VoidArkMods / QoLPlus

ARK: Survival Ascended mod. Adds quality of life changes.
GNU Affero General Public License v3.0
17 stars 12 forks source link

Texture bugs... ect #5

Open ScottWollman opened 9 months ago

ScottWollman commented 9 months ago

Finally got the S+ stuff in ASA! Looking forward to seeing the full development and completion of this mod! That said I've found a few things that could use touching up...

QoL+ Farmer's clothes are too small for its body, his muscles are meshing thru..

Nanny Looks ok except for part of the face where it seems very shadowy (or transparent?) this seems to be the same as on the Gardener, however it is VERY noticable on the gardener.. If you look at the side of her head, you can see right thru it (and the inside of her eyeballs...yikes!). I would suggest a new player pawn (or dermis?) be created for these structures, tho I know that's easier said than done.

Omni tool has a floating pack of C4 attached to it also in 1st person... it's not being held in the player's hand in 3rd person, instead he does hold out his empty hand >.<

Air conditioner is shorter than the new 'vanilla' model, but takes up slightly MORE floor space. Description still reads "smaller, thinner model" I don't know how much fortitude it provides compared to vanilla now...

Structure pick-up mode on the gun isn't highlighting the pieces you point it at, also you cant read the mode setting on the gun itself ...

mutator: Change mode function on the wheel menu doesn't allow you to select a mode, but it DOES cycle to the next mode if you open the inventory to check. You really can't see a change from the wheel menu

wall torches and standing torches are missing thier settings menu and do not have an inventory (which doesn't matter if there's no fuel req, but i've included info anyways)

feeding trough: show range/hide range IS WORKING in single player :)

will continue testing :)

I hope you find this helpful :D

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VoidArkMods commented 9 months ago

Hello, and thanks for the issue creation: it's very descriptive and is valuable to organize fixing them!

I plan to dig deeper into the models of these 3 structures in particular to make them cleaner and more customizable. For now, the focus is on the functional bit, those issues being more cosmetic they have a lower priority than some other issues, but will eventually get fixed!

The left hand part of the OmniTool will get fixed soon. It's a valid issue and won't take long to fix.

I completely forgot that the AC was expected to be smaller, to be honest :D Thanks for the reminder. I'll figure out something.

The sub-mod display of the MultiTool is an annoying problem: we don't want to risk spaying a dino instead of setting it to mating just because it wasn't clear what was the current sub-mode. Hinting properly at the currently selected sub-mode is high on the priority. The highlight of aimed structures/dinos is slightly lower, but still planned.

I managed to reproduce the Mutator mode selection from the radial menu issue. I plan on making radial menus better in general, by reviewing them one by one, adding icons, etc.

Wall Torchs and Standing Torchs were the latest migrations in the mod, as they looked functional. They are very low on the priority list.

As some range display are a bit weird on other items, I plan to review all of them and leverage the new way of displaying ranges.

VoidArkMods commented 9 months ago

The OmniTool C4 and the MultiTool highlight of the target have been fixed as part of CurseForge version 12.