Wemino / VorpalFix

A fix that addresses a variety of technical issues and adds quality-of-life improvements to the 2011 remaster of American McGee's Alice.
GNU General Public License v3.0
34 stars 2 forks source link

[Feature request] Some suggestions for VorpalFix #4

Open ViperAcidZX opened 1 month ago

ViperAcidZX commented 1 month ago

I want to thank you for making this plugin, it address many of the problems I had with the 2011 remaster of Alice like the missing Cheshire Cat hints and Vorpal Blade sounds, making it convenient to launch the game, and adding some much-needed quality-of-life improvements to this game. I was wondering if I can some some suggestions your way for consideration with VorpalFix?

No DPI scaling fix alice-2024_10_13_00-11-30

DPI scaling fixed alice-2024_10_13_00-12-13

640x480 alice-2024_10_13_00-55-19

1920x1080 alice-2024_10_13_00-54-44

original 2000 version alice-2024_10_13_00-51-08

2011 remaster on PC alice-2024_10_13_01-10-29

2011 remaster on Xbox 360/PlayStation 3 (via someone's YouTube footage) Alice_2011_X360

2011 remaster's main menu on Xbox 360 Alice_2011_X360_menu

_cgshadows "1" cheshire_cgshadows1

_cgshadows "3" cheshire_cgshadows3

To be fair, this issue isn't exclusive to the 2011 remaster as it happens in the original 2000 version as well, and the console version of the 2011 remasters uses cg_shadows "1" anyways.

alice-2024_10_14_16-35-26

Default alice-2024_10_14_17-16-59

Alice HD mod alice-2024_10_14_17-19-08

Thank you once again for this amazing fix! This plugin pretty much makes the 2011 version the definitive version of American McGee's Alice.

Wemino commented 4 days ago

Is it just me or does EnableControllerIcons = 0 not working as intended? I have it set to 0 yet the controller icons appear in menus when I have a controller plugged in.

Nice catch, fixed.

BTW if anyone is planning to play the game from start to finish I made this special build: winmm.zip

There is one function I didn't fix because it's a huge one and I don't know if the game is using it at all, I couldn't find a place or event where it was triggered from trying multiple saves.

When using this build, if this specific function is called, the game should display a message box and then crash afterward. If this occurs, I would like to know what is shown in the message box and when it happened during gameplay.

It's possible that this function is just unused so nothing might happen, but I am definitely curious about it.

CRASHARKI commented 4 days ago

Fixed vertical alignment for two-line messages in dialog box to match console versions

Are one-line messages supposed to be like console versions too? (They are completely centered vertically on consoles but they're not with the current VorpalFix version) image (Ignore the youtube timeline)

Wemino commented 4 days ago

Fixed vertical alignment for two-line messages in dialog box to match console versions

Are one-line messages supposed to be like console versions too? (They are completely centered vertically on consoles but they're not with the current VorpalFix version) image (Ignore the youtube timeline)

The one-line message look fine as it is imo, this is how most games are doing it.

ViperAcidZX commented 1 day ago

I was wondering, since the D-pad isn't used at all during gameplay, could it be possible to add the ability to hotkey any of the weapons to the D-pad?

I don't know if this is possible, but it would be great to be able to make language specific mods, like a pk3 that loads after the loc\base[language].pk3, so that the other languages can have HD mods and stuff like that too. Maybe something like the mods being placed on the loc folder and starting with the specific language name, like "base[language]_[mod name].pk3". It would be so good, but maybe it's too much to ask.

I'm curious about this too since the original 2000 release did have a Japanese version (where it was called Alice in Nightmare over there) and it even had a complete Japanese dub. I also stumbled across a gameplay video of a Korean version on the Xbox 360 version.

Wemino commented 5 hours ago

I was wondering, since the D-pad isn't used at all during gameplay, could it be possible to add the ability to hotkey any of the weapons to the D-pad?

I'll think about it if I ever try to add SDL support.