who needs health.
* Keep inventory. Perhaps this could be multi-staged - Keep Weapons, Keep Keys, Keep Ammo, Keep Inventory Items. (The inventory items should probably be on by default, for maps with puzzle items)
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You know, it is all well that we are doing an unofficial version here. But please let's not get carried away. As we all know Randy is currently doing a complete overhaul of the code so much of what we are doing here will have to be rewritten anyway.
For this we really should restrict ourselves to smaller things but not attempt to rewrite large parts of the game code - as this requires.
For this we really should restrict ourselves to smaller things but not attempt to rewrite large parts of the game code - as this requires.
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Graf's post makes sense. I was thinking something similar myself. Keeping it to fixes and minor things that are probably going to be integrated to the official build makes sense to me.
If all these modifications get added to the "inofficial" build and then Randy doesn't want them, we may be seeing the creation of a "break away port". Is that what people want?
If all these modifications get added to the "inofficial" build and then Randy doesn't want them, we may be seeing the creation of a "break away port". Is that what people want?
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