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Reactorcore
Reactorcore @ Support Silver Spook Games - Check Out Neofeud!

This is my first ever time hearing about this game and its already been released for a day. It has no pre-release reviews and no buzz surrounding it, so that makes me worried if full extent of marketing has been applied to this game at all.

Now, I might be mistaken and my worries are misplaced, but just in case, refer to this resource to boost the game's public awareness:

Youtube.com

Reply Good karma+3 votes
Reactorcore
Reactorcore @ Plasma rifle from Doom

Thank you based UAC! : D

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Call of Doom: Black Warfare New Trailer & Information

Super cool! I'm excited for this mod! : D

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Reactorcore
Reactorcore @ Crisis Response

Awesome, thanks for communicating to make this happen! : )

Reply Good karma+2 votes
Reactorcore
Reactorcore @ Crisis Response

Ohhh now I see what is going on!

I had no idea that you added black bars in RC6 to the 1280x1024 resolution to compensate for the non-widescreen screen ratio. You also corrected the view so now its properly viewing the full vision like its meant to.

Up until this point I had dismissed the native 5:4 resolution as a lost cause and that I should just use 1280x720 to get full vision, since previously the native 5:4 just cut off at the edges and I couldn't see the full vision.

I was stubbornly testing 1280x720 only, without realizing you had fixed 1280x1024 to work properly.

Basically, everything works perfectly now resolution wise. Hurray!

No wonder this got confusing for the both of us lol. : P
The changes and issues between Demo 5 and the recent RCs had painted a scenario that led me to assume false things by accident.

Reply Good karma+2 votes
Reactorcore
Reactorcore @ Crisis Response

Augh, I kept saying 1920x720 all this time, but it was actually 1280x720, my bad. I remembered that wrong.

Anyway, this is what fullscreen 1280x720 resolution looks like on my 5:4 monitor:
S26.postimg.org

The blackbars in Demo 5 were good thing, but now they're gone.

Meanwhile, this is how the game looks like in my native normal 1280x1024 resolution:
S26.postimg.org

My main reason to play in 1280x720 is the extended vision, so I don't have to worry about the opponents seeing me before I can see them just because I was using a non-widescreen resolution.

Having maximum vision is critical in a 2d sidescrolling game, so a 1280x720 resolution with blackbars enabled would be perfect experience I think. The blackbars also give it a cool cinematic feel.

EDIT:
Also this is how marksman looks like in 1280x1024:
S26.postimg.org
and 1280x720:
S26.postimg.org

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

RC5 Did the trick, resolution works great now... with a caveat.

Previously 1920x720 had black bars in fullscreen in Demo 5, but now the screen is all stretched out. I switched to windowed mode and that sorted itself out fine, though I did notice another issue.

Now my cursor was slightly off in windowed mode. I'd try to hover over buttons in the menu, but they didn't highlight. I moved my mouse off below them a couple pixels and then they did highlight and work.

I went to recheck the resolution settings while I was in windowed mode and to my surprise it said "cant detect resolution in windowed mode". I then set it to 1920x720 and only then it resized itself to the correct resolution for windowed mode and the buttons worked correctly again.

Playing in fullscreen without black bars sucks, but thankfully its no longer blurry. Windowed mode work cool tho.

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

Heres another logfile from RC4, this time much shorter, concise (1000 lines) and has some good clues:

Filedropper.com

My old GTX260 graphics card is not DX11 capable, so these lines may explain some visual bugs/lack of visuals in my game:

>WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader
>WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader.

>WARNING: Shader Unsupported: 'Hidden/CameraMotionBlurDX11' - Pass '' has no vertex shader
>WARNING: Shader Unsupported: 'Hidden/CameraMotionBlurDX11' - Setting to default shader.

>WARNING: Shader Unsupported: 'Hidden/NoiseAndGrainDX11' - Pass '' has no vertex shader
>WARNING: Shader Unsupported: 'Hidden/NoiseAndGrainDX11' - Setting to default shader.

Also these lines were interesting:

>Perceived current resolution is: 1280 x 1024
>Applying graphics settings.
>Chosen resolution (720 x 480) is in the range of supported fullscreen resolutions.
>Changed to resolution: 720 x 480
>Done applying graphics settings.

The "chosen resolution" is wrong. I chose 1290x720. Somehow it ignored that choice and went for 720x480 instead.

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Reactorcore
Reactorcore @ Crisis Response

Hmm, the "-clearGrapchics" did manage to revert the resolution back to 1920x1024 properly, making everything crisp again, but it also means I'm back with a resolution that makes me unable to see to full field of view, nor the bolt action reload UI.

It may be worth noting that my computer runs on a rather old GTX 260 graphics card, so despite being able to run the game smoothly and fine, the card may be lacking certain graphics features that Crisis Response may be using to render the marksman bullet or the resolution.

Then again, the resolution did work fine in Demo 5 (thought the marksman bullet was still red back there too), so it might be a false guess.

Also yeah lol, the log size was ridiculously huge. I only played through 1 marksman shootout and about 8-12 sandbox games.

Btw, despite the blur and glitches, I'm having a lot of fun with the game. Occasionally trying to save everyone, other times just doing an AKM rampage to avenge my fallen comrades. This game has a lot of potential.

Reply Good karma+2 votes
Reactorcore
Reactorcore @ Crisis Response

RC4: Resolution still keeps automatically reverting to 720x480 and being very blurry. First run is always ok, but as soon as resolution change is attempted, it all goes to ****.

Theres also this thing I think is not supposed to be like that, namely the bullets during reloading a marksman shot are red:

S26.postimg.org

Also heres the output log and a dxdiag file:

Filedropper.com

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

The RC2 still has the resolution issue. Booting the game for the first time everything is normal, but because the game was intended for widescreen monitors, I can't properly play it on my 1920x1024 5:4 monitor. I can't see the bolt action reloading thing during marksman and my field of vision is gimped.

Previously I was able to set the resolution to 1920x720 to fix this issue and play fine. RC2 just fails the moment I hit apply to switch to the desired resolution:

S26.postimg.org

Everything goes super blurry and the resolution is set to 714x452 (?). I then try to change the resolution again to 1920x720 and it claims to be so, but stays blurry all the same:

S26.postimg.org

This did not occur in demo 5.

(Note1: Also as a bonus, I attempted to play the game anyway, alt-tabbed a few times and the resolution seemed to reset at some point, but I have no idea how to replicate that effect.)

(Note2: Both images were scaled up 2x with a pixel resize to give an idea how it looks fullscreen for me. I am unable to make screenshots of the game unless the game is running in windowed mode.)

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Reactorcore
Reactorcore @ Crisis Response

Thank you. : )

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

I wouldn't recommend putting a hard limit on the number of rooms/occupant/operators. I'd instead propose putting up an instructional text in the sandbox menu that says what is the optimal amount/ratio of rooms/occupants/operators for a single session, targeted at whatever is your target pc specs you expect the player to have in order to enjoy Crisis Response.

You'd basically have to run performance tests on your machine (or a lesser machine that has the targeted/intended system requirement of your game), then deduce the ideal ratio/amount of occupant/rooms/operators where the game runs smoothly and safely, then put that information up in the sandbox launch menu for the player to see.

This way you don't have to set a hard limit on the amount of thing that you harm the freedom of sandbox, and at the same time you'll present a golden standard that the game has been tested and verified to work right, allowing the player to know where the acceptable limits are for good sandbox scenarios.

Reply Good karma+2 votes
Reactorcore
Reactorcore @ rainbow blood Ketchup v5

Made an edited version of this mod where everything always gibs:

thevidya.site/pub/blazkowicz/doom2/1504794064_Ketchup_rainbow_blood_XDeath.pk3/Ketchup_rainbow_blood_XDeath.pk3

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

I was trying out the Release Candidate the other day and doing a sandbox run with 20 randomly generated room with 14 occupants and only 1 lone operator caused my PC's fan to go really loud and wild. This never happens elsewhere.

I think there may be some sort of performance issues that could cause damage to a player's PC.

Either some serious optimization are needed or suggested limits that the player would do best to stick to with no risk of exploding their computer. I kinda feel scared to play this game because it could damage my PC due to performance/temperature overload.

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Reactorcore
Reactorcore @ Crisis Response

Awesome! Thank you! :D

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

Yeah that sounds good!

It would also be good to have some insurance, like a bulletproof shield (light weight small or a heavy full body lenght) would certainly help overcome the disadvantage of leaving your character vulnurable to a potential aggressive occupant that might just decide to shoot my operators anyway, despite best attempts to resolve things peacefully.

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Demons on a Plane

I like the premise. It truly was really short, but I did enjoy it:
S26.postimg.org

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Reactorcore
Reactorcore @ rainbow blood Ketchup v5

This is actually amazing, I'm gonna be using this with my next 32 map playthrough.

S26.postimg.org
S26.postimg.org

Thank you for making this! : D

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Demons on a Plane

[Muffled Samuel L Jackson swearing can be heard in the distance]

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Reactorcore
Reactorcore @ Crisis Response

Also a suggestions:

1. Being able to swap/grab guns that have dropped on the floor and loot dead/restrained bodies for ammo and items.

Reply Good karma+1 vote
Reactorcore
Reactorcore @ Crisis Response

Needs more tasers, riot shields and pepper sprays. Its kinda hard to avoid loss of life when all I can use is lethal live ammunition to the leg or rubber bullets to the face.

Though I do admit it does make for an oddly satisfying stress relief of a game... any chance to make limbs gib into chunks and gore if the player pumps enough lead into them in a future update?

Either way, I'm following this game. Its really fun to run and gun, watch ragdolls glitch out and just enjoy the occasional sadism.

The non-lethal aspect is a bit too tricky to enjoy properly, since capture, stun, communication and restrain methods are limited, while also the AI is sometimes not giving enough information about its feelings and needs. Trying to give armed occupants a chance to resolve the situation peacefully usually ends up them just having take the first shot and kill my guy dead.

This all makes me simply run in and shoot everyone pre-emptively in the face with rubber shotgun rounds to the face and give occupants breathing problems if I want to take them alive. While it is funny to do that, I'm guessing its obviously not how I'm supposed to complete the missions in a legit fashion.

Reply Good karma+2 votes
Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

Are you trying to record GZDoom in fullscreen mode? I found that if try to record footage in fullscreen, then all I get is a black screen. I was able fix the issue by setting GZDoom to windowed mode. (Note: I'm using Loilo Game Recorder, not Fraps.)

As for Zandronum, I do not think so. The mod uses ZScript and perhaps some other features that are unique to GZDoom.

Reply Good karma+1 vote
Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

Great. For others that have this problem, download this version of brutal doom instead:

Moddb.com

It has bug fixes, performance updates and the blood error is gone as well.

Reply Good karma+2 votes
Reactorcore
Reactorcore @ cod base BDVanillaLite

I'm having trouble understanding whats on your mind. Sounds like there is a specific wish you're having, but I cannot parse what specifically you're asking for. I can't read people's minds.

If you can spell it out, I may be able to understand what you're after.

Reply Good karma+1 vote
Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

Also, you can refer to Spaceman333's post on a how to load multiple mods at once.

Forum.zdoom.org

Also, if you play doom primarily to mow down demons, then check out OBLIGE for infinite procedurally generated campaigns for Doom 2:

Oblige.sourceforge.net

Reply Good karma+1 vote
Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

I use a lot of mods:
(Call of Doom) Moddb.com
(Monster HP) Forum.zdoom.org
(Intermission) Moddb.com
(Nuke Barrels) Moddb.com
(Music) Forum.zdoom.org
(Night Vision) Moddb.com
(All Clear) Forum.zdoom.org

Reply Good karma+1 vote
Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

New videos by panzerfaustmna showcasing this mod in action, check em out:

1. Youtube.com

2. Youtube.com

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Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

That's a bit tricky. You'll need to recompile a new ACS file from the source file.

1.Open the pk3 file with a zip program. I use IzArc.
2.In the source folder, you'll find SlomoBulletTimeThing.txt
3.Inside that txt (open with notepad or similar), there will be four instances of BT_USER4 which you'll need to replace. (lines 94 to 136)
4. Refer to Zdoom.org for the list of possible buttons you can replace it with.
5. Save the file.
6. Get GDCC: Forum.zdoom.org
You'll need it to compile the txt file into a .o file.
Install/unzip gdcc, then drag the txt file onto the gdcc-acc.exe. This will automatically create an .o file of the same filename as the txt, in the location that the .txt originally was.
7. You should now have a SlomoBulletTimeThing.o file. Hopefully.
8. Make a folder called ACS. You'll need to drop the .o file into there.
9. Once you have the .o file in the ACS folder, drag that folder into the SlomoBulletTime_Ultimate.pk3 which you've opened with IzArc or similar.
10. It will ask to confirm an overwrite of files, say yes.

Done.

Reply Good karma+1 vote
Reactorcore
Reactorcore @ SlomoBulletTime Ultimate R3

Happy to hear that, thank you! : D

Reply Good karma+1 vote
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