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TTW 2.0 is out!

What's new and upcoming in Tale of Two Wastelands? Find out here.
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Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

Well this tree LOD is going

Post by Pokepunch » Sat Apr 06, 2013 1:13 pm

Well this tree LOD is going to piss me off for a while.



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Pretty sure Chuck was working

Post by rbroab » Sat Apr 06, 2013 2:44 pm

Pretty sure Chuck was working his butt off to fix the tree thing. That was the last I had heard though. 


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Already have most of it fixed

Post by chucksteel » Sat Apr 06, 2013 3:16 pm

Already have most of it fixed  No it the fun part of trial and error to figure out why a few trees don't want to take there LOD again. angry



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Ok I fixed the invisible

Post by sesom » Sat Apr 06, 2013 6:25 pm

Ok I fixed the invisible muties. It wasn't that big of a bug that I thought first. Simply the DC base body was missing in some of the model lists of the DC Mutants. Please test it out.


While playtesting I recognized that the muties are harder to kill then in vanilla FO3. I am horrible bad at balancing so I won't discuss this in any way it's only something I recognized and wanted to mention.


One question. How do we deal with bugfixes and bugreports for 2.0 in the current state. The usual thread was for 1.4 and bugs now reporting to the normal system can produce a lot of confusion.


Edit by Chucksteel, File removed because it was incorporated into TTW 2.0



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

sesom wrote:

Post by thermador » Sat Apr 06, 2013 6:42 pm

[quote=sesom]


Ok I fixed the invisible muties. It wasn't that big of a bug that I thought first. Simply the DC base body was missing in some of the model lists of the DC Mutants. Please test it out.


While playtesting I recognized that the muties are harder to kill then in vanilla FO3. I am horrible bad at balancing so I won't discuss this in any way it's only something I recognized and wanted to mention.


One question. How do we deal with bugfixes and bugreports for 2.0 in the current state. The usual thread was for 1.4 and bugs now reporting to the normal system can produce a lot of confusion.


[/quote]


I'll see what I can do about adding a field to the bugtracker for the version of TTW...



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Thanks Thermador and the

Post by sesom » Sat Apr 06, 2013 6:47 pm

Thanks Thermador and the "usual thread" get's a new life too ;) .



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

thermador wrote:

Post by thermador » Sat Apr 06, 2013 6:54 pm

[quote=thermador]


I'll see what I can do about adding a field to the bugtracker for the version of TTW...


[/quote]


Ok, that was easy.  You can select "TTW v1.4a" or "TTW v2.0a".  Let me know if you want to change or add any more versions, or other categories (NPCs, Quests etc in the "categories" list) in the bug tracker...


You can see the selector here:


http://www.taleoftwowastelands.com/node/add/project-issue/ttw


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Thanks Thermador! That is

Post by chucksteel » Sat Apr 06, 2013 6:58 pm

Thanks Thermador! That is nice. 


just so everyone knows the tree LOD is fixed and uploaded to the usual Thread along with Sesoms Mutant fix. 



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

This may be a dumb question,

Post by rbroab » Sat Apr 06, 2013 7:01 pm

This may be a dumb question, but will these fixes be incorporated into the next version, or will we just be using .esp fixes?


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

As always team fixes will

Post by chucksteel » Sat Apr 06, 2013 7:04 pm

As always team fixes will eventfully be incorporated into the next version. We put them out for Team testing first to help cut down on possible bugs. 



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