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This is HUGE! : O
Yeah! Excited to try this out when I get the chance, thought it may take some while as I'm currently swarmed by a lot of things and tasks.
The new performance, gore and dismemberment look metal as hell, so this will certainly be a treat for me.
Rip and tear! Rip and tear your huge metal guts! : D
Hmm, it seems simple enough to add that option, I'll consider it. I didn't expect anyone to set up the slomo settings that way, but it is a valid suggestion. I do see the value in it.
Yes there is a way to start a map with new settings, provided you have the default autosaves on in gzdoom.
Slomo changes take effect when a new map loads, so if you want to keep progress of the current campaign but change the settings, then you can either:
a) change slomo settings, then finish the current level. The next level with have the new slomo settings applied.
b) change slomo setting, then load a previous autosave from the level before the one you're wanting to play, complete that level with IDCLIP and IDDQD (noclip and godmode), then when you enter the next level, the new slomo settings have been applied.
Eh, I'd just write "Start With Laser On" and a checkbox, or just have one button that is green when on, red when off, or something like that. I think clarity can be achieved with less effort and with more compact design.
Then again, maybe I'm just min-maxing too much when it comes to design for the sake efficiency. : P
The thing that stood out for me is the use of two buttons. Its a really minor nitpick, but having to move a mouse on to another button may feel annoying for requiring extra effort to move the pointer a few centimeters instead of none.
I'd favor simplicity and just use a simple radio toggle button or a checkbox.
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:
Thank you based UAC! : D
Super cool! I'm excited for this mod! : D
Awesome, thanks for communicating to make this happen! : )
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.
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:
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:
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.
Also this is how marksman looks like in 1280x1024:
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.
Heres another logfile from RC4, this time much shorter, concise (1000 lines) and has some good clues:
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.
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.
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:
Also heres the output log and a dxdiag file:
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:
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:
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.)
Thank you. : )
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.
Made an edited version of this mod where everything always gibs:
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.
Awesome! Thank you! :D
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.
I like the premise. It truly was really short, but I did enjoy it:
This is actually amazing, I'm gonna be using this with my next 32 map playthrough.
Thank you for making this! : D
[Muffled Samuel L Jackson swearing can be heard in the distance]
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.
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.
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.