HUD Bugs: General Hud: - Size of the health number font should be bigger. There is a lot of space there :) - Ammo amount should be bigger and more towards the right. It should not touch the outer slanted blue line. - "Level Up" overlay doesnt fade... it just sticks around (working on the assumption of using expboost). Bot Command menu: - Everything should move UP and be nicley centered and laid out so that nothing over laps the HUD or eachother, and everything is spaced evenly. Skill menu: - Everything should move UP and be nicley centered and laid out so that nothing over laps the HUD or eachother, and everything is spaced evenly. *** FROMT PICTURE #1 - refer to the numbers in the picture. Picture 1: http://www.alien-legion.com/gfx/shots/experimental/bugfixes1/1.jpg 1) The status bars appear to start to repeat. 2) The text compacts and starts to wrap and is hard to read. It should be the same font and blue-color as the skill names and be on a space on the background graphic, never a line. 3) "Information" should move down slightly to the space. All text should be aligned to a space (and never a line) and be in the same font and blue-color as the skill names. Every text line should start to the right of the light blue vertical line (it isn't right now). 4) No part of the menus should overlap the hud anywhere. 5) No part of the menus should over lap the hud and this right hand side bar should be cut down to end at the dashed line. Its far too long. 6) Text should never go outside the menu and the blue textu should be the normal blue color (its too dark now), the ALEarth Font, and should be on the spaces on the background image, never the lines. 7) Size of the health number font should be bigger. There is a lot of space there :) 8) Ammo amount should be bigger and more towards the right. It should not touch the outer slanted blue line. 9) This entire box area needs a new background image. I'll make you one. This doesnt fit for this one. 10) "Squad" should be on the top blue space (the space right above the one it is in right now). "Mikhail" should be two spaces below that one. Every bot should be on a space, never a line. Inventory menu: - New Background for the right hand side (the info bar) - Everything should move UP and be nicley centered and laid out so that nothing over laps the HUD or eachother, and everything is spaced evenly. ------------------------------------------------------------------------------------------------------------ Gun Bugs: Disruptor Pistol Primary Fire: Player doesnt raise gun to shoot Secondary Fire: Shot animation looks like it uses the player animation for firing a large weapon, not a small one Electrogun Primary Fire: Beams don't come from the barrel and originate at multiple points. Beam SHOULD come directly from the barrel and originate at one point. Secondary fire: Needs new secondary fire. I suggest it fires some kind of "stun" ball electricity that freezes the enemy and covers them temporarily in an electro-shell thing (like when selecting allybots in the menu) Inferno Flamethrower Primary Fire: Currently fires below and far infront of barrel (basically, its not close to it). Should fire from the lower barrel of the gun. Secondary Fire: Since the mortar shell shoots at an angle, the player model, when standing or ducking, should automatically play the aim up animation when firing . Shotgun: Shotgun is fine. IRS is fine. SMG: the light should be blue when gun is firing to match the muzzleflash and trail. Currently is orange/yellow. EPistol: -Beam for Primary and Secondary should be much thinner (looks too powerful right now). - Red glare from firing doesnt always go away. - Beam doesn't come from the barrel, but it should. - Plays the large gun shot animation instead of the small gun shot. - Needs a fire rate, like 8 shots before "reloading" or recharging. BPistol: - Muzzleflash currently is in the middle of the gun, near the hand, instead of infront of the barrel. - Plays the large gun shot animation instead of the small gun shot. - Wrong gun sounds. I'll get you new sounds. - Needs a fire rate, like 8 shots before reloading. ------------------------------------------------------------------------------------------------------------- Misc Bugs: Player: - When taking the first few steps in running, he doesnt play his running animation. Instead he kind of just moves statically without animating. - Currently moves too fast. What do you think of making walk the default movement animation and run a doubletap moveforward and hold? Dramatic Event: - Happens far too frequently - Works well in enclosed areas (like corridors), but big rooms and wide open areas (like out doors) see the camera zoom too far away that it stops being dramatic and just leaves the player hanging. We could use a zoneinfo actor that defines the "ceiling" for the camera. - Even in corridors, it zooms outside the level some times. The Dramatic event needs bounds badly, like never go farther from the player than so many units in any dierction. Trigger Cam: - When added in editor, it adds high above where placed, not right in the place. - Implimented wrong; not what Drev and I need. We need a normal camera, just like the base camera, that has an initial state of TriggerOn, and can be turned on via the Trigger actor and stays on until the player leaves the triggers radius (which should be settable in the properties). fatGolem: - Old bug. His collision box is too big. He is high off the ground. Golem: - A little bit off the ground. Skoraq2: - when added in editor and waiting around a level, he is small, but once he plays his first animation, hes large again. Give him a different base animation. - They try to attack eachother and attack through walls. Control Menu: - All the UT Stuff is still there and should go (especially relating to weapons and taunts and hud stuff). - Alienlegion controls are showed twice and it should say "Helix: Alien Legion" instead of "Alienlegion" ALFX SAPS: - The dustClound class particles render int he direction the player is facing, so if he turns it "moves" infront of him too, rather than just stay behind him. The particles are using the player model as the frame of reference (as would make sense for an FPS game) rather than the cam. Weather Generator: - ALL WeatherGenerators could use an initialstate of: AlwaysOn, TriggerOn, TriggerOff, TriggerToggle. Be very careful changing code here. Weather Generators are used extensivly in every map. Credits: - Add "Dean Tresadern" on the second line under Wille under the Artists category. And remove "special thanks to Epic Games" (kind of takes us down a notch). Idea: What about some wide angle camera? Like black bars above and below. Be good for intro cinematics. Needed: Pawns of the specific characters I sent you for allybots. Needed: We should discuss some sort of character select screen BEFORE gameplay for players in both Single Player and Coop. I have a bunch of decorations that could use importing into ALDecorations as well. :) The Demo is coming together great. This latest update has some bugs, but was a fantastic step forward. You should be proud of what you've done! :)