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The Biodome and Lost Cave Updated! | |
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Liam
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8/6/2012 | 1 |
The Biodome and the Lost Cave have each been updated to v2! With a whole hoard of bugfixes, make sure to grab them from the below links. Big thanks to ylukylun for continued hosting and to everyone who submitted bug reports!
The Biodome v2
The Lost Cave v2
Thanks to everyone for their continued support.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Sanely Insane
RisenAngel
Manager
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8/6/2012 | |
I'd like to point out that creatures are not rigged to push lift when they want to go down - I know the C2toDS lifts are sophisticated and all that, but in their current state they aren't instinct friendly. You might want to give the lifts a pull script so that poor little creatures don't get stuck up high because they can't pull the lifts.
In addition, the Lost Cave is still somewhat buggy - the lift still flies off to oblivion if a creature pushes it, and the tubers are visible when growing and therefore tend to confuse creatures a lot.
Edit: I've had a pair of caterpillars get over to the other side of the bridge and start hallucinating the presence of a plant there. Trying to pick them up throws a "MVSF only works on autonomous agents" error. In addition, I took a look at the code, and both seeds in the metaroom still give "eaten food" stim as opposed to "eaten plant" stim.
The Biodome, on the other hand, is working perfectly fine (apart from the lack of lift pull scripts). I've yet to run into an issue with it.
All in all, I'm happy to see these get updated. I've been looking forwards to it for a while.
~ The Realm ~
Risen Angel's Creatures Blog
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Jessica
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8/8/2012 | |
Thanks for the fixes, Liam! I'll have to try these out soon, and I imagine I will be using the Biodome a lot more with the fixes. Thanks again for taking the time to work on these metarooms!
Discover Albia |
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