That's something I was noticing as I've been working on this. With UW's low-res renderer, bad lighting, and sloppy texture mapper, you don't really notice the geometry. Or at least I didn't - I remember realizing right away wolf3d's walls were all 90-degree angles, but didn't realize UW's geometry until someone pointed it out to me. But maybe that was just me?Gez wrote:The problem when the effect isn't subtle enough is that it makes the surfaces too detailed to fit with the geometry. Contrast the 3D grittiness of the walls with the razor sharp border of these walls with the floor and the ceiling.
Anyway, with the high-res render and sharp lighting it really makes the geometry stand out. Probably fine for rooms and passages, but it's going to look terrible for natural areas like caverns and rivers and whatnot. Not much I can do about that. There are some other UW remakes where they took liberties with the geometry (like the unreal tournament version or unreal VR version) but I'm trying to stick to the authentic levels as much as I can.
The icons represent 5 action keys - fire, altfire, reload, zoom, and use. That's one of the reasons I started working on a tutorial, to explain the interface.Ozymandias81 wrote:Love how new materials look, but specially how did you place action icons around the compass, neat idea! I guess applying User# buttons might work, you'll just need to include a fifth custom one and it should do the trick (as shortuts).
I haven't started on the inventory or magic system yet. I kind of like Arx Fatalis's way of drawing the runes with the mouse but that might be harder to implement.Ozymandias81 wrote:What I still didn't imagine how to implement are runes and the runebag... My approach will be more arcadey, so quite sure might be as normal scrollable inventory bar where runes are usable objects... or mmh like Quest objects to collect, important to solve puzzles.
In the mouse-look version of UW you press "/" to go into rune mode, then A-Z select runes to put on the rune shelf or backspace to take them off. Then "C" to cast the spell. I might try something like that.
Maybe you could make yours like you start out with all the known spells as inventory items, but they won't cast until you have the correct runes - maybe make unusable spells grayed out or something until you have the correct runes. Then you'd still need to make a system for discovering new spells. Or you could forgo the discovery system and just make it so you have to learn spells from NPCs or finding books or notes or whatever.
It started as a joke, I thought, "what if you hit the training dummies enough and their armor goes flying everywhere" so I coded that and gave it a big "SPRONG!" noise. I think it's hilarious so I'll leave it in.Ozymandias81 wrote:Regarding training dummies thing, must be cool to see them in movement