Posts by FlashMode

    FlashMode added a new file:

    FlashMode added a new file:

    FlashMode added a new file:

    This thread is for support questions only. It is not helpful for me in developing Realism for people to dig through code and asking lengthy questions, unless it is to find a bug.

    Well, then where can I write about the problems I've found?


    Ok, you don't like when anyone see into your code even if they are indeed problems (whatever the reason, I'll stop)


    But about the 2 stance problems, do you plan to look into it?

    Another mistakes? (at least he looks like it).

    1) In reshallaLO.json file


    The amount of HP of Reshala's right arm is 80, while the left arm is 60. And according to the visuals of this boss, I didn't find any reason make directly right arm increased amount of HP


    2) In knightLO.json file


    The amount of HP of Knight's right leg is 65, while the left leg is 60. And according to the visuals of this boss, I didn't find any reason make directly right leg increased amount of HP


    3) In tagillaLO.json file


    The amount of HP of Tagilla's right leg (70) and right arm (75) does not correspond to the number of HP in left leg (65) and left arm (65). And according to the visuals of this boss, I didn't find any reason make a discrepancy in HP of limbs


    But maybe you have some other thoughts on that. So I apologize if this isn't a mistakes.

    I don't know if that's a mistake or not


    But I think it is worth to inform you about it:


    In the mod.js script on line 468 (and 611 line for mod.ts) there is a check for SAIN installed. The problem is that the check specifies "Solarint-SAIN-ServerMod", but the original server folder in the SAIN is called "zSolarint-SAIN-ServerMod"

    Found a couple of bugs in the 0.13 version of Realism Mod. Both have to do with "stance"


    1) A very minor bug.


    If you aim from a weapon and at that moment press the "melee hit" button. Then the character will make the animation of the hit, but the actual position will remain in the "aiming mode".


    This can be understood by the display of the character's movement speed. When we are in the aiming mode, the movement speed is reduced by half, and just when making a "melee hit" from the position "in the aiming", we get that visually the character has left the aiming mode (when he made the "hit"), but in fact he still remains in the "aiming mode".


    To normalize the character position, it is enough to re-enter the aiming mode, or change the stance to Active Aim (only it stance reset character position)


    Here are steps to reproduce the error:


    1) Take out the weapon

    2) Enter aiming mode

    3) NOT leaving the aiming mode, press the melee keybind


    2) And this is already a pretty nasty bug


    If we have the alternate pistol position OFF, therefore changing from main weapon to pistol then pistol position does not reset to default.


    This creates a situation where, for example, our main weapon is in the High Ready stance and without leaving this stance we switch to the pistol, then our pistol will also be in the High Ready stance and it will be impossible to shoot in this case


    This error occurs ONLY if the alternate pistol position is OFF. If the alternate position is ON, this problem does not occur.


    Here are steps to reproduce the error:


    1) Change in BepInEx menu param "Enable Alternative Pistol Position And ADS" from "true" to "false"

    2) Take out the main weapon

    3) Switch to High Ready / Active Aim / Short-Ready / Low Ready mode

    4) Without leaving these stance mode, switch to the pistol



    Two videodemonstrations this

    FlashMode added a new version:

    Quote

    First of all, I want to express my gratitude to DrakiaXYZ <3


    Changes:

    • Add compatible with DLSS method
    • Now mod agnostic of the SPT version (i.e. compatible with future versions SPT, much appreciated to DrakiaXYZ)
    • Improved Switch Sampling - for now only for usually SuperSampling (not FSR1|2 or DLSS), this change remove black screen when entering into optic scope

    Known Issue:

    • Not compatible with SurroundDOF option in Amand's Graphics (idk how to fix it so far, it's beyond my capabilities ?()

    Tested on 3.7.0 and works fine

    FlashMode added a new file: