Update: Thank you for all bug reports! Topic is now closed!
For new bugs (post release) please use this topic: https://itch.io/t/2806817/bugs
Please report bugs in the new thread!
Update: Thank you for all bug reports! Topic is now closed!
For new bugs (post release) please use this topic: https://itch.io/t/2806817/bugs
First bug of E1M1 (unlisted video evidence provided)
the main lift that goes up to the red control room, has a chance of clipping you inside it, it returns back down on its own, and puts you back out again.
i have managed to do this twice first time accident, second time seeing if i could do it again.
zortch sure loves to defy physics :D
I actually remember a similar bug on E5M3 where it was because it was too fast 馃
(which is strange because fast movers worked a few months ago - everything breaks 馃様
Edit: this time it seems only the ceiling check failed me - I made it more aggressive and seems to work now
it will be included from build 1665
I added another hotfix: ZortchHotfix_1662_opt.zip
(just replace the exe)
there was a rather embarassing performance bug:
turns out caching for the skeletal anims was turned off all this time 馃槄
also there was a small bug with the mirrors - but this only affected the burger area and the sewers toilet (there are only two mirrors in the entire game)
E1M2
1) Ball scored without falling through net
2) Fake walls view different (It's freq. visual glitch, or may be feature), but report anyway
3) Just small texture overlap
4) I can shoot some cameras, I can see through some cameras, but can't shoot em... Not a bug, but I spent a lot of time seeking for cameras who watching me...
5) Ball can be pushed through semi-transparent ceiling-floor from bottom room with shotgun, but I can't score him from here )=
6) I shot everyone before found way to turn-off field, and two new mobs spawned immediately, feels slightly like a bug, but anyway it's funny surprise...
1) I think I should keep this - it's hard enough as it is (you can also score by throwing the ball from below the hoop)
2) in a way it's both (movers only support vertex color) I try to make it somewhat close to the lightmap values (usually to mark secrets)
3) seems a minor thing but I should fix this
4) all the security cameras you can see on the monitors are hidden (some of them fly in the air) and unrelated to the visible camera
but I guess this is somewhat confusing - I'm not sure what to do about it 馃
5) I think you can also shoot the guards through the floor - but this is such a special area I'm not sure if I should add a fix
6) do you also see them spawn in? (maybe I should add an extra room and start them from there 馃
I added a new build: ZortchBuild_1686.zip
- one major change is that this sets the cpu affinity to use max 2 cores (should work better on Abnessor's PC - or it might break everything - so far it seems to work ok)
- added some timing fixes (so far it improved the framerate on my win10 potato laptop )
syncing is still far from perfect - but according to my research this is something that affects everyone and there are no exact solutions 馃
(some windows thing with the aero desktop - sometimes it drops a frame )
- there was a bug with loading from gameover (if you confirmed it with pressing the mouse you would fire right after loading is finished)
- and some fixes for the loading splash screen (sometimes it didn't draw it if you loaded from the main menu)
Yet another new build: ZortchHotfix_1703.zip
- this also has fixes for the maps (on the first two episodes)
- the question mark talks now load a bit late but hopefully won't cause a slowdown anymore
overall I feel pleased with the first two episodes
please see if you can blast through the rest of the game soon
my thinking was that after the first two people have learned the game
and later levels take less time to beat so they are more meaty - more focused on combat
(also this is where things get nasty and the training wheels are off - if people get lost they get lost )
also I'm sad to report that with a heavy heart I decided to freeze the features - which is a fancy way of saying I won't be adding more guns enemies or game modes etc.
(well I experimented around to see on how a new gun would feel - but I couldn't think of anything that didn't felt redundant and ultimately reverted the changes)
I guess i'm a bit of a killjoy and after all nowadays games are seen as more as a service with seasons and whatnot -
but I can't help it: the game feels complete to me 馃様 ( at least as far as the main gameplay mechanics are concerned )
Gotcha il report back about any hitches if any.
you should be very pleased with the first 2 EP! they are fantastic, i will attempt to get throu EP3-5 very soon, and make it 1 long video each.
i fully agree, after EP2 anything that peps get lost in is up to the player, as long as core gameplay loops arnt effected, i.e Exit sign being missing, or power cores needing to be destroyed each map. like i said in my video, with E2M3, fantastic map, but as there was no exit sign around like most of the previous maps, i was confused and lost, so just very simple things like that really, and just satisfying arrangement of triggers and actions.
as to content lock, i fully think that is a the best way to go, bear in mind all my excitement of suggestions with things like wave modes and things are purely just my own excitement and enjoyment of your crafted experience, not obligations or expectations, to my fault i get over exited at possibility's, but in no way shape or form is it a expectation, more just a excitement of future possibility's, i think any changes made should be to what is already there, i.e E2 boss fight or subtle lvl design tweaks for things like the door change on E1M1, and missing exit sign on E2M3, or the conveyor belt fire being a timed obstacle for the player to know there is a way forward and to set them up for the timed crushers (which should definitely kill/hurt you crouched or standing) , and anything else up your shelve in terms of that caliber. i think you are 100% correct in having that as a focus. as your core features are pretty darn perfect in my eyes, i do feel like there needs to be swap in terms of the grenade launcher being a secondary fire vs as a primary fire, but that is probably just me, but defo the SMG zoom function blinded to scroll wheel zoom or staged x2 x4 x8 zooms with right click, vs W and S as a zoom function, as it does not allow the player free movement forwards and backwards when using the scope.
dont ever feel pressured by the terrible games as a service trend, id argue people are so agienst it now days and relish in a game that is a hand crafted experience.
lastly as features are fully locked in, going forward if i speak of anything as such in the videos, know its purely my imaginative mind going to work with excitement, but features that are already in game such as consumables like the under water gear and hazard boots, i think they grate additions, but just need a small icon indication like the key cards for example that they are in your possession.
(replying from the email, if you do remove night vision, which i think is wise based on what you said about the flash light being a function already for light, do keep them in the editor for custom maps :D)
lastly with the enemy counter, its not necessary at all, and you make a solid point honestly, about it being more of a experience then a "i must complete and kill everything in a lvl" i really like that honestly, so you make a soild point and i think your fully right. the secret counter is grate though, but monster count yeah that makes more sense, saying that, it would be cool on higher difficulty's that do add more enemies placements. i am trying to rember if time splitters 2 had a kill count, as it was the same with higher difficulty there having different or more mobs in the level, but even then i still agree, its not a 100% the game for enemy's killed, and i really like that. i like hearing your design choices and why :D and that for sure is good stuff and makes total sense.
I will try to get to EP3 today or tomorrow, and if there is anything i can do to help more with, let me know anytime
make sure to take it easy and dont over work the brain or else you wont have a brain left for the brain sucker to eat :D
Keep Killing it Space Man
I almost finished first two episodes, but sadly I have some continues troubles with health and work-load.
Overall my impression: beginning at e1m3 game speedup and give more drive to shoot and less time to find secrets. Many of them easy, but some i missed even at final checkup.
Unfortunately i tried record continues video from E1M4 without interrupts but didn't record the video at all... (In other side my secret seeking may be very boring to watch)
Also my inner looter little hurt by boss-kill-teleport-to-next-lvl-wo-final-looting...
1) these are both intentional (vending machines have a limitless supply if you hit or kick them -- only the buttoned ones run out)
and I thought the machine shaking looks better with the buttons staying put
but I guess it looks odd -- I really should rethink these 馃
(I'm not sure if anyone reported it but you also never get the exact color when you press the buttons
it was also another thing I thought would be funny: I tried to imply that they are filled carelessly
but this also just ended up looking like a bug 馃様
2) yup - I'm afraid the game is full of these little lightmap faults
there is not much I can do to fix these unfortunately 馃様 ( a limit of the tech)
Hmm, I can't reproduce, but i swear i finished E1M2 (exit from mirrored room) and instantly got boss fight instead of dino level... (And normal exit to next level with boat start)
I tried to replay with level select and cheats some ways, but can't repeat this.
My only one idea, i heavy save/load include F9 when death screen before this.
Unlisted confirmation
Steps to reproduce:
1) Just start game on domination(Don't test other difficulties)
2) exterminate anything on your way with cheats(weapon9) on level 1 (I don't know if this affecting)
3) speedrun without save/load level 2
4) ... you fight boss instead of dinos
Upd1:
I tried same way on visiter without cheats, but all work correct.
May be it's caused by hp/armor and weapon cheats, but looks strange for me...
Upd2:
I tried reproduce this some ways, but can't repeat this again.
First time i reproduce this 3 times one difference i restarted game before last attempts.
Before first time bug appears i use weapon&hp cheats and heavy save&load trying to rocket-jump in some places.
I went through the code and figured it out:
it was a much more serious bug (unrelated to cheating and happens on all difficulties)
during the end of map sequence you could just keep clicking to skip levels
(damn, speedrunners would have loved this! 馃
(it was related to an older bug with fading that got fixed.. and that fix caused it)
anyway, I added a new fix: ZortchHotfix_1723.zip
also thank you for finding it! 馃憤
Just one more small wall flaw
Also I died two times just because instead of shoot hidden behind crate, I grab them and get frustrated. (I think it's good to add option to disable mouse grabbing, I used use only action key for this)
Train one of hardest boss for me, but also absolute love! Many years ago I tried to do something like that at HL1 but can't because engine restrictions (HL1 Retribution mod supports entity parenting, but have troubles with rotation)
did it also happen on this level? (maybe I should just place them less in some areas 馃 .. or make them useable for combat..)
(the seam seems to be some bsp cut error - I have no choice but put some geometry over it - duct tape solutions 馃様
I'm glad you like it - I wanted to add more areas like this but getting them right is so much work
funnily enough the parenting is the easy part - they need so many extra checks so you don't get stuck
there is an extra mover inside to make the particles travel with you .. and sometimes
enemies still don't get crushed by it just get on board 馃様
I kind of coded myself in the corner with the crates (or more like I want my cake and have it eaten as well in this matter)
I want them to be easily picked - but not get in the way either..
for now I experimented with making the crates useful - added a new hotfix with it: ZortchBuild_1727.zip
(the idea with this one is to make crates that get in the way disposed quickly)
- now you can throw it at enemies to damage them (and this will also destroy the crate)
- also you can just walk into them with it DKC style (no doubt this will be mistaken as a bug 馃 )
- this is also a fast way to dispose corpses
I guess it's not too realistic -- but feels to be a very videogameish feature
(maybe I can argue that she is breaking the crate on their heads or something .. still makes hard to explain how the trashbags kill anyone 馃
One time on this level, and one time on E1M1, and some times not so fatal on many other. I just used to grab items with F button (my use key), and shoot as shoot only (other than dialogue with friends in some games, yes doom 3 have control displays, and i have bit of annoying from it too)
Hmm I already tried use crates as shields and throw, and throw damage looks cool for me(still not tested for now, just thoughts)
I know about movers difficulty, i implements this in some my dead projects, but many years ago, when i first time make my first levels for game with valve hammer editor entity parenting feels like largest problem, and my naive game-physics meaning drawing me utopic pictutes what great things i can do with this.
And with access to retribution mod, i tried to make tranin, but other entities rotates around itself origin instead of global train center. (marked with special texture)
And even more shocking later i know how rotating elevator made in original game... (Just hidden button and fake visuals as part of original train entity)
Zombie crashed by beach ball looks definitely cool! But static angle of crates make me feel a bit distracted. I know, static angle bettor for building with crates and far more easy to implement, but for combat use adding a bit of visual confusion and distraction.
Crate grabbing not too big problem, and damage solution far more funny. But I think if crates rotates with player it's gives better experience at first impression... (If it's not too difficult to do at current impl.)
Upd 1: I hopes to DEADLY CRASHING SODA CANS! But unfortunately only beach balls...
Upd 2: Wiiiiiii DEADLY CRASHING TRASH BAGS!!!
Upd 3: And i really don't think this is bug, but just in case record this kick jumping. (I used it many times over game as parkour feature)
Upd 4: Not so deadly but crashing pool balls!
Upd 5: I don't know how, but I broke pistol(2) model. (No difference normal pickup or cheated)
I see no pistol only hand, and when level restart bug still present(checked on two diff. levels), but after game restarts everything returns to normal.
I am not recorded video planning to do it after restart, but bug disappeared.
I think I even don't use them before noticed bug from game starts.
Upd 6: Shooting though grates is good, but bouncing dynamite and fly-though grenades and 9alt-fire feels bad for me. (I fail to rocket jump at least 4 times and electrocut not that guys 2 times today)
crates rotation is a limit on the physics (it just axis aligned boxes pretending to be other things)
making them rotate is easy but might be confusing for collisions (I should experiment with it)
Upd 3: it was a bug at first but it was fun so I decided not to nerf it (as long as it's not required to beat a map it should be fine 馃 )
Upd 4: it seems to just knocks them out (it was supposed to do it before the crate upgrade too - still im glad it works 馃 )
Upd 5: I'm not sure what could have caused this (there doesn't seem to be any obvious fault in the code -- let me know if it happens again)
Upd 6: could you elaborate on this a bit - are you trying to use the lightning to rocket jump? 馃槷
For me kick-jump(and kick-long-horizontal-jump) really cool feature. I use it even more often at last levels instead of rocket jumps...
In normal play-through no, only grenades, but when testing bugs and examining some places with cheats i lightning-jump a lot!
And some times I use lightning alt-fire to kill mobs behind force-fields, but i think this is often feature in many games.
And hmm, just in case: when place trip-mine to wall at side of saw-jumper and stay hidden, trip-mine don't show ray, but explodes when saw-jumper see you.
And finished! I think final boss really kick my ass at dominator. Cool ending story, special laughs for one more think to do, and Zortch poses when hearing story makes picture really more live!
I think i call it a day for now. But tomorrow i tried repeat play-through with generic level acknowledge and cheats to find more bugs. Now i feel slightly bug-blind, or later levels far more polished.
tripmine: I think that might be because they don't supposed to activate if there is something in their sight when you place them?
or at least that is how they should work -- I'll look into it 馃
glad to hear you liked it 馃憤 - I was afraid the final boss will be disappointing 馃
not much is left now .. one last thing is I should probably do a playthrough on Maxed to see if its even possible -- but then it's kind of a fail if I can - cuz the whole point is that it should be way too hard to do so 馃
At first level game feels a bit easy for me and have too many explosives. But at next levels i recall statement "Ammo can be only low or low but can't carry more".
Regular mobs feel no so problematic for me even at maxed, but last boss can be. (At dominator I kill almost(except end boss smash me hmm ~8 times, and E3 kill me two times) bosses from two tries, and feels like MAXED gives +30%, I don't try to non-cheat kill on MAXED for now)
Upd 1: I already (on first test) finished first level on MAXED with wrench only...
Upd 2: Sometimes I can be slightly hardcore and ammo-preserving-slow-kill-and-broke-everything-player so my impression from difficulty can be not so average...
I tries kill final boss on maxed about hour, and can't. I think i leave him with 20-15%HP(Based on cheated kill shots and one time I get intensive fog but can't finish him) but can't... May be I too tired, but I think it's not too easy even on first difficulty. (Relative to first level and some other places that i tries fast-pass on visitor)
I think easiest levels can have more behavior nerfs for bosses and mob-jumping.
For dominator, hmm i think it feels enough at avg. but have non-linear curve for some levels/parts. But with my playstyle i am not so good sample to balance difficulty.
Damn! I can't beat him for more than hour... It's really long with even hard bosses for me(At shooters or platformers, I almost don't play in dark souls (: ), but may be I just not recovered enough from sickness and slightly tired today.
I actually have Doom3 like surfaces in the game (at least a very basic variant of it - I wanted to make whole minigames with it- but in the end it only got used for the screen on the E4 boss .. btw do you plan on a full playthrough? I'm starting to wonder if I actually included episode 3 onward - everyone seems reluctant to go beyond 2 馃)
HL is strange like that.. as I recall they bought both the Q1 and Q2 engine then mushed the source codes together
and replaced an excellent OpenGL renderer with some DirectX bullshit (cuz' they were still microsoft at heart I guess 馃珷)
Hmm, i missed doom3 like surfaces, even now i try and found no one, E4 it's hell-cloning green things?
Upd: Or You meant screen above exit?
As I answered to another post I already finished now, but feels slightly bug-blind and tired to continue.
I decide to finish game early and search for secrets and more bugs tomorrow because I feel like only first (well-known level) tested enough and it's been easy after full walk-through.
HL: Hmm i don't know it. I remember what I playing HL1 on my old potato PC with OpenGL only, because DX crashed every time when I try it.
that's alright - I'm glad it can be played through - as soon as FreeHawk completes it too things are ready for release
yes, it's just that little screen above them:
nothing special about it - it's just that it was not done through animated texture
but sprites flattened to a plane (quite a feature creep - but maybe I can use the tech for future games who knows)
HL: that's odd .. I don't remember it having a opengl render at all (only directx and software)
but I probably just remember wrong 馃
another hotfix: ZortchBuild_1733.zip ZortchBuild_1734.zip
this one has fixes for the new crate throwing: basketball should not pop when you throw it at enemies otherwise getting all secrets on e1m2 is tricky
(I really should stop adding features now - I just make more new bugs)
also now held items rotate with the camera
I was worried it might be weird because all the crate collisions are still AABB only
but seems to work great
Edit: and I just noticed I broke the load last save (probably with an other fix)
Edit2: added fix for this too
Cool! Crates feel way better! And handy on maxed at start!
And yes MAXED more funny now for me, but wrench still almost cheat if you slow and boring enough :P
After yesterday attempts with latest HP fix I just wiped boss on DOMINATOR with only one soda-pack(or may be two). (It's feels too-easy now, but with my previous tries on MAXED I very prejudiced)
But with three attempts on MAXED i can't pass further than ~70%, but I really bad gamer at morning, i check it later.
And day summary: Final boss still unbeaten on MAXED, but I too tired today and my 6 short evening attempts view more like boss mastering fast player farm...
No new bugs, but I got invisible pistol one more time, and have no ideas how :(
I still not found some secrets and not re-finished the game, but see no major problems other than related to my own ammo-preservation.
I won't have much free-time at work-week, but I planning continue 100% secrets walkthrough and attempting to kill final boss on MAXED(I though after latest fix it's not so hard) and may be other bosses.
I made things a bit easier now for maxed (enemies now drop items and only do 130% extra damage)
among other small fixes: ZortchBuild_1747.zip
I think I found what went wrong with the pistol thing - but I only saw the shotgun get corrupted by a wrong bone id
I guess we will know for sure if it resurfaces 馃
just another set of fixes: ZortchBuild_1752.zip
- sharks now no longer stay in air on maxed (they tried to respawn and didn't have a respawn state)
- flame bombed are is no longer rectangular
- and it's now more effective to flamebomb strong enemies (not that effective on bosses)
- some animation fixes
- items a bit easier to pick up
- small level fixes (missing lights, z fighting - nothing major)
Known bugs remaining:
- brute with wasp nest on head gets locked in maxed (another respawn lock)
- ending time doesn't seem correct (and ending secrets count seem to be off somehow)
- and some various zfight issues
..and hopefully the final hotfix: ZortchBuild_1761.zip
this should cover all known bugs
and there are some additional optimisations
also e5m2 changed a bit so your old saves on this won't be compatible (and by that I mean either you or enemies will possibly fall into the void on load)
I still need to re-record the in-game demos and test the free game demo and then the game is done
(unless we find more bugs of course)
also if you can please help me with a small benchmark:
in the console enter the following cheats:
STATS
and then:
MAP WAR
and see what numbers you got (preferably with a video - or screenshot)
this is just a testmap of the enemies going at each other (100+ and who knows how many bullets)
(please don't hurt the purple dudes: on this map they are on your side)
Intel(R) Xeon(R) CPU E5-2620 v3 @ 2.40GHz 2.40 GHz + RTX 2060
P.S.: Most fps troubles what I have earlier, caused by electro-alt-fire and alot of mobs in some places, but no report just because I remember same things in a lot of games and cause obviously.
oh I like those numbers 馃榾 (on my end its about 30fps - this looks solid 60)
only that dreaded swap buffering time is something I cannot improve 馃様
I also seen this happen (slow down on electro alt) on FreeHawks playthrough
but so far I'm baffled why it's happening (especially seeing how much better your rigs are .. maybe it's something that only runs fast on slow machines? 馃 .. but that just sounds silly
And about fall damage features: If you hmm move slightly back when fall to arena or just slow step to it, just can skip falling.
I am not reporting this earlier as classified this as minor think or even feature to my endless tries on MAXED, but after FreeHawk report about fall recovery decides write it just in case.
But if you skip falling, you can't get nearest soda pack instantly because 200hp.
Just a quick update for a bug or maybe just my silliness, i updated my game to the latest build to get ready for EP3 and the finals, and i make a habit of putting over the data file after last time, but it seems like E1M1's changes were reverted and maybe more with that new data file, so i just reverted it back for now until i know for sure. let me know in future if those data files should be left were they are, and il only drop it in if necessary.
As i cant record in full fashion at the moment i am going to post a few bugs iv noticed or potential oversights that might be active.
1: i have notice that when you fall down on the ground from fall dmg, Zortch refuses to get up on her own unless you click to rise her for battle (think maybe changing it so zortch automatically gets up after a brief second would go a long way for maneuverability.
2: The plasma pistol shield deploy secondary fire consumes no ammo when used, allowing the player to pretty much put up endless amounts of shields, they also dont seem to break after enough fire power has hit them, (maybe changing them so they have a Hp meter and a small amount of ammo is consumed on each use of the secondary fire might help over reliance)
2: I think not cheat but fun feature. Despite to first impression.
During walkthrough I some times try to use this, and most of time I have longer fight and more troubles than just shot every baster fast. (Or jumper comes to your ass or some grenades make You surprised!)
And even I tried to use shied protection from final boss on MAXED, but... It's just a sad picture. (At least before couple of latest fixes)
It's frequent situation for me, when I playing in some game of MutantLeg I think something like "It's so cheat and just a free stuff", but ago I feel more like "It's so cool! I love it think! Why other games won't make it same way?" because game have another points to challenge to allow it a bit of fun.
I can see what you mean with the fun defo haha, unlimited stuff don't always mean cheating or hand holding your right, but maybe a cool down would be better .as a nice middle ground, as its more so how quickly you can do it repeatedly and use it then how much you can use it also would be nice to have the shield evaporate on a timer after being inactive for practical and game play 馃
Personally I have mmm trouble/style with a lot of ammo-preservation, and at most of games I prefer common and low level stuff or better infinity with more slow and accurate usage to progression.
This way, free shielding give me a big fun as free stuff itself with limited effective usage.
But agree with inactive disappearing, because it's funny when you reviewing level for secrets and found old shield used at level start. (But it's also harmless thing, and may be useful and funny enough at his current state. Simple timer can be not so good, but timer based on last damage time may be more difficult to implement and just over-featured)
My first reaction almost same as your, but over walkthrough i feel it's just already good enough.
these are both intentional
1) fall damage should happen very rarely though (only on e1m1 or e4m3 - apart from that maybe some rare places)
but I see what you mean - the recovery was actually sped up because it felt too slow
2) I agree that this feels like a bug a bit .. but i'm not sure what to do about that 馃 (many of my uhh.. 'innovations' feel like bugs 馃様
(some of the encounters are designed as little logic puzzles - the shield comes very useful on the 3rd boss - even on Maxed
but as Abnessor mentioned - for the final boss it's not much use despite the inf. ammo )
she does react to a key press, so fair enough if not a bug, just feels very strange to have to get up with a action, wondering if it would be better to ether have zortch get up automatically or have no animation full stop and just take dmg with the "ouch" sound effect and bar health deduction. (and small splat of blood {purple blood if you cant use red} vs a Red X for environmental game play story telling) but if you are happy with it as is, then so it shall be 馃コ
I think for starters with 2: definitely a cut off point for the shield being active. like a duration timer would be a grate step, plus would help you cull a lingering object being on the map 24/7. and i do think the shields would benefit to have some kind of breaking point, sure they can be unlimited to use (be it not so fast placed down after each one) but it would add some tension to the fights of thinking oh shit its guna break, then set the next one up, and then if its inactive to long anyway without being destroyed/hit it will jolt away, that seems like the best way to go about it in my eyes, its just up to you on duration and how much hits it can take before breaking and balancing it to your liking :D and in my eyes cakes are had and eaten, as there is no limit still on it, its just limiting other things to make it seem like its limiting, the illusion of it so to speak. players will be warm to it for sure, and it would eliminate them thinking its a bug, cus we both thought it was a bug to start with, and only on long periods of play had we grown used to it, so i think those small changes would go a long way for players to know that it is not a bug but feature mwaha.
In general i agree with your suggestion, but i think it's be good only if implemented more mmm complex and difficult. (Like effects to show shield near breaking and beautiful destruction, like in Clive's Barker Undying)
But also if shield toughness be nerfed too high i think it can be feel almost useless by total efficiency against jumping and bombing enemies vs mental tactical difficulty.
I experimented with both and it really just made it useless: its difficult to get the right amount of hp for it so it doesn't break too fast but not too strong
so the thing is its already limited in many ways: its really small, you can only have one, it doesn't move with you .. and its useless against melee
(I actually thought about upgrading it so dinos and wasps cannot get through .. but it seems everyone is feeling it's overpowered already 馃
thing is my utmost concern about it is that it should shield you from explosions - as long as that part works without bugs I'm ok with it 馃
Fair enough with the HP effect, i think you are right, it would be very hard to make it not so useless considering how much there would be hitting it, i think your on the money with that, i think a perfect middle ground would be just a timer, does not have to be a short one, maybe 100 seconds or something, and then it does the same animation of disarming its self as when you place a new one.
Or maybe you could only place one down at a time while a single one is active, which could be slightly less time, maybe 30 seconds or 50, and then some kind of indication on the HUD were the ammo is when its about to run out and disarm, so there unlimited in use, but due to them being placed down and stay there for a set amount of time, the player has to be smart about were to place it, as it will be there till the time is up, then can place another down and each one would be important choice to the player, and its current function right now could be a cheat in the console, that way the function is not removed and peps can have fun with it how they see fit, again, just spit balling idea's, if you are happy with it as is, then as is, it shall be.
And not a bug, but I finish him on MAXED... I can't do it w/o crosshair, but with it, now it feels far more easy than before HP fix.
Without healthkits and with one unused soda-pack, but I don't record title screen with difficulty(video record start with delay fuu...) and kill him again in second video.
I make 3 tries first time and ~4 second time. Vs more than hour before fix.
And it's seems like pistol model bug was gone... (I have not seen it for a week)
And title screen at end
sorry, I meant in general - not in the video
my current theory is that it might be the fillrate.. 馃
do you play fullscreen on a 4K monitor?
are there any slowdowns for explo or the lightning in windowed? (like on a 1024x768 window)
and almost forgot: is there any difference with Anti Alias turned off?
No i am using 1920x1080, 4K feels too small detailed or too big sized for me.
I think my slow downs caused by CPU, or may be model/particle loading to GPU, but not a drawing on screen.
I remember slowdown even when i see bare wall without and structure behind. Show electro and flying lightnings and escaping or detonating dynamite. (But dynamite not slowdown itself, +1 to gibs/physics checks)
I playing with some random video settings only at beginning, and see no difference. My general settings fullHD+fixed60FPS+vsync+max-antialising+max-textures.
there goes the fillrate theory 馃様
unfortunately the occlusion culling is basic.. not all bare walls obstruct things behind them 馃様
if it was the CPU or the particle going to the gpu there should have been slowdowns on the war map too.. 馃
the messages got a slowdown because it touched the HDD to run a script (on FreeHawk's machine at least)
but in this case the HDD is not touched at all 馃
maybe its just a timing issue? .. but then it should happen more frequently 馃
sorry just brainstorming .. in theory I should get slowdowns in the same places - especially on weaker comps 馃
is there any area or map that is guaranteed to get a slow down? where it always happens?
Hmm, it's strange, I rechecked all places where I can remember mature freezes with cheated walkthrough(while I mostly use electro, and it cause me think about particles and CPU).
I enable stats and even recording video, but no any freezes and frame skips more than 2(like in war map)
My two random thoughts:
1) Now i just enter the game and fast checked, but most remembered freezes occurs when i playing game for 30+min
2) Same as first, but not just time and game problem, but my hardware, aka may be one of HDD in my mirrored-RAID gonna park heads. (But I can't remember this behavior when I play something from it, only small lag when long idle)
May be tomorrow, i try to play longer session from system SSD w/o raid.
I should also mention, that my slow downs could be due to having the game on my external hard drive, its a very good one but i thought i might mention it anyway just in case, i might stick it over on my HDD or M.2 stick, when i record E4 just to see if that is something that could be doing it. and if running it on SSD helped eliminate those random slow downs abnessor, let me know :D
With "stats" enabled I noticed periodical spikes >16ms for swap, and especially while electrocut someone on screen. (It's fun on RTX2060, but unfortunately, I don't have more potato, but 3d playable PC at current time)
It's gone if I disable vsync.
And even more fun: if i switch auto-fps(but still 60, I don't known what mean auto in this section) and vsync on/off multiple times, sometime swap consumes >14ms constantly.
I think I must walkthrough w/o vsync and try to catch freezes(if it still exists), but i have lack of time to it before weekend.
the 'auto' setting just means to skip frames if it takes too much time to draw them
swap is just for the buffer swap time (I pretty much just measure how long the windows SwapBuffers command takes)
unfortunately it's dependent on windows and nearly impossible to sync at 60fps
the workaround right now is to start without vsync in fullscreen and hope that the triple buffering on the gpu kicks in
(which there is no control over - it's all up to the gpu driver)
so don't worry about this one: I know the cause but i yet to find a solution (apart from making 30fps the default) 馃様
new version: ZortchBuild_1773.zip
- I made the anti-aliasing/multisampling much simpler - (it doesn't get kept turning on and off during rendering anymore - either will add some speed boost or the opposite - it was a potential culprit for the slowdowns but this change doesn't seem to have any effect)
- optimisation for particles - seems they did too many collision checks (potential cause for slowdowns?)
- a small rendering fix - now there shouldn't be artifacts anymore where two map shapes touch
- boss levels now have a background music before the fight starts
- some small map updates and fixes
looking forward to testing this build out! will be replying to your email today as well, i hope you are doing ok mr ass kicker, do try to take it easy dude! and take breaks if you are guna be doing things while your ill. Zortch isn't going anywhere 馃お She is still finding a way to break out from brainsuka prison 馃ぃ so you got a few years dont worry 馃懡馃枛
Hmm, when I search for secrets, i already found a lot of level-seams/sky-box-bounded-walls while moved with rocket jumping.
I don't report this because a lot of games have same ares.
Should I report it if it's have no holes like earlier, just skybox or level bound outside walking/normal-jumping area?
if they are as big as this one was then definitely 馃槄
seriously though i'm interested in any place where you can fit in and potentially fall off the map or any place where you managed to get stuck somehow 馃
(but only if you can get there without a cheat)
I'm not sure which ones you mean though - if it just looks odd then it's fine 馃
new lovely bug coming right up I call this the SCREW RELOADING bug
how to reproduce: activate debug mode and start flying/noclipping and have literally any weapon you can reload the shotgun is the easiest example then try to reload and you will be bugged until you stop flying/noclipping weird bugs relating flying tbh lmao
so it starts at least .. that is already good news 馃憤
I'm looking to extend the help a bit .. thing is I'm not sure what to write about
many things are obvious to me that are probably not for others
so far the help only covers the hotkeys and it dawned on me that this tool might be more complicated than I remembered 馃
but I guess extending the editor help can wait after release 馃
I agree editor help can wait, not so many people really interested in it, but who really love map editing have more exp. with that...
And after all that I saw at game and read in blog I feel like editor have more console command & tricks to easy map editing... (it's the way to expand help If i was right)
I think map editing it's more about skill than tools. (I think it's one of explanation about LAB popularity...)