The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

TTW's Public Dev Log

What's new and upcoming in Tale of Two Wastelands? Find out here.
Post Reply
User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Pathfinding will NEVER be

Post by jlf65 » Thu Jun 15, 2017 1:05 am

Pathfinding will NEVER be solved - even by new games. wink


As to unlocking doors, I just use my light saber. Problem solved! cool



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Quote:Fixed dissonance on 3

Post by jlf65 » Thu Jun 22, 2017 9:30 pm

[quote]Fixed dissonance on 3 of Gob's lines as close as possible[/quote]


Hey, was that bug where the opening scene with Gob ALWAYS takes place ever fixed? What I mean: I once never entered Moriarty's place until AFTER I fixed GNR. However, when I entered, Gob's pounding on the radio and complaining while Nova tells him it's not the radio, but GNR's signal.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Nope, but I can add that to

Post by RoyBatty » Thu Jun 22, 2017 11:31 pm

Nope, but I can add that to the bug tracker.


Image

User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

RoyBatty wrote:Nope, but I

Post by jlf65 » Thu Jun 22, 2017 11:37 pm

[quote=RoyBatty]Nope, but I can add that to the bug tracker.


[/quote]


Thanks. I should have done that myself when I ran across it, but forgot all about it until reading the latest dev log.



User avatar
darious24555
Posts: 40
Joined: Wed Apr 30, 2014 4:01 pm
Location: Alaska

Yeah, I don't think the whole

Post by darious24555 » Fri Jun 23, 2017 9:16 pm

Yeah, I don't think the whole AI problems and pathfinding will be fixed unless we developed true AI, and then it wouldn't be used for an old game like this.


What's the problem with locking/unlocking?



Amakker
Posts: 14
Joined: Thu May 21, 2015 12:59 pm

Looks like I got the itch to

Post by Amakker » Sat Jun 24, 2017 3:39 am

Looks like I got the itch to play Fallout 3/NV just in time :). Good luck with v3.0, after reading the dev log I am looking forward to playing!



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

A random suggestion that's

Post by H1ms3lf » Wed Jun 28, 2017 1:33 pm

A random suggestion that's probably wrong or too late in the coming, but...



I asked in a thread about making FO3 part of the game look more like FO3 (mostly the details, things like the loading symbol, greenish tinting for the loading images and fonts, possibly even the FO3 intro slides and theme, etc), and NV look more like NV, luthien said it was not possible ATM to change things like the tinting IIRC.


Could it instead be as in "doable but has to mess with the .exe" ?



In this case there could be 2 slight different .exes, one that relates the details to FO3 and another to NV, player launches whichever is desired based on personal choice or current progression/location.



Dunno if possible, the amount of extra work required (hoping it is minor), or I'm just saying nonsense (no surprises there!! =]).



Anyway, just a random thought, ignore if nonsense or too late in the coming.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Loading screens are already

Post by RoyBatty » Wed Jun 28, 2017 10:56 pm

Loading screens are already done.


The loading wheel and slide projector are hard coded.


Image

User avatar
ElectricaVulpes
Posts: 19
Joined: Thu Jun 29, 2017 7:26 pm
Location: Colorado

Any way to replace all of the

Post by ElectricaVulpes » Thu Jun 29, 2017 8:45 pm

Any way to replace all of the loading screens with the projector slides style?



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

No, they are hardcoded in the

Post by RoyBatty » Fri Jun 30, 2017 12:01 am

No, they are hardcoded in the engine.


Image

Post Reply