DeathDisciple Posted July 16, 2014 Share Posted July 16, 2014 Lazy kraken DM on cleric should work tho, its just the order of 2 lists thats off. And the whole image thing is not really used for anything but controller-version, I should replace it with proper scroll images but I should fix the controller support for books instead... lol Link to comment Share on other sites More sharing options...
orian34 Posted July 16, 2014 Share Posted July 16, 2014 ok now i have to change every spell leveling with cleric Link to comment Share on other sites More sharing options...
julz1981 Posted July 16, 2014 Share Posted July 16, 2014 (edited) Ok, I fail to see why you're having issues... live wand range is 20, which ends up with the range being like thisrange1.jpg Then I went and changed it to 40, which ended up with me being able to F a already marked target from offscreen. Note that I use Wide FOV+RPG Hud which lets me zoom out way more than normal game, hence the screen size i have on screen shots is 'illegal' as far as the orig game goes.... So even 20 is likely more than you can actually 'see' if you don't remove the clouds/zoom restriction. Both are waaaay out of range of fireball explosion, fireball has radius=5 which is just slightly higher than melee attack radius... I don't get how can you hurt yourself with it, unless you shoot at mobs right next to you. range2.jpg EDIT: AAAAND I think I know what that is... and it's... For some reason they have hard capped controller range to 8. Numeric constant. How or who came up with such awesome idea... Technically I can overwrite the whole function, but being that rog has a different version, and that I cant even test it, I'm VERY reluctant to do so. If you want to see if I'm right about the cause, look at line 693 indont_stave/data/DLC0001/scripts/components/playercontroller.lua. I'm gonna guess you can change rad=8 to say rad=max_range and get controller autoattack to function with same range as F does, but I have no means to check if it works or if it crashes the hell out of something.It's in ''catching'' local rad = 8? i will try and change it! and be back with results. I did it, and there is no change! it sucks because targeting is ridiculously close. Edited July 16, 2014 by julz1981 Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 16, 2014 Share Posted July 16, 2014 hmmm that's odd... i guess there's more than one place with similar behavior. So what is happening after the change, does it start running towards mob when you hit whatever attack button is instead of shooting, or it simply stays silent as if there was no mob to target? It's in ''catching'' local rad = 8? i will try and change it! and be back with results. I did it, and there is no change! it sucks because targeting is ridiculously close. Link to comment Share on other sites More sharing options...
julz1981 Posted July 16, 2014 Share Posted July 16, 2014 hmmm that's odd... i guess there's more than one place with similar behavior. So what is happening after the change, does it start running towards mob when you hit whatever attack button is instead of shooting, or it simply stays silent as if there was no mob to target?there is no change whatsoever, the attack button only appears when i am a third of the screen away like usual Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 16, 2014 Share Posted July 16, 2014 there is no change whatsoever, the attack button only appears when i am a third of the screen away like usual Oh ok, hold on, I think I know what you did, the --catchinglocal rad = 8 should stay as is, that is not relevant to the shooting range The radius you have to change is in UpdateControllerAttackTarget, like thisfunction PlayerController:UpdateControllerAttackTarget(dt) if self.controllerattacktargetage then self.controllerattacktargetage = self.controllerattacktargetage + dt end --if self.controller_attack_target and self.controllerattacktargetage and self.controllerattacktargetage < .3 then return end local heading_angle = -(self.inst.Transform:GetRotation()) local dir = Vector3(math.cos(heading_angle*DEGREES),0, math.sin(heading_angle*DEGREES)) local me_pos = Vector3(self.inst.Transform:GetWorldPosition()) local min_rad = 4 local max_range = self.inst.components.combat:GetAttackRange() + 3 local rad = 8......etc...................that's where you should change rad = 8 to rad = max_range (or you can use some big number just for checks, but that should work) Link to comment Share on other sites More sharing options...
julz1981 Posted July 16, 2014 Share Posted July 16, 2014 (edited) stuffThanks a lot, changed it to 24 and i can attack someone at the edge of the screen! One last thing, is there a mod or a tweak that can make it so we can lock the zoom? because i hate zooming out and having the camera come back to its default position edit: i got a feeling the wizzard is gonna be so much more fun already. Edited July 16, 2014 by julz1981 Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 16, 2014 Share Posted July 16, 2014 Thanks a lot, changed it to 24 and i can attack someone at the edge of the screen! One last thing, is there a mod or a tweak that can make it so we can lock the zoom? because i hate zooming out and having the camera come back to its default position edit: i got a feeling the wizzard is gonna be so much more fun already. Ok, so... I guess I should incorporate the change into the mod. Let me know if you run into any issues with it. And I dunno about camera, rpghud removes the zoom limit, and I can't remember if/what sets camera back at all. Another controller feature somewhere? Link to comment Share on other sites More sharing options...
julz1981 Posted July 17, 2014 Share Posted July 17, 2014 Ok, so... I guess I should incorporate the change into the mod. Let me know if you run into any issues with it. And I dunno about camera, rpghud removes the zoom limit, and I can't remember if/what sets camera back at all. Another controller feature somewhere?well, i dont zoom because i remember back when i was playing with keyboard, it annoyed me that zooming out, the camera would get back to its default zoom after 3-4 seconds. It was annoying and i dont zoom anymore, but if it could stay zoomed out, it would be useful with the wizard and further down the line with the ranger/archer wathever other characters you're making! Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 17, 2014 Share Posted July 17, 2014 Default game does have 'clouds' that prevent you from zooming out properly, that is removed by rpghud (although just non cave levels have higher zoom for some reason). We should probably put higher zoom as an option, I'm really not a fan of close and personal restriction and as you said it's messing up with long range toons/mobs shooting at you out of your sight range (which will happen if/when we give them some decent ranged attacks). 1 Link to comment Share on other sites More sharing options...
julz1981 Posted July 17, 2014 Share Posted July 17, 2014 Not sure if bug or oversight or something, but Mend can repair practicaly everything even scrolls, but it cannot repair wands! it can however repair staffs. Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 17, 2014 Share Posted July 17, 2014 hmph i thought i removed scrolls from the list... lol. And yeah it should repair wands too. Link to comment Share on other sites More sharing options...
kraken121 Posted July 17, 2014 Author Share Posted July 17, 2014 Not sure if bug or oversight or something, but Mend can repair practicaly everything even scrolls, but it cannot repair wands! it can however repair staffs.That's a bug. It should not be able to mend 1. scrolls/books 2. wands 3. other mending tools Link to comment Share on other sites More sharing options...
julz1981 Posted July 17, 2014 Share Posted July 17, 2014 (edited) That's a bug. It should not be able to mend 1. scrolls/books 2. wands 3. other mending toolsI thought it was weird it could repair scrolls, but i personally think it would make sense to repair wands but wathever you prefer! edi: WHAAAAAT, i just realised i have a Hero in the Dark banner/thingy under my name now! YAYYYY! Edited July 17, 2014 by julz1981 1 Link to comment Share on other sites More sharing options...
kraken121 Posted July 17, 2014 Author Share Posted July 17, 2014 (edited) I thought it was weird it could repair scrolls, but i personally think it would make sense to repair wands but wathever you prefer! edi: WHAAAAAT, i just realised i have a Hero in the Dark banner/thingy under my name now! YAYYYY! Haha, welcome aboard! now you should be able to post in our private forums as well As for the wands, think of it this way, the durability is not the wand breaking, but the amount of magic stored within the wand diminishing (its for balance reasons) and I don't think Orian noticed theirs yet Edited July 17, 2014 by kraken121 1 Link to comment Share on other sites More sharing options...
orian34 Posted July 17, 2014 Share Posted July 17, 2014 And perhaps we can find some magic gems in dungeons that can repairs staves? and WOOHOO!!! i have it too!!! 4 Link to comment Share on other sites More sharing options...
kraken121 Posted July 17, 2014 Author Share Posted July 17, 2014 And perhaps we can find some magic gems in dungeons that can repairs staves? and WOOHOO!!! i have it too!!! Haha, welcome aboard! now you should be able to post in our private forums as well Link to comment Share on other sites More sharing options...
julz1981 Posted July 18, 2014 Share Posted July 18, 2014 Haha, welcome aboard! now you should be able to post in our private forums as well As for the wands, think of it this way, the durability is not the wand breaking, but the amount of magic stored within the wand diminishing (its for balance reasons) and I don't think Orian noticed theirs yet The magic stored in wand makes sense actually! i like it (: Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 18, 2014 Share Posted July 18, 2014 (edited) The magic stored in wand makes sense actually! i like it (: Perhaps we could make them rechargeable by other means, bloodstones or something? EDIT And perhaps we can find some magic gems in dungeons that can repairs staves? and WOOHOO!!! i have it too!!! This^ I saw only after I posted already but yeah, something like that. Edited July 18, 2014 by DeathDisciple 2 Link to comment Share on other sites More sharing options...
orian34 Posted July 20, 2014 Share Posted July 20, 2014 when you eat wonder potion it say :UNKNOW STRING FA DARKKNIGHT(yes i play darkknight for now) and the effect...wanted or not? i report. 1 Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 20, 2014 Share Posted July 20, 2014 when you eat wonder potion it say :UNKNOW STRING FA DARKKNIGHT(yes i play darkknight for now) and the effect...wanted or not? i report. Apparently we forgot the wonder strings for sk and wiz, the wonder effects still apply but the text is missing. Link to comment Share on other sites More sharing options...
Dark Posted July 20, 2014 Share Posted July 20, 2014 When I try crafting a science machine the game instantly crashes. I've tried turning of every other mod and still get the crash. I aslo tried crafting various other items and it seems like most items work but firepit also made the game crash. I don't know about any other items because I could not craft them but there might be more items that makes the game crash Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 20, 2014 Share Posted July 20, 2014 When I try crafting a science machine the game instantly crashes. I've tried turning of every other mod and still get the crash. I aslo tried crafting various other items and it seems like most items work but firepit also made the game crash. I don't know about any other items because I could not craft them but there might be more items that makes the game crash That's quite odd. Considering that the line crashing does not have arithmetic operation at all (one below does), are you using the most up to date version of mod? Link to comment Share on other sites More sharing options...
orian34 Posted July 29, 2014 Share Posted July 29, 2014 blade barrier is crashing, it will be updated future update so it doesn't matter? Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 29, 2014 Share Posted July 29, 2014 Hmm, yeah its damage should be updated, but the reason for crash is it's using wrong interface, I'll have to patch that once and for all Link to comment Share on other sites More sharing options...
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