<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />, Jason!
Pieter:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The corpses themselves are lying down. But in the dungeons, enemies get regenerated after they are killed and it's the regenerated characters that are sometimes sitting up in half-dead state. Not sure if this is still in the most recent release though. Haven't tested it yet. Will do later.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have this fixed at least theoretically: all generated fantoms will awaken themselves if stunned, when generated. But maybe it's being caused by something else, so maybe it's still there. I dunno.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I saved while standing in the middle of half a graveyard. I hadn't looted them yet. I was wanting to load the game again to make a screenshot, but when I loaded again, they were all gone. As for the fightmode: Not really important, but it might be nice if fightmode on/off would also be saved.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had thought that fightmode _was_ saved. Wait--were you saving and loading normally, or via quicksave/quickload?
Regarding corpses disappearing. Maybe there's something set in fantom characters where they don't reload? I'll check.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Is that already in the most recent modpack? If so, I probably have missed it...<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid="
ops2" border="0" alt="oops3.gif" />
I'll do that today, I plain forgot about it yesterday transferring my list of stuff from post to the todo list.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->While you're at it, can you also please enable the transfer interface during boarding, so you can give new items to officers during boarding.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll check this--I didn't on quick runthrough see where it's disabled, so I was hoping that what I did for dialog would fix it too...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- In Build 12, all blades were invisible as items (they did work while being used as blades, but not when shown at locators). This has been fixed now, but the blades on locators do seem a bit transparent. Am I wrong there?<!--QuoteEnd--></div><!--QuoteEEnd-->
They're set as non-transparent as I can in the shader, I think...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- I don't recall seeing any guns on locators since Build 12. I reckon the bug that has been fixed for the blades hasn't been fixed for guns yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had thought that guns didn't have an alpha channel, but I'll check.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- The sandbag has got a nasty knack for looking blue instead of brown-like. Am I the only one with that bug?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, now that you mention it--yeah, I have it too. I bet it's because there's no alpha channel for it--we need to make a new sandbag model with new texture with the alpha solid black (or white, I forget) because blades do shininess via alpha.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->BTW: About the character limit being reached during fighting in dungeons because of the corpses: If you loot all corpses lying around, shouldn't the avarage number of characters in the location remain the same? Then the character limit shouldn't be reached and the corpses should keep being generated while fighting. Right?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah. But genfantomfromme will only run once.
Basically, here's how I understand it:
There are X monsters generated.
When you kill one:
1. Instantly, genfantomfromme is called. If there are free lai char slots, a new monster is generated. If we're already at the limit, this fails.
2. 500ms later, the deady body disappears. This removes one character from the location. Then, a new fantomcharacter is created--the corpse.
Actually, I need to go back and change it so genfantomfromme runs after the dead char is removed, not before.
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The answer to your question is yes: as long as you keep looting characters, that removes them from locs and frees slots up for new ones.
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<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dan_TG3 doesn't show a head when talking to<!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed, will send you head.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- The collapsing animation is cut short when a character dies. I reckon this actually works quite well, because the regenerating of the corpse and the disappearing of the character looks less weird this way. I suppose this was one on purpose, right? If so: onya2<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
Re: "It would be nice if you didn't see them disappear and reappear"--the fade in/out is I believe enginelevel, so the above was the best I could do, making the fade part of the death anim.
Wait a sec--characters don't fade when they teleport, just when they enter the scene. So I'll create the corpse at a far locator, and then teleport it on top. But that may look worse, actually. You know? I'll just leave it as is, unless you want me to try that.
Re: dialog, corpses being in the way. Good point--I don't know of a nice way to do this. Maybe we should go back to Jason's idea of a separate loot key.
I'll look at level-based equipment generation.
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Uh, one note. Can you post the error log itself, rather than the output from the modhelper? I find the log itself easier to read...