voodoo47 on 9/3/2019 at 09:01
not going to work all that well, as most people will install texture packs last (again, been there with TFix). I have been thinking about this, and after checking all the resources, I've found out that there are only two conflicting models, CanStick.bin and CanStic2.bin - placing a permanent copy of those two files back to the obj folder of the Candles mod will ensure that vhotted models will be used at all times. the drawback is that people who want old models and interactive candles will have to tolerate two slightly higher res candle models for now, but as a temporary measure that makes sure everything works at all times, I'd consider this acceptable.
so basically, skip the detection, just pop the two models back to the Candles\obj folder and call it good for the time being - that would be my recommendation. they can always be removed once the texture packs are updated.
Jax64 on 9/3/2019 at 18:39
Very well. Simply having those objects included with the candles mod would be a much more straightforward solution, not to mention easier to implement. It has been added to the latest build, though I do hope this will not be needed in the future. I also managed to bring down the size of the setup executable a fair amount through more effective compression.
voodoo47 on 9/3/2019 at 19:29
36a is not the latest, I'd assume? still 355MB.
anyway, I'm thinking force-loading (the latest) NVScript via the gamesys dml could be a good idea - basically, this should make dead sure the latest NVScript from the OSM folder will always get used no matter what (even when the FM uses a renamed osm), fixing (
https://www.ttlg.com/forums/showthread.php?t=133683) this once and for all. but these global fixes are always a bit of a judgement call, hmm.. need to think it through. //yes, should be fine, here's the new gamesys.dml:
Code:
DML1
//load extra scripts
#script "nvscript"
#script "squirrel"
//adding proper alpha to avoid sharp edges on plants
ObjProp -3291 "RenderAlpha" = 0.9999
ObjProp -3292 "RenderAlpha" = 0.9999
ObjProp -3293 "RenderAlpha" = 0.9999
ObjProp -2840 "RenderAlpha" = 0.9999
ObjProp -2841 "RenderAlpha" = 0.9999
ObjProp -5345 "RenderAlpha" = 0.9999
ObjProp -5346 "RenderAlpha" = 0.9999
ObjProp -6079 "RenderAlpha" = 0.9999
//adding proper alpha to avoid sharp edges on blood stains
+ObjProp -1519 "RenderAlpha" = 0.9999
//fixing hammer dimensions
+ObjProp -458 "PhysDims"
{
"Radius 1" 0.34
}
lets autoload squirrel as well while at it. also, gamesys.dml itself should be in the OSM folder, if it's supposed to apply everything at all times.
Jax64 on 10/3/2019 at 19:02
Yes, you would be correct. Version 0.36b is about 340 MB, still larger than I would like, but about ten percent smaller than some previous builds. I am currently using LZMA2 compression, and the data before compression amounts to about 1.1 GB. Though if anyone is more knowledgable of data compression practices, I would be willing to accept other suggestions.
As for the gamesys dml, I will make these changes immediately. Forcing the game to load the latest version of these scripts should fix more problems than it creates by my understanding. I am also thinking of making some objects impossible to climb, as TFix does. The front gate in Running Interference and some iron fences in later levels are possible to climb with new mantle enabled. Therefore the following may be added as well as the above unless anyone vehemently disagrees:
Code:
//fixing mantling on objects that should not be climbable
+ObjProp -2551 "PhysCanMant"
{
"" false
}
+ObjProp -5117 "PhysCanMant"
{
"" false
}
There may be more objects that new mantle perhaps helps too much. This may require some further investigation.
EDIT: Perhaps autoloading script-t2.osm would be welcome as well. There are currently two identical scripts in the OSM folder to circumvent the issue with different file names.
voodoo47 on 10/3/2019 at 20:09
+1 on making stuff that shouldn't be mantleable, not mantleable.
340MB is acceptable, though a bit odd - TafferPatcher had pretty much all the mods and resources as T2Fix (even that extra texture pack that wasn't liked too much), and it was just over 200MB.
also, a T2Fix friendly version of EP2 is coming really soon, it seems.
//yeah, autoloading more scripts should be alright.
marbleman on 10/3/2019 at 20:33
I noticed being able to climb over the fence in Running Interference but never reported it since Riff was AWOL.
That said, I vehemently disagree. The rules of the game have to be consistent, so whatever new mantle brings into the game has to be allowed.
Climbing over the gate in Interference doesn't give you any advantage by the way. Quite the opposite.
Psych0sis on 10/3/2019 at 20:35
voodoo trying to do what he thinks is best for the game again oh boy :tsktsk:
voodoo47 on 10/3/2019 at 20:43
well yes, I'm it until I drop dead or someone better comes along. time to accept the reality and stop whining - or to start to actually make and share better stuff.
as far as mantling is concerned, if something wasn't mantleable in oldDark, it also shouldn't be mantleable in NewDark. new mantle is there to fix all those annoying "I should have made that jump, come on game really" situations, not to give you the power to cheat-mantle the world.
@Jax64: this is the "you are ruining the game" crowd. welcome to my world.
Unna Oertdottir on 10/3/2019 at 20:44
OMs were not designed for new_mantle, so a fix is okay. But many new FMs are. Does this interfere with FM design/gameplay?
voodoo47 on 10/3/2019 at 20:48
we can dml-fingerprint it to only apply to the OMs, if the general consensus is that that's what is desirable.