It's not a matter of pride (if anything, pride is hard to take in a system just about every player seems to dislike); reverting to a normal weapon system would be almost as much effort (if not more) as it was to jury-rig the new system in the first place. Actually, I'm considering trying to reconfigure where the keys are bound (I kind of want to move Weapon States 3 and 4 to the middle mouse wheel to free up F and G for Weapon States 5 and 6). I can see if it's possible to make it less inconvenient, but reversing the changes are my last resort if I cannot make the new system more comfortable/easier for users to accept. The HUD issues are more easily remedied; some clarifications and indicators here and there would make all the difference.PooshhMao wrote:Played a few maps with the newer version. Despite the addition of at-will reloads (for some weapons at least?), it's as confusing as ever. I have no idea what things on the HUD are supposed to represent, the per-category weapon switching is incredibly unintuitive, it's basically a mess right now where I'm constantly fighting design quirks.
I like the mod enough to post about it however - but you may want to swallow some of your pride here and adopt true and tested FPS control mechanics instead of insisting on your own.
To conclude:
- Please drop the weapon category thing
- Ensure consistent controls for every single weapon (reloads, iron sights, alt fire)
Hate to sound negative, you're doing a good job though
On the "tried and true" note - Doom's weapon system IS rather archaic, and most FPS moved past it after 2001 (indeed, between Halo's - and most series after it - two-gun system and Destiny's three-gun+RPG/MMO-inventory system, the only games that stick to the 1-10 system are deliberate throwbacks to the mid 90's anyway). If I can smooth out the system, I'd consider it an improvement and at least some amount of modernization. That said, most of those games are ALSO optimized for controllers, not keyboards - maybe some controller testing is in order?
Right side is supposed to be ammo - I can see how it's difficult to read since none of the cells indicate what they mean or represent.insightguy wrote:OK, just tried it and I have 3 major problems:
1. What is what on the right side of the HUD? It seems to be obfuscate what number means what, please indicate what they are supposed to be ingame
2. please put what means what in the control page, just make a language lump and paste this:3. Since there are only 4 major ammo types, please add them to the hud so we know what weapon slot to go to and what can still be used.Code: Select all
CNTRLMNU_USER1 = "Swing Knife"; CNTRLMNU_USER2 = "Swing Cursed Sword"; CNTRLMNU_USER3 = "Next weapon in category"; CNTRLMNU_USER4 = "Previous weapon in category";
EDIT: there is a bug with the SMG, as the thing says I have 50 bullets when in fact I have no ammo when I emptied it.
I'll add some lines to the language lump, albeit with "Demon's Blood Sword" replacing "Cursed Sword".
The XM27's other 50-bullet reading is for the dual-wielded weapon's magazine.