stauff
Member
Thanks for letting me know about those things @rotterdxm - I've added them to my list of things to investigate.
Oh, this might be of help for you: turns out my original CDs were scratched so I used the GoG version of No Remorse (latest patch included in that)Thanks for letting me know about those things @rotterdxm - I've added them to my list of things to investigate.
Oh, interesting. I did *not* expect that installation process! Yes, I'm using the GOG version, and I did not think I would need to unarchive the ISO file, and create a new directory, with some files from the game directory, and some files from the unarchived ISO file. I feel like there needs to be some sort of warning or README that comes with adding the game...I've never had to do anything like that when I've added other ScummVM games, like Quest for Glory or Ultima. Is this type of specialized installation common? Now I wonder if I have been adding ScummVM games correctly all this time. I need to make it a habit to read these wiki pages before installing ScummVM games. Thanks for pointing that out to me!Thanks for giving it a go!
For both (1) and (3), you'll need the `FLICS` and `SOUND` directories from the CD, or if you have the gog version, the CD image that's inside. See the wiki for more: https://wiki.scummvm.org/index.php?title=Crusader:_No_Remorse
Oh, I don't know about your laptop, but my laptop has a "numpad" feature that allows me to hit a key, and then use a part of the keyboard as a numpad. If your laptop has the same feature, you might be able to implement and test this out without needing to find a desktop computer to test it on.For (2), I still need to add the numeric pad mappings, it's on the TODO list. My dev was all on my laptop so far so I need to add those and test more with a full-size keyboard.
That's totally awesome. I know I shouldn't be such a graphics baby since you've done so much other excellent work on this game but this is one thing I gotta see!I'm now excited to say that No Remorse is ready!!
* added a "high resolution" option that renders in 1024x768!
So I'm playing with the ScummVM version after beating the game using the DOS version. Found a few issues:
(1) It doesn't seem like I can change the difficulty? When I hit [Esc] and then [New Game] and then [No Remorse] it seems like I am still at a normal difficulty level
(2) It doesn't seem like I can move forward and then tweak my direction to the right and left simultaneously like I can in the DOS version. I can only move forward, then stop, then turn, then move forward again. This isn't very comfortable while running.
(3) Aiming seems a bit off. There are times when both me, and the enemy, can't hit each other, even if we are right in front of each other and firing on each other. I'm not sure why. But this happens often enough that I feel like it is easy to reproduce.
Installation ProcessA few questions to answer since I've been awol a couple of weeks..
Installation Process
Unfortunately this is a side effect of history and gog's choices. The original game (and subsequent updates) normally only partly installed onto HDD, leaving the movies and music on the CD, and the gog package follows this format - HDD files and a CD image. Ideally you want the patched version of the game data (1.21) but because the CD image they include only has 1.01 files you can't just use them. Because the HDD image is missing the music and movies, you can't just use it. I toyed with the idea of a modal informing users they were missing the movies and would need to get them from the CD - I might still add that as it seems to have confused a few people.
Documentation of ini options
Not at the moment sorry, I need to write it. Since it's the same engine most of the ultima8 engine options work, but that doesn't help if you don't know what those are
Difficulty level on new game
What version are you using? I reworked the startup sequence on ~Apr 15 (see https://github.com/scummvm/scummvm/commit/294b22a90da0209d72a32f42fce0acb156daa1aa) so if you have a build after that it should work (works for me?) but please let me know if this is still broken for you on a build newer than that
Tweaking angle
Generally if you hold down the key for a little bit it works but I need to improve this to match the game so you can just "tap" the key. Currently if only works if you have the key down at exactly the right moment in the animation, but I should make it remember that there is a pending turn to process if you just tap the key.
Aiming
I have looked at this code so many times but it still seems slightly wrong. Interestingly it is more obviously broken in No Regret. I'm not sure why that is.
Oh! That's just an oversight on my part. The number of enemies and damage levels should be scaled correctly (please tell me if that bit is broken), but I totally forgot to implement limited ammo for Loose Cannon and No Remorse difficulty. That's not too hard to add, I've filed a bug https://bugs.scummvm.org/ticket/12880Hmm, I just downloaded the "36d395b2" build for Windows (64 bits), removed Crusader, added Crusader, started the game, then selected a New Game...and I couldn't get an advanced difficulty. I started shooting my gun, and there was no bullet counter. I had infinite bullets. On the No Remorse difficulty, I should have limited bullets for my main gun.
Oh! That's just an oversight on my part. The number of enemies and damage levels should be scaled correctly (please tell me if that bit is broken), but I totally forgot to implement limited ammo for Loose Cannon and No Remorse difficulty. That's not too hard to add, I've filed a bug https://bugs.scummvm.org/ticket/12880
I agree with you. I know the controls for the game were pretty bad by today's standards. Back then, we basically used the same schema as Ultima 8. If you look at Ultima Underworld, they were not using WASD and controls that you see today... Right Click to move and Left Click to shoot/interact. I could see incorporating modern controls would really give the game a different feel... A better one in my opinion.One common criticism over the years with these games has been the poor controls that under-utilize the mouse. I think a lot more people would get into these games if there was a "modern controls" mode that basically works like the following:
LCLICK (held) ground = walk . LCLICK usable object = use (with outline indicators)
RCLICK (held) ground = run
MCLICK = jump
RSHIFT (held) = stand still with gun drawn (and turn where cursor moves)
+LCLICK = fire
+left/right/up/down =shuffle
RCTRL (held) = crouch with gun drawn (and turn where cursor moves)
+LCLICK = fire
+left/right = roll
I would also remove the forced "turning" when changing directions in this mode. This is one of the biggest reasons why the movement feels slow and frustrating, and it equally affects Ultima 8.
If someone were to code all this, it would then be worth experimenting with enemy selection/targetting, and possibly some kind of laser sight that helps indicate when your bullets are obstructed and when they aren't.