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- M-35-QOL-REVIEW.md: per-change file:area breakdown, config keys with ranges/defaults, verification evidence. - M-35-PLAYTEST-CHECKLIST.md: the human handoff — what to do, what correct feels like, which key tunes it. Item 0 (default-config regression) first. - OPTIONS-MENU-PLAN.md: WI-3 design — recommends a port-layer fast3d 2D overlay over a src/ menu edit; resume checklist. Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
90 lines
4.2 KiB
Markdown
90 lines
4.2 KiB
Markdown
# M-35 QoL playtest checklist
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Everything on this branch is config-gated to prior behaviour, so the
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**first** thing to confirm is that nothing changed with a default
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`ge007.ini`. Then flip the new keys and check the feel.
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Edit `data/ge007.ini` while the game is closed.
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---
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## 0. Regression (default config) — do first
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- [ ] Delete `data/ge007.ini`, launch, quit. It rewrites with new keys:
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`[Input] MouseCaptureMode = 0`, `[Game] ScreenShakeIntensity = 1`.
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Existing keys keep their values.
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- [ ] Play a level normally (mouse grabbed on focus, as before). Mouse look,
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aim (RMB), menus — all exactly as the last build. **No behaviour change
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expected at defaults.**
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- [ ] Alt-tab away and back — cursor frees / re-grabs (unchanged).
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## 1. Click-to-lock capture — `Input.MouseCaptureMode = 1`
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- [ ] Launch. At the main menu the **OS cursor is visible and free**; moving
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the mouse moves the game crosshair 1:1 (see item 3).
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- [ ] Click in the window during a level → cursor hides, mouse-look engages.
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- [ ] Press **ESC** during a level → cursor reappears, mouse-look stops,
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you can move the pointer off the window. (ESC does *not* quit.)
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- [ ] Click back in → re-locks. First click only re-locks — it must **not**
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fire the weapon.
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- [ ] Open the pause/watch (Start), then a front-end menu → cursor frees
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automatically. Return to the stage → re-locks without a click.
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- [ ] Alt-tab out mid-level → cursor frees; alt-tab back → stays free until
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you click (Quake behaviour).
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- **Correct feel:** exactly like Quake/Nightdive remasters — click to play,
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ESC to get your cursor back.
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- **Tune:** none — it's a mode toggle.
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## 2. Aim sensitivity — B3
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- [ ] With `Input.MouseCaptureMode` either value, hold RMB (aim mode) and
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make small aiming corrections. Default is now `MouseAimSpeed = 16`
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(was 25).
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- **Correct feel:** you can settle the sight on a distant guard's head
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without overshooting; a fast flick still crosses the screen.
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- **Tune:** `Input.MouseAimSpeed` (1–100+). Up = faster. If hipfire turning
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now feels faster than aiming, raise `MouseAimSpeed` or lower
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`Input.MouseTurnSpeed` (default 100). `Input.AimBand` (5–40, default 20)
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widens the usable stick range past the aim gate — raise it if aim feels
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capped/notchy at the extremes.
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- [ ] Check the D166 hipfire pitch (mouse up/down without RMB): still
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proportional taps, consistent with the yaw. Tune
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`Input.HipfirePitchSpeed` (default 100).
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## 3. Menu pointer 1:1 — needs `Input.MouseCaptureMode = 1`
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- [ ] On the mission-select grid, move the OS cursor to each of the four
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**corner** level tiles — the game crosshair must reach all of them
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(this is the D169 case; absolute mapping should make it exact now).
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- [ ] File-select, mode-select, difficulty-select, watch menu — crosshair
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tracks the OS cursor with no drift, no lag, no acceleration.
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- [ ] Keyboard nav (arrows / stick) still works on every screen.
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- **Correct feel:** the crosshair sits exactly under the OS pointer, like a
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normal PC menu.
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- **Tune:** `Input.MenuPointerSpeed` (default 100) still scales the legacy
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relative path; with capture mode the absolute path ignores it. If tracking
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feels off, check the window isn't a weird aspect ratio (the map assumes the
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render fills the window).
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- **Note:** in legacy mode (`MouseCaptureMode = 0`) the menu still uses the
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D165/D169 relative estimator — 1:1 menu tracking requires capture mode.
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## 4. Screen shake — `Game.ScreenShakeIntensity`
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- [ ] Default `1` — explosions shake the screen exactly as before.
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- [ ] Set `0` — no shake on explosions / big hits.
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- [ ] Set `2`–`3` — exaggerated.
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- **Correct:** `1` is indistinguishable from the current build.
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---
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## Single most important thing to test first
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**Item 0** — confirm a default `ge007.ini` produces a build that plays
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identically to `def0e0ac`. If that holds, everything else is opt-in polish.
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## Known not-done (parked, see OPTIONS-MENU-PLAN.md)
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- No in-game options **menu** yet — only the config file + the expanded
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`config.c` API and the `Game.ScreenShakeIntensity` hook. The menu is a
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port-layer overlay design, documented, not built.
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