ALFA Haks: version 1.74

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AcadiusLost
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Re: ALFA Haks: version 1.74

Post by AcadiusLost »

New haks are now available via ADL by connecting to TSM or BG.
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Re: ALFA Haks: version 1.74

Post by CloudDancing »

*applause for all the hard work*
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Re: ALFA Haks: version 1.74

Post by rorax »

Yeah, thanks for the efforts, AL.


On a side note - not sure if it's connected or not, but Silverymoon graphics is buggy.

The entire outer wall is dislocated.


Update:

Seems like parts of the internal city are buggy and dislocated as well.
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Re: ALFA Haks: version 1.74

Post by AcadiusLost »

The bad news: I broke everything

The Good news: I fixed it again

(Should be working again)
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Re: ALFA Haks: version 1.74

Post by darrenhfx »

I hate when you play with my heart-strings like that.
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Re: ALFA Haks: version 1.74

Post by t-ice »

Not sure to whom all this concerns, mostly Acadiuslost and Javajutsu I presume, but going to take this prompt up here on the forums instead of a PM:

To put it simply, would be brilliant to get our core haks on Exodus-side updated to this latest version, please. We're by now at least a couple versions behind.
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Re: ALFA Haks: version 1.74

Post by AcadiusLost »

It was discussed in the context of some broken scripts on Exodus while I was working on this set of haks, and agreed that we would try to get Amn caught up to current after these were out. I've got a houseguest for another week or so, but should be able to help with the up-convert thereafter.
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Re: ALFA Haks: version 1.74

Post by javajutsu »

Thanks, AcadiusLost. :)

My life is currently more hectic than it's been. We're packing and triaging, preparing to move house across town around the beginning of November. If possible, I'll try to get together with you to migrate these haks to Exodus within the month of October, but I can't make any promises right now. Otherwise it will be after the move.
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Re: ALFA Haks: version 1.74

Post by Curmudgeon »

We've noticed a problem on TSM with certain tiles in the Deep Halls tileset showing up rotated 90 degrees out of the positions they were in prior to the new 1.74 ALFA haks release. Putting them aright is easy enough, but they're distracting at best IC if your players find them first. The chief offender is the "hall end 1 door variant" with the door at the end of the hall, also known as TL_DH_SPU1_01

Deep Halls tiles are the ones listed under "Dwarven" in the Toolset.



I love the new tiles, however.
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Re: ALFA Haks: version 1.74

Post by CloudDancing »

I just was curious, what is the status of the Kemo animations? I know the pack offered on the Vault was pretty much ready to go into the mod.
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Re: ALFA Haks: version 1.74

Post by danielmn »

Kemo should be in, as far as I've heard, though it only works for specific races (humans and medium creatures?)
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Re: ALFA Haks: version 1.74

Post by CloudDancing »

OO..how do we access it? I havent seen any panel additions to the DMFI tools or on the drop down menus. The collision removal is really needed as per last night.
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Re: ALFA Haks: version 1.74

Post by AcadiusLost »

PC tools Miscellaneous button #2 is now labelled "KEMOanims" and brings up the minimizable abbreviated Kemo animation GUI. I'm not sure if it does anything about collision distances though. There are nudge options that work, at least, for fine positioning, but as with many other things, it's just usually easier to RP the situations rather than fussing with exact alignment/relative orientation of the in-game character models... ultimately they're just placeholders and visual aids to the text-based interaction.
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Re: ALFA Haks: version 1.74

Post by CloudDancing »

Hmm on the Haven DMFI Kemo has programmed a button to remove collisions, freeze in a position (to stop irreverant idle emotes) and a rooted button to prevent unwanted keyboard movements on accident. I thought those came WITH the animations. I can investigate getting those buttoms over if you wish?
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Re: ALFA Haks: version 1.74

Post by AcadiusLost »

The collision disabler in particular opens up a lot of potential problems/exploits, as we discovered when the travel map scripts were misbehaving early on; I'd think adapting that part would certainly be more trouble than it's worth. The rooting/freezing could be useful in specific situations, but again, it's all just visual props for text-based interaction. I'm not sure it's worth bothering Kemo to get the code/files/animations/GUIs and the work of adapting and testing them.

If someone wants to adopt the project (perhaps in addition to the "treasure hunt" for more usable animations), I wouldn't oppose adding the animation freeze/rooting deals, though some testing might be in order in any case (does a rooted/frozen PC become immune to knockdown, for example? Or do they just not /look/ like they're lying down?)
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