Blood Omnicide Issues Tracking Page
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Contents |
Current SVN version: Blood Omnicide v0.11 beta
Issues reporting
- Graphics issues and crash reports should be sent via e-mail to [email protected]
- For graphics issues please report screenshots (F12 to make screenshot, files are found in "User Documents\Saved Games\omnicide\data\screenshots") and computer configuration (Processor type, RAM amount, Video card model and mark)
- For game crash reports please send "User Documents\Saved Games\omnicide\data" contents (zipped) to [email protected]
- Other reports should populate known-issues-list
Features which are not issues
- Preview version has limitations - no prologue, missing item descriptions and some speech, game ends at pillars (you can still continue to play after credits)
- In prologue scene, kain is not allowed to attack (because he say "and so i left")
Done for v0.11
New features
- Support for X360 Game controller
- Improved run mode: new "Run" button (SHIFT in PC version), "Use magic" is now ENTER (this also fixes issues of multiple SHIFT press causign windows button control menu to appear). Sample video:
[1]
- Improved wolf form jumping: added visible tracelines allowing precise travelling through obstacles, run mode handles new "aim then jump" mode. Sample video: [2]
- Added camera offset (like in original game), now controlled by mouse or right gamepad stick
- Build-in addon manager (allow to activate/deactivate mods)
- Distinct chronicles addon by Mean_Person included
- SoulReaver 2 pillars addon by Raina Audron included
Game fixes
- Kain speed improved by 12% (to match original game)
- Fixed minimap bound & camera rotation (new frustum-based min/max bounds system introduced)
- Fixed local map (f6) remember button states and does move when reactivated ( [3] )
- Classic Blood Omen cheat now work (refill health, refill energy, view dark diary) as here: [4]
- All cheats now work in regular game build (in v0.1 they oly work in developer build)
- Fixed bugs with movement and attack keys being sticked on level transition (so kain will not go up once act2 cutscene video is finished)
- Fixed exitzone being activated when player spawned in it (only in low framerates, causing automatic level exit on map load)
- First startup: fixed resolution select on first star (now only matches a standart PC/HD/4K modes, weird resolution for multi-monitor are rejected now)
- Start fade fix (fix rare bug of screen not having fade from black on map start)
- Player angle changes are now FPS-independent (fixed kain rotating too slow in low FPS)
- Rebalanced enemies running (most of enemies now runs faster)
Other fixes
- Hush music_tracklist debug prints
- Map editor: fix wrong bloodmap path (used for ASE conversion)
- Fixed speech not being precached during level load (causing loading hang)
- "Run-mode" footstep and weapon slash sounds now alert enemies
- Not-running footstep sounds now have only 30% of volume
- Apply axial 45-degree restriction for player movement as sprites only have 8 fixed angles (for gamepad support)
- Fix entity culling issues (fire effects not being spawned at level start)
- Key names are now translatable (added new section to menu.nsx)
- New controls/gamepad/extended menu (joystick system settings + joystick buttons/axes debugging)
- Fixed back links in menu (now focuses on proper item)
- Fixed game crash on dynamic entities load
- Changed PC movement binding: shift now activates "run", enter -> use.
- Slightly better textures
Plan for v0.11 (add new issues here)
Game fixes
- fix picked item re-appearing after second level re-entering ( [5] )
- Bat mark working
- Support for Sony DualShock controller