Thanks Dravean and valcik.
killap said:
Darek, if you could post all your fixes/suggestions to the wiki
Since when? I have no idea what you have seen or not. I wrote two PMs recently, one was the explosives bug fix and the other was just a couple of comments on some of the unconfirmed bugs on the list. Mash is already on the animation bug with some doors that is caused by the Hero App Mod somehow.
Anyway, speaking of the explosives bug fix, I would be happy if someone can test it out. See that it works properly and don't cause any other problems, and also that it's not to intrusive/annoying. You can get it
here. Just put the file in the script folder (and backup the original obj_dude.int maybe).
Basically the idea is to quickly start/stop combat mode whenever an armed explosive is detected, as that prevents the game from crashing. It takes into consideration when the bug can and can't happen. So it will only do the combat mode routine if you have entered a map in your current game session and you have live dynamite in your inventory or on the ground (only for the first explosive). If you have already entered combat previously or loaded the map from a save it won't.
Pixote said:
Something I wanted to ask people - is it OK for the PC to exit the Temple cave in front of the cave entrance, instead of in front of the Elders tent.
I would say do it. BUT... I also thinks a starting hex override should be added to the map script for the first time you enter the village. One that takes you to the same place as now as that is what the devs wanted.
That you land outside of the Elders tent after you have already passed the trial is a bit silly, but I don't see a problem with the first time. It's after a movie sequence that ends the first part of the game, then the real game begins, and I think close to the Elder is a good place to start. Think of it this way, somewhere after you step through the exit of the temple you find the room with the vault suit, then it's fast forward to you standing in front of the Elder. What happened in between we don't know. Maybe our hero went back to his tent and had a sip of water, relaxed and then tried out his new spandex outfit. If he had a mirror I bet he flexed a bit and checked out his own ass. You know, things more important than going straight to the Elder. So depending on how you see it, it's not more logical to start outside of the cave. What really bugs me though, is that where the fuck the room where you get the vault suit is?
And yeah, also nice work on that new Lenny.
Actually Pixote, maybe you should take a look at this part I sent to killap earlier. Good luck assuming you're the one fixing it.
I said:
RP Bug Wiki said:
EPA Spore Plants:
EPA plants seem to have GARGANTUAN line of sight, constantly engaging player in combat, which turns the ground level into unavoidable Navarro-like fight with 20 stationary targets that provide no challenge at all (standard-range plant spikes vs high-grade armors + guns?). Those ones in the building to the east also seem to "see" the player through walls. Savegame explains how berserk Sulik can kill them all (without any retaliation) while they are busy "engaging" my level 4 PC. EDIT: looks like my savegame has disappeared in a puff of smoke from the upload service' database (probably due to no downloads within month). Let me know here if it is still needed; same applies to my savegame from Klamath section below. (Yeah, I'm not entirely sure why their line of site is so long. They are using the standard spore plant AI settings, so they should act the same as other spore plants. - killap)
The EPA spore plants have a perception of 7, while the normal ones have only 2. Each perception point gives around 5 hexes to their line of sight. They should probably get it reduced to PE 2 or 3. Furthermore they don't throw any spikes as they don't have any in their inventory. I'm guessing they where supposed to as not only their PE were raised but also their throwing skill, while there unarmed were lowered.
As for the 'see through' problems mentioned, that would be that the left part of the small windows (wall 676) has it's proto set to shoot trough.
EDIT: Don't know if it was just the mapper acting up, but sometimes when I edited the spore plant protos, the line of sight didn't register. Something like I had to have at least 2 of the critters and one of them newly put there or something, for it to work. Otherwise they would just let me end combat a couple of hexes away. It's hard to explain as I don't understand what was happening myself.