Open Autumnis opened 5 months ago
This also happens when recalling the scout.
I was able to fix this, but it causes issues with the anglerfish lights, so I had to completely disable all the lights which would normally be visible through the fog. Can you test the change before I release it to the public, and let me know if you think it worsens the ambiance in Dark Bramble?
Just drag the DLL into your OWML\Mods\LightBramble folder and replace the existing LightBramble.dll
I left the mod on debug mode, so you will automatically get teleported outside Dark Bramble after waking up.
Tested it out, makes it alot more confusing to navigate with fog on. With fog off there's not too much of a difference. Maybe the fix being toggle-able whether you want the lights or not could work. How does fixing the bug break the lights by the way?
For some reason, if the fish are not allowed to enable themselves for 1 frame when a player/probe enters their sector, the FogLights attached to them don't properly clear the light image on the UI (the FogLight is not just a normal light, it actually puts an image on your UI so that you can see the light through the fog). Because of this, if you try to disallow the anglerfish from spawning, you get stuck with a little white dot image on the player UI forever. I don't really know why the FogLights behave this way, but it probably has something to do with the independent check that they do for when players enter their sector.
Makes sense, having the fix be able to be toggled is my best idea.
Whenever you fire your scout, the anglerfish reappear in their usual positions for a frame. This is a frame too much for these creatures to exist, so I do hope it is fixed.