OpenRift
OpenRift
> Yes, I like that idea, otherwise there aren't enough buttons on the gamepad. By the way, the KEX port has a separate slot for quick save: > > ...
> I've been following comments about this feature and have noticed reports (not just on Doomworld) of accidentally saving/loading when opening the main menu and setting the controller down quickly,...
> > How about double tapping the buttons? > > Still not great. > > I think all of this experimenting demonstrates why this feature isn't seen very often in...
> It's something I've thought about, but it raises some questions. For example, how would you visualize vanilla switching restrictions? When fully equipped, "next" skips fist and shotgun, "prev" includes...
> How do we picture the fists or pistol if no additional PWAD is loaded? That's why I was mentioning the pros and cons of either using the weapon select...
> The only solution could be to directly utilize the weapon sprites from the I-/PWAD and possibly apply some custom tint to them. Then again, there are no pickup sprites...
> I'm one of those UV-only players 😄 This was a feature request a long time ago. The old MBF.EXE just remembers the last used skill. Well so am I,...
So I have another suggestion, similar to what I was suggesting with the fullscreen toggles. Would it be possible to merge the "Free Look" and "Invert Look" toggles, having "Free...
> As someone who plays inverted I'm used to skimming through options menus in search of the string "invert(ed)" - would prefer if this was not hidden away somewhere making...
> We need to get rid of the "Translucency Filter" and "Gray Percent Sign" menu options. I agree.