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