Increase Max amount of weapons in slots.
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Increase Max amount of weapons in slots.
I was only able to put 8 or 9 weapons in one slot, maybe it should be able to have more in capacity, or unlimited.
- BouncyTEM
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very true although one thing that occured to me recently;Graf Zahl wrote:Maybe you need to define less weapons. Keep in mind that the player has to cycle through the entire list when selecting one weapon. 8 is more than enough.
when custom classes can have their own weapon sets, what happens if you got a lot of classes with their own weapon sets...but there's too many weapons assigned to each slot, even though only one class can use one at a time?
example;
let's say i have 9 different marine classes.
each class has 1 weapon in all 10 slots.
due to the 8 weapon slot limit, only the marine classes 1-8 would be able to use their own weaponry, while marine class 9 could not.
not that this would actually happen for me, of course, since 9 marine types is a bit steep, but that is just something that occured to me today.
As in the past, and with similar issues, this seems to be getting a bit bogged down with "what ifs". Just because there is a limit, it doesn't mean people are going to reach it. Even with different weapons for different classes, how many playable mods are likely to crop up where more than 80 weapons need to be defined and allocated to slots?
I'll agree, this is (numerically) one of the lower limits in Zdoom so it seems easy to reach. However, who is working on a serious mod that is going to need it extended? Is the limit unrealistic? I think it would be more useful if someone could provide evidence that a mod genuinely needs this limit extended (or is likely to) rather than just dealing with "what ifs".
There is no point in extending a limit (if it is problematic to do so) just because in theory it could be reached. If it is going to be reached and doing so is going to cause a problem for the mod, then extending the limit may be worthwhile. If it isn't, and reaching it is only a theoretical possibility, why bother extending it?
I'll agree, this is (numerically) one of the lower limits in Zdoom so it seems easy to reach. However, who is working on a serious mod that is going to need it extended? Is the limit unrealistic? I think it would be more useful if someone could provide evidence that a mod genuinely needs this limit extended (or is likely to) rather than just dealing with "what ifs".
There is no point in extending a limit (if it is problematic to do so) just because in theory it could be reached. If it is going to be reached and doing so is going to cause a problem for the mod, then extending the limit may be worthwhile. If it isn't, and reaching it is only a theoretical possibility, why bother extending it?
- BouncyTEM
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indeed. I was simply pointing out what could be a problem. I didn't say anything on if it should be extended or not. Personally, I don't see any need for an extension.Enjay wrote:As in the past, and with similar issues, this seems to be getting a bit bogged down with "what ifs". Just because there is a limit, it doesn't mean people are going to reach it. Even with different weapons for different classes, how many playable mods are likely to crop up where more than 80 weapons need to be defined and allocated to slots?
I'll agree, this is (numerically) one of the lower limits in Zdoom so it seems easy to reach. However, who is working on a serious mod that is going to need it extended? Is the limit unrealistic? I think it would be more useful if someone could provide evidence that a mod genuinely needs this limit extended (or is likely to) rather than just dealing with "what ifs".
There is no point in extending a limit (if it is problematic to do so) just because in theory it could be reached. If it is going to be reached and doing so is going to cause a problem for the mod, then extending the limit may be worthwhile. If it isn't, and reaching it is only a theoretical possibility, why bother extending it?
Yeah, my post wasn't really intended as a dig at anyone posting an opinion here. However, it's very easy to find a limit and think about exceptions or how it could be broken or a problem etc. I've done it myself. Often though, taking a step back and asking yourself about about the actual, practical need for something may give a different answer than the gut feel of what you initially think should be done.
The idea of weapon sections per class seems quite a neat one BTW. Whether or not it would be problematic or not, I don't know, but it does seem "tidy" to me even without it needing to be done because of large numbers of weapons. In saying that, I haven't really messed with classes much yet so it may already be a neat and easy system.
The idea of weapon sections per class seems quite a neat one BTW. Whether or not it would be problematic or not, I don't know, but it does seem "tidy" to me even without it needing to be done because of large numbers of weapons. In saying that, I haven't really messed with classes much yet so it may already be a neat and easy system.
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What do you have against ÆOD, man? Is it not the rips, but the gameplay of the mod that matters most?TheDarkArchon wrote:However, the only mods I've seen that come anywhere near close to the limit are the WRW and various "OMG L00K HOW MANY GUNS MY MOD HAS LOL" mods, such as the ripfest that is Aeons Of Death.
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