red3dred Posted October 19, 2020 Author Posted October 19, 2020 20 hours ago, Slaptree said: so which file is the updated one? i know it's not the 18 one and im not sure about the one thats just 1 None yet, 019 isn't out yet, but it's almost there. Â 18 hours ago, CommanderAli said: Oh, I wanted to ask about something (Though it might be a great undertaking). Would bosses ever be considered nodeable? If not I completely understand considering the size n' shit that you have to deal with (With exception to Asra). In theory? Yes. In practice...? EEeeeeehh.... A hard maybe. Not only do you have the size to worry about (Consider the adult poptop for instance) but also the fact that i have no clue how their AI is going to handle being noded, even if done correctly. Or anyone's AI for that matter, Ixoling for instance, will likely have Nuru still attacking it and probably break the node even if it all works out. Nuru is very much hitting you and the Ixodoom while shouting "NO HORNY". 2
RetroPurples Posted October 28, 2020 Posted October 28, 2020 Hey, This is just me and a few Friends being Impatient but.. Is there any Idea of an ETA on when 019 will be out? They don't have LSB Accounts to ask so I'm the only one that can. Â
red3dred Posted October 28, 2020 Author Posted October 28, 2020 7 hours ago, RetroPurples said: Hey, This is just me and a few Friends being Impatient but.. Is there any Idea of an ETA on when 019 will be out? They don't have LSB Accounts to ask so I'm the only one that can. Â I'll give it a couple days to see if something else comes up, if nothing i'll have to release the update as is. Was waiting for the Skimbus artwork to be shared with me but i guess Batong and Oculob + expanded Scandroid will have to do =V
RetroPurples Posted October 28, 2020 Posted October 28, 2020 1 hour ago, red3dred said: I'll give it a couple days to see if something else comes up, if nothing i'll have to release the update as is. Was waiting for the Skimbus artwork to be shared with me but i guess Batong and Oculob + expanded Scandroid will have to do =V Alright, Thanks and Great to know! 1
ScaryDescent Posted November 3, 2020 Posted November 3, 2020 I took a look at the Defeat's files and it seems like there is a return missing in /stats/sexbound/monster_primary.lua I suppose that was the culprit 1
red3dred Posted November 3, 2020 Author Posted November 3, 2020 5 minutes ago, ScaryDescent said: I took a look at the Defeat's files and it seems like there is a return missing in /stats/sexbound/monster_primary.lua I suppose that was the culprit ... that's it? It's been missing for like, 4 updates in a row? Wow, i really blinded that.
red3dred Posted November 4, 2020 Author Posted November 4, 2020 Not sure if people got notifications of the file and description update, because i sure don't! So i'm posting a little update here to let people know. Pardon for double-posting, moderation. Update 0.1.9 is out. Check the mod page for more info about the update.
Barrennight Posted November 4, 2020 Posted November 4, 2020 It seems that the actor 1 and 2 files of skimbus are the same, I don't know if this was intentional or if I downloaded it wrong. The files are the actor1 and 2 files. again I could've just done something wack and it downloaded wrong. Or this could be intentional to keep skimbus as the actor2. Cause it's not allowing me to switch
red3dred Posted November 4, 2020 Author Posted November 4, 2020 1 hour ago, Barrennight said: It seems that the actor 1 and 2 files of skimbus are the same, I don't know if this was intentional or if I downloaded it wrong. The files are the actor1 and 2 files. again I could've just done something wack and it downloaded wrong. Or this could be intentional to keep skimbus as the actor2. Cause it's not allowing me to switch  Yes, it is intentional.  It is meant to only be Actor 2, but Actor 1's file is still necessary for the idle image.  Though the Oculob's file is a bit rough and that much is not intentional, i seem to somehow have lost the progress of having cleaned it up...
8BitWyrm Posted November 7, 2020 Posted November 7, 2020 For some reason with this update both normal Poptop and Albino Poptop are not affected by the Aphrodite's Bow Effect.
red3dred Posted November 7, 2020 Author Posted November 7, 2020 6 hours ago, 8BitWyrm said: For some reason with this update both normal Poptop and Albino Poptop are not affected by the Aphrodite's Bow Effect. Ah, it seems they were disabled during testing due to other mods, forgot to re-enable them, thank you for noticing. Updating the file to include that fix.
Rensutski Posted November 7, 2020 Posted November 7, 2020 2 hours ago, red3dred said: Ah, it seems they were disabled during testing due to other mods, forgot to re-enable them, thank you for noticing. Updating the file to include that fix. so what are your plans for the next update fam
red3dred Posted November 8, 2020 Author Posted November 8, 2020 58 minutes ago, deltafox53 said: so what are your plans for the next update fam After my current work is wrapped up, the planned changes are: polish the smoglin animations to be more fluid. improve the nutmidgelings animations. upgrade Cultist Scandroid to also use the new expanded Scandroid animations and also some sounds. polish, fix and redo a lot of the Oculob animations. wrap up the update with making the missing "Mutated Biome" mobs. Namely: Voltip, Petricub and Scaveran. 1
Rensutski Posted November 8, 2020 Posted November 8, 2020 10 hours ago, red3dred said: After my current work is wrapped up, the planned changes are: polish the smoglin animations to be more fluid. improve the nutmidgelings animations. upgrade Cultist Scandroid to also use the new expanded Scandroid animations and also some sounds. polish, fix and redo a lot of the Oculob animations. wrap up the update with making the missing "Mutated Biome" mobs. Namely: Voltip, Petricub and Scaveran. do what ye gotta to do, at your own pace of course. you have a nack for this sort of thing and people do appreciate your work going forward. dont work yourself to tiresome, that only leads to stress. take breaks from time to time. 2
meteo1337 Posted November 8, 2020 Posted November 8, 2020 it appears all the compatible monsters are spawning with missing health, and are invulnerable all except the batong, from what i'm seeing
red3dred Posted November 8, 2020 Author Posted November 8, 2020 9 minutes ago, meteo1337 said: it appears all the compatible monsters are spawning with missing health, and are invulnerable all except the batong, from what i'm seeing Well, Batong is the newer one, so check: If you have Defeat installed multiple times. Multiple instances of Terato-Defeat causes problems. If you have multiple of the Teratophilia mod installed. Same as above. If you have Terato-defeat, try without it, as users seem to point that Defeat has been broken for a while now.
engorged_banana Posted November 9, 2020 Posted November 9, 2020 I have just discovered that albino poptops cannot be noded after they are captured during a bounty mission.
red3dred Posted November 9, 2020 Author Posted November 9, 2020 8 hours ago, engorged_banana said: I have just discovered that albino poptops cannot be noded after they are captured during a bounty mission. ... bounty ones are different? I might have to investigate, bounty missions are generally odd-- Or you haven't download the little hotfix for Poptops that was released recently.
Reena_Ribona Posted November 14, 2020 Posted November 14, 2020 it would seem that this has made monsters invincible as only when i get rid of this mod they can be damaged
red3dred Posted November 14, 2020 Author Posted November 14, 2020 2 hours ago, Reena_Ribona said: it would seem that this has made monsters invincible as only when i get rid of this mod they can be damaged Issue with Defeat, if you're using "TeratoDefeat", then be aware that all monster defeat supports will cause this issue for now... People keep tossing these comments out, and do little research on previous comments, it's kinda hurtful to the mod when the last comments are "It doesn't work", mainly when my mod gets blamed not only here but also on Blake's Terramons =l
Rensutski Posted November 14, 2020 Posted November 14, 2020 3 hours ago, red3dred said: Issue with Defeat, if you're using "TeratoDefeat", then be aware that all monster defeat supports will cause this issue for now... People keep tossing these comments out, and do little research on previous comments, it's kinda hurtful to the mod when the last comments are "It doesn't work", mainly when my mod gets blamed not only here but also on Blake's Terramons =l I can help elaborate some issues and fill you in on what I see if that works. the least I can do for you fam (if i only knew coding, i would be helping out ;-;)
red3dred Posted November 14, 2020 Author Posted November 14, 2020 26 minutes ago, deltafox53 said: I can help elaborate some issues and fill you in on what I see if that works. the least I can do for you fam (if i only knew coding, i would be helping out ;-;) Not sure what you're proposing, the issue i'm talking about is known, and has been known for a while. Defeat is buggy, but it actually had faulty code for monsters for a while now, and no monster defeat supports work as a result. Monsters go invincible but their AI still works, and they can harm you. I've not only already responded on the Defeat thread, and already addressed the issue (Fixed it on Github) but it's up to Locuturus to publish the updates. I also posted a fixed version i use myself a few pages ago, that includes a change to make it so monsters don't always get defeated (not 100% chance). At best i could also implement the Defeat fixes someone posted in that thread to prevent invincibility all around...  ... so yeah, what are you saying? I didn't get it.
Reena_Ribona Posted November 14, 2020 Posted November 14, 2020 13 hours ago, red3dred said: Issue with Defeat, if you're using "TeratoDefeat", then be aware that all monster defeat supports will cause this issue for now... People keep tossing these comments out, and do little research on previous comments, it's kinda hurtful to the mod when the last comments are "It doesn't work", mainly when my mod gets blamed not only here but also on Blake's Terramons =l wait so say if i use this and blakes terramons using his defeat support as well is what causing the issue as it freaks out and enemies become invincible and in the end its a conflict between base monster defeat (yours) and the custom monster defeat support (blakes) i ask this as a possible way to spell it out in an easy to digest way
red3dred Posted November 14, 2020 Author Posted November 14, 2020 1 hour ago, Reena_Ribona said: wait so say if i use this and blakes terramons using his defeat support as well is what causing the issue as it freaks out and enemies become invincible and in the end its a conflict between base monster defeat (yours) and the custom monster defeat support (blakes) i ask this as a possible way to spell it out in an easy to digest way Lemme rephrase then, so you can fully grasp it: The monster defeat supports include no code of their own. They just include the "Defeat code for monsters" into the monsters in question. The reason why this isn't enabled for ALL monsters is that, obviously, not all monsters are supported. So you have to manually assign the Defeat scripts to them. This means that the defeat-monster-support mods are pretty much timeless and blameless. The only way they can break something is if: 1) Multiple of them are installed for the same monster. This will freeze the monster completely. 2) Defeat somehow updates and changes what scripts it uses. That said, it (Defeat Mod) currently does not work for any monster defeat support, as the Defeat Mod itself has broken code for monsters. Which is why, when used with older versions of Defeat, or the one posted earlier in this thread, it works. Because it's not the Defeat Support Mod's fault, or the monster support's fault. Capeesh?
Reena_Ribona Posted November 14, 2020 Posted November 14, 2020 19 minutes ago, red3dred said: Lemme rephrase then, so you can fully grasp it: The monster defeat supports include no code of their own. They just include the "Defeat code for monsters" into the monsters in question. The reason why this isn't enabled for ALL monsters is that, obviously, not all monsters are supported. So you have to manually assign the Defeat scripts to them. This means that the defeat-monster-support mods are pretty much timeless and blameless. The only way they can break something is if: 1) Multiple of them are installed for the same monster. This will freeze the monster completely. 2) Defeat somehow updates and changes what scripts it uses. That said, it (Defeat Mod) currently does not work for any monster defeat support, as the Defeat Mod itself has broken code for monsters. Which is why, when used with older versions of Defeat, or the one posted earlier in this thread, it works. Because it's not the Defeat Support Mod's fault, or the monster support's fault. Capeesh? got it (wow i actually understood this). sorry if this was annoying to answer but i asked in a way (i hope) that this topic hopfully isnt brought up again as i dont want your mod to be looked down upon 1
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