printz
CRAZY DUMB ZEALOT

Posts: 8141
Registered: 06-06 |
How more obvious can you get than E3M9, where you may die repeatedly, and start with a chaingun gift?
Second and better example: E6M10. A player, instead of adventuring to hunt SS (who appear in dangerous mazes), will rather go forward and safely push the secret to the Gatling gun. But since ammo is at a premium here, he'll more likely use the automatically given machine gun.
There's lots of music and grinning that comes up when a Gatling gun is found — a feeling so victorious may only mean that BJ has found all he needs (including the lesser gun) to take out the enemies. Notice how the machinegun triggers a neutral reaction.
Nowhere in Wolfenstein has there been a gameplay scene where you need to choose between the weak pistol and the overly fast chaingun,
Gez said:
And it is completely a bug, as it is incorrect behavior (picking up weapon A gives you weapon B as well) caused by an incorrect assumption (players will get weapons incrementally, so they aren't going to pick up a chaingun without having already found a machinegun). Mistaken assumptions leading to flawed behavior is pretty much the definition of bugs.
You're treating it like it's not a game, but a utility app. Game rules don't have to follow common logic, as long as they're self-consistent. Wolf3d was released with a set of rules; you're only changing them, not fixing anything, by doing that. ZDoom has been doing this, just because past behaviour seemed illogical (even though consistent).
And the vanilla code there looks pretty clear to me that they were only interested to upgrade the gun, not logically add it as a flag. It doesn't look like a programming mistake. Just imagine that the Gatling gun comes together with a small gun. You're just assuming that it was an id Software assumption; it could have been just a "don't care" situation.
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Last edited by printz on 12-30-12 at 00:09
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