This project will hold various fixes and improvements into custom content created by community. I would like to push this content into the original submissions/haks but since this isn't usually possible I'll be hosting them here for now.
NWAlleys 1.3: correcting and improving Alleys 1.2 update by Sethan. There was many tilefading issues, something faded when shouldn't, something didn't when it should, also pathnode corrections and few walkmesh issues corrected. EDIT: file removed since its now uploaded into entry I consider to be the "official", you can download my version there.
Mine Cart fix: placeable walkmesh is now smaller, also added missing use nodes which prevented to use this placeable. (this is a placeable from CEP)
SOZ Mini placeables fixes: several fixes into these placeables from thegeorge. Sorry but these placeables are horribly done. Not to mention they are quite ugly when looked closely, they also caused several issues to me when I tried to use them for on a worldmap tileset with Miniature PCs. For example when I tried to use one placeable with my miniature PC model, game stucked in huge lag (pathfind issue). They are missing use nodes, proper walkmesh and some are partially transparent which looks awkward. Anyway from these reasons I abadoned this so this is only partial fix, only a few placeables were corrected. Unfortunately I don't have a changelog of what I've done and its few months since I was working on this so I don't remember what I've fixed on these placeables. The file on this page contains placeables that were somehow modified by me and corrected. I don't claim Ive fixed everything in them. Feel free to continue and redistribute.
BTW still is problem:
- portrait names are too long
- mini evergreens are missing a trunk (floating in the air)
- missing walkmesh&use nodes on the rest of the placeables from this package
BTH_Swamp update v 1b5a: I consider the Barry's version the latest version of Daggerdale Swamp (I really dont like hes made it his own tileset via new SET which made it incompatible with official releases but whatever) and Tom Banjo's swamp thought I haven't checked if there is anything newer for TB swamp, hope that not. The file for download contains only changed and brand new files its not a "full tileset package". Changes done:
TBS20 -Tom Banjo Swamp tileset upgraded by Barry The Hatchet, corrections by Shadooow
tbr01_bog_20 - few polygon gaps fixed
(tbs20_h15_01 - the road has grass walkmesh, I guess this is intented, no change just fyi)
tbs20_h15_02 - new tile, road->wood exit without the collums
tbs20_d07_01 - trunk wasn't tilefading properly
tbs20_d09_01 - trunk wasn't tilefading properly
tbs22_z22_01 - new tile to fix the edge issue
tbs20_edge.2da - edge #16 Grass+ Hill Grass edge fixed
NEW tb_bogwater.txi - removed the shiny water (didn't fit, really)
TBS40 - Daggerdale Swamp tileset upgraded by Barry The Hatchet, corrections by Shadooow
tbs40palstd.itp - added new group "Dead Tree", group/feature names changed to suit better
tdd01_w03_01 - all polygon gaps fixes, tilefading correction, added black blockage polygon for smoother tilefading, TODO: retexture
tdd01_w04_01 - tilefading correction, added black blockage polygon for smoother tilefading, TODO: retexture
tdd01_x03_01 - tilefading correction, added black blockage polygon for smoother tilefading, TODO: retexture
tdd01_x04_01 - tilefading correction, added black blockage polygon for smoother tilefading, TODO: retexture
tdd01_f19_01 - tilefading correction, added black blockage polygon for smoother tilefading
tdd01_f19_02 - all polygon gaps fixes, tilefading correction, added black blockage polygon for smoother tilefading
tdd01_b04_01 - walkmesh fixed, there was huge hole in front of bridge
tdd01_a05_03 - tilefading correction
tdd01_a05_10 - tilefading correction
tbs40_h15_02 - new tile, road->wood exit without the collums
tms10_1_0 (the previously unused dead tree tile) - added missing minimap image
The texturing work on the temple is just horrible, it would deserve a complete retexture. I think that Ive already swapped the custom textures for temple with one of the Barry's but not all and not exactly remember which... Anyway, Im not going to do that since I am quite bad in texturing, perhaps more than original temple author ;) nothing personal.
CEP2 fix for broken weapon sounds: CEP 2.4 (which is afaik latest version) still uses a weaponsound.2da from the game version 1.23 or something. Many of the sounds missing as they are defined with nonexistant file name and there is missing the Crystal0 and Crystal1 category introduced in the Patch 1.69. I recreated this 2da based on the 1.69 version and added new lines the brings CEP. Since the new two soundsets from CEP are missing crystal sounds I improvised, slime uses same one sound for all weapon types so this was easy, Treant does not so I choosed stone sounds.
NEW DOA City/Rural Base crash fix: many players on my PW used to crash in this tileset. I looked into it and found out that some of the edge tiles has lights which is the common source of crashing. One edge also defines a normal tile so I changed it into edge tile. This should stop it. The content of the archive should be extracted, added into your top hak or hak with DOA City/Rural tileset and redistributed to your players. If you are player, you will want to update your DOA_CityRural_21.hak with this, but it is very likely you have this tileset in under other hak names too. There is no easy way to update them all as override and patch-hak doesn't have higher priority than hak...
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Re. soz_mini - there was a placeables.2da error which I fixed when I made Map Mats compatible with the georges work. To clarify the fix is in the placeables.2da that is part of Map Mats.
TR
Thank you! Wish more developers posted what updates were made in their projects here!
CEP 2da: it needs to be incorporated into one of cep top haks, right? Maybe you could tell TAD about it, he tries to release new updated CEP.
correct, treat as a proposal for new CEP etc.
Nice work Shadoow
Hi Shadoow, you mentioned in the closed forum that you had a fix for the Rocky Mountain Tileset crashes. These are driving me nuts in the Prophet I module; any chance you could share it with the community? Many thanks!