[Fixed] I hate to bring this BACK up...

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Eevee
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I hate to bring this BACK up...

Post by Eevee »

But in a netgame, since keys don't disappear, and you can pick them up whether you have them or not...

yeah, I walk over a red keycard and I get it like six thousand times.

(By the way, there will be NO mentioning of BLUE keys in this thread, thankyouverymuch.)
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HotWax
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Post by HotWax »

Hehe, nice oversight.

Personnally I'd prefer that when one player picks up a key in a netgame, it vanishes and all players now have that key. But, that would be a bit of a radical change from classic Doom style...

You could also have it so that the key vanished but only the person who picked it up gets it, requireing teamplay to advance through locked areas...
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Xaser
 
 
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Post by Xaser »

Yes, Hotwax, but what if the key carrier DIES?

Well, I think this should be fixed so that in Single Player, You can pick up more than one, but in multiplayer, you can only pick it up once.

Randy, please fix this ASAP so it doesn't turn out like the last key thread.

And Geist, If you do so much as BREATHE on this thread, I'll bring out my flamethrower.

I mean it. :evil:
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HotWax
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Post by HotWax »

Well, given the way ZDoom currently handles coop, that player will retain red key access when he respawns. If implemented with the 1-life method, my suggestion would be that the players drops all his keys on death.

Fixing it so you can't pick up multiple keys in multiplayer is an acceptable change.
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Lumpy
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Post by Lumpy »

Hotwax wrote:
Personnally I'd prefer that when one player picks up a key in a netgame, it vanishes and all players now have that key. But, that would be a bit of a radical change from classic Doom style...

You could also have it so that the key vanished but only the person who picked it up gets it, requireing teamplay to advance through locked areas...
I like HotWaxes ideas. Both of those probably could be done via decorate and scripting. But a valid warning message would have to be displayed making the players aware of it.
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Chris
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Post by Chris »

Hmm... here's an idea. How about, in multiplayer, the key disappears when you pick it up, but respawns a second later to be picked up again, without any special it may have had? Of course, this would only include keys directly placed in the level with the editor.. not ones spawned by a script or whatever.
Cyb
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Post by Cyb »

I don't see why the original behavior was so bad, but I avoided that stupid thread like the plague
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Lumpy
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Post by Lumpy »

How about we stop posting ideas in here, and leave it for Randy to fix this bug. I only commented on what hotwax said cuz I liked his ideas. I like any thing that forces people to team play in coop. After all coop is suppose to be team play.
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Graf Zahl
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Re: I hate to bring this BACK up...

Post by Graf Zahl »

Eevee wrote:But in a netgame, since keys don't disappear, and you can pick them up whether you have them or not...

yeah, I walk over a red keycard and I get it like six thousand times.

(By the way, there will be NO mentioning of BLUE keys in this thread, thankyouverymuch.)

Apparently Randy did the single player fix for multiplayer as well... Heh...
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HotWax
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Post by HotWax »

Cyb wrote:I don't see why the original behavior was so bad, but I avoided that stupid thread like the plague
To recap, so that nobody else does:
Other Thread, Abridged Edition wrote:Original poster: You can't pick up multiple [censored] keys in ZDoom. You can in the original.
Giest: Why would you want to do that?! You dumbass!! LOLROTFLLMAOLOLOLWTF1111!!!
Some other guy: Because if you have a script attached and you're testing your level you might give yourself all keys and then the script will break while you're testing.
Giest: So don't give yourself all keys, quit cheating you dirty cheater moron this only breaks things for cheating whores like you ROTFLLMAOOMGWTFWTFOMGROTFLLMAO!!!111
HotWax: You fucking idiot, you're not listening to what he just said. He's not cheating, he's testing his map. He doesn't want to work all the way through the level to get to the spot to test so he gives himself all keys, which breaks his map because he can't trigger a script attached to his [censored] key. Also, it's like this in vanilla Doom and you haven't come up with one good reason why NOT to change it back.
Giest: I don't need reasons, I am God. LOLWTFLOLOMGLMAOBRBAFKIIRCIANALOMGLMAOPEBKAC!!!11
HotWax: ... ... Okay, you're right, you win.
Randy: Fixed.
Cyb
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Post by Cyb »

heh, whenever I test a map I just place a second player1 start whenever I want to test an area and then run through from there puking scripts as needed. if need be you could always do takeinventory("RedCard"); or something in a debug script, or just do IDFA instead of IDKFA, so yeah... I still fail to see the problem, and multiple copies of the same key in the same map to me signals "delete this map" so the original behavior doesn't seem relevant to me, but it's already been changed, so whatever : P
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Enjay
 
 
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Post by Enjay »

Well, I pretty much do what Cyb does, but the issue is really dead, I just wanted to do this:

Image

:P
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Eevee
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Post by Eevee »

Enjay wrote:Image
:evil:
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HotWax
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Post by HotWax »

Argh! Let's not even get back into this discussion. It's not about multiple keys in the same map AND IT NEVER WAS. There was NO GOOD REASON not to let people pick up multiple copies of the same key, and YOU ALL KNOW IT.

Dirty faggots.
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Eevee
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Post by Eevee »

HotWax wrote:Argh! Let's not even get back into this discussion. It's not about multiple keys in the same map AND IT NEVER WAS. There was NO GOOD REASON not to let people pick up multiple copies of the same key, and YOU ALL KNOW IT.
But now there's a good reason not to allow it in netgames :D
HotWax wrote:Dirty faggots.
I resent the implication that I am a bundle of sticks.

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