Development Forum |
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Liam
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5/25/2010 | |
Would be much obliged.
I might have time to do an update of my stuff sometime in the future, so I need a fairly extensive list of bugs to fix.
Not just for AC, TP and GH, but for anything else I've had a hand in, as well. AC Pod, for example.
Cheers!
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Malkin
Manager
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5/25/2010 | |
Ghosthande noted some errors with the mosquito-creature from the GH here.
My TCR Norns |
Liam
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5/26/2010 | |
Thanks m! It wasn't meant for C3, no, but I'll see what I can do to fix the error in the next version.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Malkin
Manager
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6/4/2010 | |
When I use Moe's plant patch on a world with the AC Pod and AC proper, the buggy plants vanish from the AC Pod and AC, but do not respawn in the AC Pod when I reinject the plant patch. Please could you have a look at it?
My TCR Norns |
Liam
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6/4/2010 | |
That issue's an easy fix; Moe didn't anticipate the AC pod when coding fix. Since the plants will be fixed anyway, not an issue.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Sanely Insane
RisenAngel
Manager
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6/10/2010 | |
About the only bug I noticed that's worth mentioning/hasn't already been mentioned is that, when the Purple Shrimp die in the Aquatilis Pod, they mysteriously turn into Big Blue Shrimp.
When they die in the actual AC, they remain purple shrimp, but the size of their bounding box seems to be the same as the big blue shrimp.
~ The Realm ~
Risen Angel's Creatures Blog
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Liam
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6/10/2010 | |
Huh, thanks for bringing it up! I'll make sure to look into it. Cheers!
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Malkin
Manager
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6/11/2010 | |
If you want a *challenge*, there's always 'work out why Terra Pluvialis doesn't work with Macs'.
My TCR Norns |
Liam
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6/11/2010 | |
I think I'll pass with that one, unfortunately. There's not much I, a non-Mac user, can do.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Malkin
Manager
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6/11/2010 | |
That's why I said *challenge*.
My TCR Norns |
KC11
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6/11/2010 | |
This might be intentional/already known but hard to fix/just from my game, since I don't see anyone else pointing here, but in AC my v3 plants look like this:
Black Liiiiines
This isn't so much a bug as something that is a little bothersome, really. It's only this species of plant.
And yes, I did install it properly.
Also, after playing it for some time the balls started jerking around in the water. Upon having a creature play with it the ball jerks away from the creature. This problem continues out of the water.
Do not upset the ugly worm, lest it be a dragon in disguise. (>oo)>
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Liam
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6/11/2010 | |
Yeah, I'm going to do my best to fix all the graphical issues with AC. They really suck.
And thanks for reminding me about the ball errors
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Malkin
Manager
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6/17/2010 | |
Please can there be an aquanorn-usable door for AC and AP?
I've been recommending the Torii, but it's not the same as having an actual door. XP
My TCR Norns |
Liam
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6/20/2010 | |
AC will have a door, AP won't, but I'll see what I can do about making a teleporter.
As for "aquanorn-usable", is there something that prevents aquanorns from using normal doors?
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Malkin
Manager
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6/20/2010 | |
I'm sorry Liam, I don't know exactly why other doors don't work with Aquanorns. I've tried the Archways and Helen's Mobile Movers, but they didn't work for the Aquanorns, and the Torii do.
My TCR Norns |
Peppery One
Papriko
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6/20/2010 | |
I know why doors don't work! The Swimmer Agent coming with the Aquas doesn't give them directly powers. It generates an invisible cabin around them and THAT floats around the world!
Creatures in vehicles can neither walk through most doors nor (that's why I looked how it works) get taken by hand. You always have to pick them up.
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
Liam
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6/20/2010 | |
I'm afraid there isn't much I can really do about that... now that you mention it, Papriko, I remember that being the main issue with the swimmer agent being a vehicle when nornagon made his.
If anybody knows a workaround for this so I can make the doors work for the Aquanorns, I'd be much obliged, but if not I'm afraid I'll have to leave it as it is.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Sanely Insane
RisenAngel
Manager
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6/20/2010 | |
While I was making the lift buttons for Sky Sanctuary/C3 version of Aquatopia, the workaround I used looked like this:
targ from
seta va02 targ
doif movs = 0
mvsf va00 va01
stim writ targ 95 1
else
doif movs = 3
targ carr
dpas 4 0 0
targ va02
mvsf va00 va01
stim writ targ 95 1
endi
endi |
Basically, what it does is check to see if the norn using the door is being carried by a vehicle, and if it is it boots the norn out of the vehicle before moving it. I've tested this out, and I've had no problems.
~ The Realm ~
Risen Angel's Creatures Blog
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Wiimeiser
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6/20/2010 | |
Wasn't there supposed to be a door between the two parts of AC? (Not the Pod, mind you.)
Also, Transporter Room Crystals.
http://www.edash.screaming.net/transporter/
Hashikin ko Tyni Kong Taria Haju'Rumia'an Klodz'Proddi. Terdish oxen saur yessi atai Kongo Dolpik! |
Liam
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6/20/2010 | |
Thanks, GrendelMan, I'll be sure to use that!
And yes, but actually, it linked the two rooms to a third "airlock" room. As I never received the final full-size background for that I can't well release it, but I will do what I can. Whatever happens, the two rooms will be linked, by more than doors.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
silvak
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6/23/2010 | |
Liam: Whatever happens, the two rooms will be linked by more than doors.
*insert ominous music here*
www.CrazyShee.com - Updated: Daily!
Lost Content, help find it a home! |
Uzag
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6/28/2010 | |
It's not really a bug, but TP is sadly really heavy which makes me avoid it at times. I think it's the semi-transparent clouds doing it. It would be pure awesome if ones could shut them off (without loosing environmental changes they may provide)/not using transparency effect. I can use the room, but I'm always worried about... err, entering the upper area where the clouds are ^^;
Usually I would just kill the script to prevent it from running myself, but I've not figured the name of it yet XD
That aside, I think all bugs I've thought off been mentioned.
( If the GH could be made compatible with the grendel jungle, it would be greatly appreciated ) |
Liam
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6/28/2010 | |
I'm going to be working on making it less resource-intensive in the next version, definitely
GH will definitely be working in the next version
These will probably get released during the next CCSF, or soon after--just depends on when I get free time!
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Uzag
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6/28/2010 | |
Great news! I'm using all these room as they are, but with these tweaks they'd be even better |