The Ultimate DooMer wrote:Update as of 22 Apr:
------------------------
Testing & balancing continues...I'm getting closer to being happy with it. One more playtest for me and a public beta should be ready.
Text and HUD messes up when text scaling is turned on. I play at 1920 x 1200 so I turn on text scaling. Turning it off (or even double) makes things harder to read for me. You should define an absolute HUD size using SetHUDSize() to display your text and the HUD icons.
On a related note, how about defining your new HUDs in SBARINFO? Then you can define HUDs for the status bar as well as the fullscreen HUD. The whole "please get rid of your status bar" deal shouldn't appear now that there are proper ways to do HUDs.
Please make the very first cutscene (the one after your stats are rolled and you meet the king) skippable.
For dialogues in cutscenes, it would be great if you can append the talker's name before the actual dialogue. I know there's text colours but it's still confusing sometimes.
All the overridden, custom keys really break the fun. Not only is it difficult to find good keys to use, trying to remember what's what and use them in the middle of play is nearly impossible. Can't the normal navigation keys, weapon slots, and inventory selection be used?
At the start when you take control, if you open the "secret" passage and try to head back down, you get stopped by an impassible line. If you're up against that line when the stairs raise back up, you get stuck and have to noclip back out.
The front of the ships seem to repeatedly play a slaming sound, like a lift stop (more noticeable in lower frame rates when there's more time in between two game tics).
The ships really kill performance. Not sure this is a problem with the mod itself, though, as I've run into the same problem elsewhere; my system performance just dies for inexplicable reasons under certain conditions when using OpenGL (it's an nVidia card under Linux, using the 195.36.15 binary drivers).
neoworm wrote:One little thing made me little angry - its nice that there is a way to use non magical hammer but its hard to tell which one you have actually selected. I made sprites of burning hammer for my Fighter plus mod, maybe you can consider using them.
The Ultimate DooMer wrote:It already is (and so is the entire 2nd map), but the commands aren't mentioned until the end of the game. (the idea being that you watch them for the first play and then skip them in the future if you wish. Plus the map 01 intro has some important info).
Return to TCs, Full Games, and Other Projects
Users browsing this forum: No registered users and 8 guests