Suggestions and other feedback "Please post bug reports in the bug report thread"
#1 Posted 19 February 2011 - 06:07 PM
#2 Posted 19 February 2011 - 06:50 PM
Since this is my first post here, wow, what a TC.
#3 Posted 19 February 2011 - 06:54 PM
Hank, on Feb 19 2011, 06:50 PM, said:
Since this is my first post here, wow, what a TC.
It's possible, but, I like the flashing because it reminds players they need to use it. It flashes when it gets to MAX. If an enemy hits you it will drop back down. Use it or lose it!
#4 Posted 20 February 2011 - 11:30 AM
I've shot a few of those "ghost" things floating around using the "spectral(?)" goggles and they leave these yellow vials, but I can't figure out what those vials do. They don't seem to boost or heal anything.
I'm just curious as to what they're for.
This post has been edited by Forge: 20 February 2011 - 11:33 AM
#5 Posted 20 February 2011 - 12:18 PM
I have the screenshots in my e-mail and I will block those walls myself. I'm sure there are others like that, too (I remember getting stuck in Open Season by a wall that blocked on one side).
#6 Posted 20 February 2011 - 01:44 PM
Maybe if they randomly dropped armor shards, health vials, ammunition, or coins then I can see the point. It makes more sense to chase pigs and bees with a chainsaw (btw, the new saw looks pretty damn cool) to get a few pow points than to chase ghosts, but I suppose if one is desperate enough...
#7 Posted 20 February 2011 - 01:54 PM
Forge, on Feb 20 2011, 01:44 PM, said:
Maybe if they randomly dropped armor shards, health vials, ammunition, or coins then I can see the point. It makes more sense to chase pigs and bees with a chainsaw (btw, the new saw looks pretty damn cool) to get a few pow points than to chase ghosts, but I suppose if one is desperate enough...
Yeah, you definitely are missing the point. Ghosts have the ability to possess monsters and make them much more powerful. If you kill the possessed monsters, the ghost simply leaves and tries to find another host. If you don't kill the ghosts you can be in for a much tougher time (it's especially nasty if one possesses a cyberdemon). If you have ever encountered one of the giant flaming skulls that can kill you in one explosion (VERY common in WGX1.map, since the ghosts tend to latch onto those right around the time you escape the first trap), that's due to ghost. You can see the ghost inside of the monster pretty clearly. So, yes, there is a very good reason to shoot ghosts. The reason they drop vials is that originally, there were not enough goggles in the maps, and I wanted to give the player a way to restore the energy. ALSO: goggles are very useful against phase demons, a very common monster. With goggles on, you can shoot them while they are out of phase.
#8 Posted 20 February 2011 - 04:32 PM
Pretty cool, now that I understand what's going on.
#9 Posted 20 February 2011 - 04:46 PM
#10 Posted 20 February 2011 - 07:50 PM
Finished the fight, went to the 500 chest, the floor dropped, walked to the edge of the chasm, hit the use button and watched the floor sector with the chest rise back up so I could look at the cool unshaded textures.
#11 Posted 20 February 2011 - 08:29 PM
I guess Axon needs more fixing. He is supposed to attack, of course. He has attacked when I have used him.
This post has been edited by DeeperThought: 20 February 2011 - 08:30 PM
#12 Posted 21 February 2011 - 04:57 AM
Maybe Axon has problems with enemies that aren't "ground" based. The first boss was that floating half skeletal thing from heretic/hexen(?)
Or he was having problems with the layout and got stuck. Either way, he just stood there and did nothing.
I did notice that the "freeze" was more effective with slower firing weapons like the rocket launcher and the shotgun, but didn't seem to work very well with the machine gun.
I don't remember if I had regeneration or life leach selected, didn't matter. I was getting such a beat down that neither one made a difference.
This post has been edited by Forge: 21 February 2011 - 05:10 AM
#13 Posted 21 February 2011 - 08:20 AM
#14 Posted 21 February 2011 - 08:25 AM
#15 Posted 21 February 2011 - 08:45 AM
The Commander, on Feb 21 2011, 08:25 AM, said:
OK I will add you as a beta tester.
#16 Posted 21 February 2011 - 09:01 AM
The blade barrier and barbarian horde work quite well. The only gripe about the barbarian horde is that a few of them can get in front of the player and cover the entire field of view so one can't see anything but barbarian backside, especially in cramped areas where there's not enough room to back off from the action. Some people might enjoy it, but it's not quite my cup of tea.
As a suggestion, maybe a little transparency would do the trick.
#17 Posted 21 February 2011 - 09:05 AM
#18 Posted 21 February 2011 - 11:35 AM
Thats about it for now, still need to log more hours in that game.
#19 Posted 21 February 2011 - 12:04 PM
Scott_AW, on Feb 21 2011, 11:35 AM, said:
Thats about it for now, still need to log more hours in that game.
Do you remember which enemies were causing excessive poison damage?
In the first level that has fighting, there are wasps, slime golems, and spiders, all of which can poison. I'll reduce some of it but I don't want to eliminate it. With the golems, I find the most annoying thing is when you break the big one up into little ones, the little ones are hard to hit and get right under you -- I'm going to fix that.
This post has been edited by DeeperThought: 21 February 2011 - 12:05 PM
#20 Posted 21 February 2011 - 12:45 PM
DeeperThought, on Feb 21 2011, 12:04 PM, said:
In the first level that has fighting, there are wasps, slime golems, and spiders, all of which can poison. I'll reduce some of it but I don't want to eliminate it. With the golems, I find the most annoying thing is when you break the big one up into little ones, the little ones are hard to hit and get right under you -- I'm going to fix that.
Its in the very beginning, I'm not sure what it is because I just saw little gremlin critters. I don't know if I noticed any wasp or spiders and I know I didn't come across golems. I get poisoned right in the main entrance, right after you escape the water and open the main gate on the second map.
But reducing it would be best as there is already a lot of offense against the player. Maybe half of what it is would be more tolerable yet still a challenge.
Seriously though, I'm rusty at fast paced shooters, I need to get more time into it.
#21 Posted 21 February 2011 - 01:19 PM
#22 Posted 21 February 2011 - 05:23 PM
Too bad about the new patch, I'll have to restart from beginning...
#23 Posted 21 February 2011 - 08:58 PM
Things seem to be working well for the most part. The rocket launcher lock-on acts odd every so often.
Sometimes it locks onto enemies that aren't even in the same area and it fires the rockets into a wall; annoying when an enemy is standing there in plane site and won't get locked onto.
Sometimes the rocket launcher will lock-on to lava creatures that haven't even emerged from the lava yet and it does them no harm.
#24 Posted 21 February 2011 - 09:47 PM
Forge, on Feb 21 2011, 08:58 PM, said:
Sometimes it locks onto enemies that aren't even in the same area and it fires the rockets into a wall; annoying when an enemy is standing there in plane site and won't get locked onto.
Sometimes the rocket launcher will lock-on to lava creatures that haven't even emerged from the lava yet and it does them no harm.
I just improved the rocket targeting and made sure that hiding golems don't go on the target list. I'll post the new code tomorrow.
#25 Posted 22 February 2011 - 09:44 AM
I'll try him again against a ground based opponent and see how well he does and pay more attention to his attack and the effectiveness of his damage.
#26 Posted 22 February 2011 - 09:57 AM
Forge, on Feb 22 2011, 09:44 AM, said:
I'll try him again against a ground based opponent and see how well he does and pay more attention to his attack and the effectiveness of his damage.
Axon fires a BFG once about every 10 seconds. The other projectiles that he fires are plasma shots and they track enemies. I think the BFG makes up for any deficiencies... If he didn't fire a BFG, then you must have killed the dragons too fast for him. Oh well.
The main thing I need to do now is improve the gameplay in the WGR maps, but I'm waiting for Helixhorned to post the uncorrupted versions first.
#27 Posted 22 February 2011 - 12:07 PM
Slight anomaly afterwards at the start of the next level:
Duke starts off encased in a suspended ice "cage" and some enemies are supposed to start shooting at Duke, thus breaking a hole in one of the walls so Duke can escape. No enemies showed up. I started kicking around at the walls and either I kicked through a wall (it didn't visibly crack, but I though I heard it shatter), or I managed to duck-clip through one of the walls.
#28 Posted 22 February 2011 - 12:18 PM
Forge, on Feb 22 2011, 12:07 PM, said:
Duke starts off encased in a suspended ice "cage" and some enemies are supposed to start shooting at Duke, thus breaking a hole in one of the walls so Duke can escape. No enemies showed up. I started kicking around at the walls and either I kicked through a wall (it didn't visibly crack, but I though I heard it shatter), or I managed to duck-clip through one of the walls.
There is a ceiling door across the pit from the ice cage that is supposed to open while the player is imprisoned. Enemies behind the door are revealed who then are supposed to shoot at him, breaking the cage. So I need to know which of the two things are happening:
1) The door is opening, but the monsters just stand there doing nothing.
2) The door does not open.
Which is it? (If it's 2, then you won't be able to complete he level without clipping through the wall).
EDIT: I just tried it. The door opened, and the monsters had no trouble shooting me like they were supposed to.
This post has been edited by DeeperThought: 22 February 2011 - 12:29 PM
#29 Posted 22 February 2011 - 02:41 PM
I also saved the game right before the dragon fight. I'll fight it again and see if the door opens the second time I progress to the next level.
edit:replayed the dragon battle, progressed to the next level, the door to the monsters opened this time (I was still able to kick my way out the cage before they started shooting so I didn't have to depend on them to make my escape)
This post has been edited by Forge: 22 February 2011 - 02:54 PM