maneus wrote:Thank you for the upload, odinsball.
I´ve played the demo and a think a few things are improvable.
1. The doors which are open/close by standing in front of them are very frustrating for the longer term. Especially in a fight against the armed guys.
They open/close when they are in front of them and sometimes the party must go to the door to open it again and then the party stand abrupt in front of these guys.
On other places in the level the doors are opened and if you will go through the doors they close in front of the party, so you must do a step back or beside and then again in front of the door to open them.
2. The mushrooms are really beautiful but you can put ammo or weapons into the roots of them in front of the party.
The same with walls. Ammo disappears completely behind or into the walls. Bolters to the half.
3. Into a fight it can be very frustrated always reload the bolters by open the inventory. Isn´t it possible to reload a bolter by holding ammo in hands and only right-klick on it without opened inventory?
A couple of times all 3 of my party guys with bolter must reload their weapons and then you have to navigate through the inventory, reload a bolter, fire with it, open the inventory of another guy,
reload his bolter, fire with it...and so on. In the heat of a fight it could be very tricky.
On the other side the models and textures are really good. Love the rusty parts of the pipes and some walls. The faces with their pipes are really good too.
In some rooms I´ve missed a few eye catcher like a banner or blaspheming signs. But as you wrote, it´s basically a demo for small things.
So keep on your good work.
thanks for the feedback, yes the doors.... wel i had to make makeshift doors due to the fact that certain "gate nodes" conflict with skysystem/script i.e. skydome conflicts with these and stairs causing ctd (one o the bits that need more work)
but can be handled with workarounds
as for mushrooms and collision /vanishing issues, i gues adding the "repel projectile" bit in defenition could help, but might screw things up with skysystem (wich is projectile based if i'm not mistaken), i would have to seek advice on this from its very talented creator (diarmuid) if he has made progress on this (i stink when it comes to such elaborate scripting, truth be told

)
also the reason for implementing the skysystem is, that it provides superior performance (with standard log lightsources this demo would be a slideshow), to bad ah never fixed that bit ( a well known issue for most folk that ever attempted a more complex heavy build i wager)
the weaponry is obviously still w.i.p. not as much as looks , but further functionality, also there will be more weapon types in time, but indeed further script modification will be implemented at later stage
as for the models and creatures...... well we do try to do our best, and truth be told if leki weren't kind enough to put in the hard effort of animating these creatures, next to working on overal project. the wallsets for futuristic stuf would be piontless. but at the rate its going now, we keep em coming and trying to keep em Original.
all in all not a bad result for a demo test run i wager, most "offending bits" can and will be addressed in the long run
and no complaints about performance apparently (

)
p.s. of course there will be more decorative small, and not so small stuff just haven't gotten round to making that, but we will
thanks for your feedback, and also your kind words on the models (once again we do try.....)