Apteral10 wrote:Two major problems I encountered was that I couldn't switch back to my staff (As Flora) if I picked up Imp's claw or some kind of wand. I had to drop the actual weapon to wield it again.
I have never encountered a bug like this before, just to note, so I can't give you advice yet on how to get around that.
Apteral10 wrote:Which for now is very nice. Another major problem is how busy the game can get if you have gotten a lot of stuff (mostly this being caused by increased melee damage by berserk packs of both variations since they increase stamina) which does impact game play quite a lot. (I have FX-8350) and good god how the painful it was to play the game when FPS dropped to something like 2 or 5 per second.
Huh. I have a i7-7700HQ, which according to UserBenchMark, is only 25-30% better overall than your processor [i.e @
http://cpu.userbenchmark.com/Compare/AM ... 9vsm211019 ]. I own a 1070GTX GPU though, and while I have tried in the past months to improve performance, I can only go so far with my limited knowledge of ZScript currently, and the fact there's a lot of systems running in the background no matter how we slice it.
In the meantime though, you might want to change "[NEW] Meter Detail" in the mod's "HUD Options" to something like "Medium" or "Low" [it's "Very High" by default]. The settings affect how many notches that are in each lifebar. The longer lifebars have 200 notches on "Very High" [0.5%], 100 [1.0%] on High, 50 [2.0%] on Medium, and 20 [5.0%] on low. Since there are a lot of lifebars, that affects the total # of notches displayed on the HUD, which even on my system causes some FPS drops at times when it's on "Very High". Also the HUD is currently ACS-powered, but while I want to port it out, some people who have done test attempts have reported issues that in ZScript the lifebar notches might even by MORE resource-intensive right now, so I'm stuck with it in ACS right now. :\
Additionally if you want certain bars to disappear altogether for better performance, you can disable them in the same menu [i.e. the Kill/Secret/Item bars, the Tension Bars, the Quickspell Bars, the bars for the primary and secondary meters themselves, etc.
Apteral10 wrote:These are two things I suggest working on immediately. Great work if possible do consider making this an actual wad or PK3 because players from hardcore to casual will appreciate it since they are so simple to use... Although do remember I wrote IF possible. This is quite a lot of stuff in this mod so I wouldn't so surprised if you can't push this all in to a PK or Wad form.
Okay, so I guess I didn't explain it well enough about the problem between "Folder vs PK3/WAD". Aetherius's three git repos are constantly updated with minor file updates over the course of even a few weeks. When the mod is in folder format, all of the individual files are separate on the git repos. This makes updating SIGNIFICANTLY quicker and easier for me, since updating only changes the altered files and uploads them, most of those constantly-changed files are small [under 500kb]. If I suddenly convert the Folder to PK3, then it becomes a few single files that depending on the repo are large overall.
This ultimately means that while it's easier for the players to load the mod up due to less files, it becomes a lot longer for me to update the repos because a single minor change to a PK3/WAD file forces the repo to upload the ENTIRE PK3/WAD's worth of space per update. I hate to say it, but I perfer to be able to quickly update the repo over the quicker access for a player since most of my repo updates are minor-ish level changes like balance tweaks or bugs I find and have to quickly fix, so using single PK3/WAD files means I would have to space out updates, which does not work for me personally. I apologize if I sound a bit blunt on this subject, but that's just how it has to be. x.x
This is also why I mentioned my using a git client earlier. For me when I update the repo of another modder's project, it will only need to download and update/add exactly the necessary files to get the mod up to date. This is a lot more easy for someone to do versus downloading a couple of files that are possibly 100s of MB for a possibly minor mod update. I do understand of course it might not be something all people can figure out how to do though, hence why there's still the other options.