the crapload of screenshot ( maybe I overdid it? >_> ) wasn't from the git version.
following the compile for windows wiki I didn't use git.
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however, git cloned now. didn't see objects attaching to player yet.
although there are bugs, disappearing/glitching lvl geometry and objects. torches on the ground instead of hand etc.
the polearm weapon in my hands looks the same now as posted in the screenshot of the combat instructor
but since I'm apparently the only one yet to report these kind of bugs I don't know if it is all that usefull/important q_q
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just 2 more then:
locked mouse cursor vs interacting with npc's ( not using the shortkeys )
I can only press the topics when I enter inventory or some other window. because then the cursor is released from being locked to the camera view
however on low resolutions the windows overlap the dialogue-area. I can't drag the windows.
a "release mouse cursor" key whould help. the same as CTRL works for rotating the view (looking around). or maybe i've missed that and there is one?
alternatively talking to npc's would automaticly get you into a "conversations mode" which will unlock your cursor.
should need a "kthxbye" button somewhere to exit. or simply ESC would end the conversation and the cursor is locked to the camera again
I can't drag scrollbars. which to me is counter intuitive. (scrolling with the scrollwheel works)
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maybe some general feedback ( personal taste stuff ) instead of weird graphical bugs is more usefull:
jumping: is kinda slow. you slowly slide of the ground into the air. Personaly I would prefer fast in the air jumps.
that means ditching the "bend knees to start jumping" animation part and just start with "retract legs in the air"
pressing jump will get you jumping in an instant instead of "wait for it..."
faster speeds would help too. gravity should simply go faster to falling. max fall speed is ok but the time to get there feels sluggish
climbing: the "stand up" animation takes to much time. speeding it up would help ( in my personal taste that is )
the argument is that you don't really want to wait for it to be done. it should be fast. thats why mario rocks, fast feedback.
( yes I know this aint a mario/jump&run game
)
setting (and locking) the player in position facing the plane you want to climb could help too. rotation also needs to be set to face the side/plane
this would make it easier to make an animation that feels more attached to the world/environment instead of gliding trough/over it.
facing a side at a 45 angle you can climb and fall of it at the same time which looks.. crap. plus you don't want that.
faster working gravity as mentioned in the jumping part should also help when walking/falling of a block.
it should improve the feeling that you're actually falling off the block instead of gliding of it.
same with x and y mometum. it should go faster to 0 when falling. again this is just my personal taste of course.
and now there is a crapload of text instead of pictures, well thats it then... for now! :P
update: doh.. forgot to actaully reply on the window handling!
when switching resolutions from the option menu I still have the problems I mentioned. but!
changing the window size with your mouse actually works now
! awesome