r4029 Gameplay menu off to the right

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Expand view Topic review: r4029 Gameplay menu off to the right

Re: r4029 Gameplay menu off to the right

by randi » Tue Jan 22, 2013 9:54 pm

Fixed in r4035.

Re: r4029 Gameplay menu off to the right

by Lars2500 » Sun Jan 20, 2013 4:37 pm

NeuralStunner wrote:Also, how about "Don't Select Empty Weapons"? The term "raise" might be a bit weird to some players.
Well, if the attempt is to shorten the original string, that would fail here. It has only two less characters, less spaces and no "i", so would roughly result in the same length.

Also, shouldn't it read "do not" instead of "don't"?

Re: r4029 Gameplay menu off to the right

by NeuralStunner » Sun Jan 20, 2013 10:32 am

Kate wrote:Icon's Death Kills Minions
Secretary of Hell is "shocked and outraged" by the tragedy; Manhunt for the killer is underway.

Other menus look alright to me. HUD options is a bit shoved over but okay, compat options are really shoved over but they're simple switches and don't need a lot of room. (Better to have the detailed descriptors.)

Also, how about "Don't Select Empty Weapons"? The term "raise" might be a bit weird to some players.

Re: r4029 Gameplay menu off to the right

by Gez » Sun Jan 20, 2013 7:47 am

Also, it being Romero is more of an Easter egg than anything else.

Re: r4029 Gameplay menu off to the right

by Kate » Sun Jan 20, 2013 7:22 am

Yeah, the reasoning I shortened it to just "Endgame" at first is because I usually try to avoid technical terms where they're not needed, which is why I used "Icon" instead of "Romero", because even though the sprite for the boss is that of Romero, the actual boss as you first meet it in Doom 2 is the Icon of Sin, so it's more obvious what the option does, and the first time the end-level sector appears is on E1M8, which is technically the endgame of the first episode.

Re: r4029 Gameplay menu off to the right

by Gez » Sun Jan 20, 2013 7:19 am

Enjay wrote:The first two are good but I'm not sure the last one actually describes what the option is or gives enough clues what it is referring to. (I am correct in saying that this option refers to end of map sectors like the one in E1M8 right?)
Yeah, monsters placed in sectors with type "damage 20 + exit level" are not counted. That means that after you kill the barons and spectres plus the two big badasses, you've got 100% kills for Phobos Anomaly. (Then you teleport and are attacked by imps and zombies in the darkness.)

Re: r4029 Gameplay menu off to the right

by Enjay » Sun Jan 20, 2013 7:17 am

Yes, that's clearer.

Re: r4029 Gameplay menu off to the right

by Kate » Sun Jan 20, 2013 7:15 am

Yeah thought of that as you posted, is this better? A little longer but still shorter than before

Re: r4029 Gameplay menu off to the right

by Enjay » Sun Jan 20, 2013 7:13 am

The first two are good but I'm not sure the last one actually describes what the option is or gives enough clues what it is referring to. (I am correct in saying that this option refers to end of map sectors like the one in E1M8 right?)

Re: r4029 Gameplay menu off to the right

by Kate » Sun Jan 20, 2013 7:10 am

hmm.. How about:

Code: Select all

Don't Raise Empty Weapons
Icon's Death Kills Minions
End Sector Counts For Kill %
Can't get much clearer/shorter than that, really.

Re: r4029 Gameplay menu off to the right

by Enjay » Sun Jan 20, 2013 7:03 am

Hmm, yes, I guess then that a more succinct way of wording those entries would fix this.

Image

Better wording could be found but this does at least fix the menu...

Image

Image

Re: r4029 Gameplay menu off to the right

by Kate » Sun Jan 20, 2013 6:38 am

Enjay wrote:Is there a reason that it isn't centred?
Yeah, about that...

Image

r4029 Gameplay menu off to the right

by Enjay » Sun Jan 20, 2013 6:32 am

This has been around since at least 2.6.1

Image

The above shot was taken at 1920x1200. As you can see, the gameplay menu is shifted to the right quite a bit. Is there a reason that it isn't centred?

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