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Descent Test #76
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Descent Test #76
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Add PRPs and SFX for test Descent
Fix an object with collision to accomodate PhysX 2.6.4
Changes to Descent per tester comments. These include but are not limited to: * fixes to collision in various parts of the caldera. * fixed the first node door for testing. * fixed misaligned struts for the first elevator. * removed some visual black spiral blockers mid-Shaft * extended VisRegion so lower part of Shaft will appear properly when looking down from higher up. * fixed ladder leading up from bottom of Shaft fan activation tunnel.
* Various visual and collision fixes suggested by testers * Repositioning of camera when descending into the first cave from the caldera. * New camera on inner Shaft side of first node door for symmetry with opposing handle. * More VisRegion adjustments to keep the bottom of the Shaft from not appearing when descending the slow way. * Addition of three new spawn points along the length of the Shaft for potential future Nexus points. * Adjustment of first node door's scripting and working parts (thanks to EmorDniLap for the suggestion of animating the clickable regions!)
* Removes test Shaft collider * Fixes part of the path to the lower fan activation under the Shaft floor * Adds the proper PRPs for future large button press (male and female) (thanks to Hazado for setting this up!)
* Visual fixes for parts of the Shaft * Added back missing geometry * A few collision fixes for the upper floor of the lower Shaft * More Intangibles content texturing
Suggestions from CalumTraveler: * Added collision to caldera-tunnel entry "bottleneck". * Fixed arch UV and vertex coloring in node 1-Shaft tunnel * Various UV fixes in bottom of the Shaft. Suggestions by Tweek: * Adjusted bottom of Shaft mesh to connect the spiral path. Ladder no longer needed. Suggestions by dgelessus: * Node 1 wall collision tightened up to keep avvie out of collision. * Fixed collision for the middle door to keep avatar from falling out (door still has no collision - later wiring). * Constricted cam movement for camera on Shaft side of first node door for better 3rd person control. * Aforementioned Shaft bottom fixes, which include fixing the protruding door frame to lower tunnels. * Other collision fixes to keep the avatar from adventuring TOO much. * Fixed counterweights that were off in space after the last parented object animation fix. * Fixed mirrored D'ni text on the corkscrew pillars for the raised floor. * Fixed elevator call levers (will wire in Phase 3). Suggestions by cjherkeless: * KI Dispenser properly blocked to keep avatar from inserting their head. * New blocker for lower elevator rampart(s?). * Collision added to block off railings and D'ni text circular pillars. * Moar blocking in the Ti'ana cave to keep the camera controlled. * Collision adjustments to keep the avatar from getting stuck in parts of the cave. * Adjusted some collision to keep avatar out of the wall in tunnel after Ti'ana cave. * Fixed Ti'ana cave pool mesh showing open space.
Changelog: Suggested by CalumTraveler: * Given the avatar reflection can't seem to be fixed, I'm lowering the visibility of the reflection to see if that works better. * Fixed a seam in the rock wall at the bottom of the shaft. * Added tops to the struts along the rock wall. * Another attempt to adjust the lower tunnel's collision (hope it works!) * Fixed intersecting collision at the start of the spiral path at the bottom. * Adjusted spiral path mesh to be a bit less jarring as the path grows wider. Suggested by TGMChrist: * Fixed some UV mapping at the bottom level of the Great Shaft and under the raised floor. Suggested by cjherkeless: * Adjusted collision around lower pillars to keep avatar in bounds. * Sealed the back walls of the D'ni text pillars. * More adjustments to bottom of lower elevator struts. * Replaced unnatural darkness near D'ni text pillars (it was just an all black texture) * Added new collision for both avatar and camera behind D'ni text pillar at stairs leading up to elevator. * Blocked off walls between main chamber and blue/yellow button rooms. * Removed a bit of collision that may have been affecting the avatar and camera (and adjusted some to help with the latter) in the Ti'ana cave. * Added a camera collider to entrance from Ti'ana cave to tunnels. Note that we've been having trouble with all Ages with low ceilings and the first person camera, so this fix may not be possible at this time without adjustments to the client or PhysX itself. * Gave collision to node 1 door's upper ring. * Added collision for top outer ring of Great Shaft past the railing.
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It begins!
This will be the official branch for my Descent restoration project.
A few things to remember:
Things to try:
age.setsdlbool dsntYeeshaPageMusicPlayerVis true 0
into the console)age.setsdlbool dsntCalendarSpark05 true 0
into the console). Note that this won't make your KI flash if you've already gotten the spark from the original Descent.age.setsdlint dsntKILightFunc 2 0
into the console). While the "sputtering" version of the machine can be turned on using1 0
instead of2 0
, the sparks do not appear due to lack of particle effects in Korman. The KI Light itself will still function as expected for both.Note that these being wired already doesn't really conform to my own Phase system...I just couldn't help myself. 😜
I have set up a Google document to catalog any bug reports into one central location. Feel free to add to it if you find something off as we go: https://docs.google.com/document/d/1QW5bTXHBP0LgOecxvq7yNnAn2N71XxcgA_YxiBokgo4/edit?usp=sharing
Any and all suggestions are most welcome as this is a community effort. For now, enjoy!