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TeacupAngel

Vintarian
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TeacupAngel last won the day on July 19 2023

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  1. Hi there! Thank you, I'm glad it feels so close to the actual thing. That's very high praise! It's been a very long time since I got to shoot any bows myself, I'm happy the inspiration has made it through Oops, that is out of date info actually! The bows have been swapped for a while now, with longbow having the highest damage, but recurve being much quicker to draw, a bit easier to aim, and the best bow overall for mounted shooting (if you have a mod like Feverstone horses). I figured the longbow might stand for a very high poundage line infantry bow, while the recurve might be a somewhat lower poundage horse archery/skirmishing bow. I need to fix that misleading text
  2. Hi there! This issue will be fixed in the version. Until then, you can still knap these stones by pressing Ctrl+Shift+RMB instead of just Shift+RMB
  3. Hi there! This error usually means that the mod requires a newer version of the game than what you have installed. Make sure that you have VS 1.17.11 if you have Bullseye 2.4.2, and that you aren't trying the newest Bullseye test release for 1.18
  4. Oh goodness, I haven't had as much time lately and really let this thread get away from me. Sorry about that, folks! Thank you for the report! Unfortunately the fix didn't make it into 2.4.2, but I'm working on it right now and it will be in the next release There's no difference in damage. Yellow means that accuracy is still low, so the reticle might twitch out of the way at the last moment. But if you are willing to take that risk, you can take a snap shot and still deal full damage. No sweet spot with more damage, you can take a good amount of time to take aim if wanted. Eventually all this will be in an in-game guide, but there's a lot of other important things I need to get done as well. And if I'm going to make a guide, I want to do it properly ^^ I'd love to do that one day, I've already even made some early plans on how I'd go about a system like that! But sadly it's like you say, it'd be a lot of effort to add when the game has no support for anything like this yet. And it's a question if it would even be fun to play with at this point - as it is, the exact position of creatures can be out of sync between the client and the server (that applies even to singleplayer since your computer runs both the server and the client.) I imagine it would get frustrating very quickly if the server judged your perfectly aimed shot to be a hit to the foot or something like that, haha. From what the devs say, 1.19 is supposed to be a Dejank 2.0 update. Maybe it will be more viable for me to introduce a hitbox system then, we'll see!
  5. Thank you very much, that's genuinely quite helpful! I released a new version of the mod just a few hours ago that might hopefully be the one to fix the issue for good. I'd definitely recommend updating if you can
  6. Thank you for letting me know! I'm still looking for log files from someone who has this issue - if you could send me client-main.txt and client-debug.txt from the Logs directory after the bug happens (an easy way to find it is to click the Open Mods Folder button in mod manager, and then going one directory up), that would be incredibly helpful and allow me to fix the bug much faster Without that I can only try and guess how to actually fix the issue, since it never actually happens to me no matter what I try By the way, you might be able to get your spears back if you place a block over where they are. That should make the game think they hit the ground, and let you pick them up
  7. There's no config to just turn off these mechanics, as they are pretty integral to the mod, but you might be able to edit the files to make it . If you unpack the mod as a directory in your Mods folder and go to then go to assets/bullseye/patches, you should see three important files, itemtypes-tool-bow.json, itemtypes-tool-spear.json, and itemtypes-tool-sling.json. At the top of each of these is the parameters for each respective weapon type. In each, you should overwrite these three values, or add them if they are missing: cooldownTime: 0, horizontalLimit: 0, verticalLimit: 0, verticalOffset: 0, That should make all weapons behave like spears usually do in Bullseye, with the mouse being locked to the centre of the screen but the reticle still swaying around a bit. If you want to get as close to vanilla as you possibly can with its random spread, you can also add this: aimDrift: 0, aimTwitch: 0, projectileSpread: 5, That will completely lock the reticle to the centre, and give the projectiles 5 degree random spread. All these changes will also completely throw balance out of whack, of course, so it will be up to you to change it to your tastes. I'm afraid you'll have to help me out here, what is BHT? Edit: Ah, someone tipped me off that you likely mean Better Than Heresy. Yes, there's probably a conflict there, since from a glance it does the exact same thing Bullseye does, adding high-tier spears and a spear casting mold. I'll see about adding compatibility to the next release
  8. That actually does help more than you might realise, thank you! So if I get it right, whenever the bug happens, the player loses the reticle but can still keep shooting, and each shot they make after leaves a projectile stuck in the air for everyone. If that's the case, I can actually start piecing this together now and the issue is in some of the code I was suspecting the least. Dang haha Sorry I put this on you, I know you want to have fun playing the game and not be my personal testers for these issues. Thank you so much again
  9. Well, this is frustrating. I spent almost 15 hours in the last week trying every combination of mods, in-game situations, and single-/multiplayer I could think of, but I still can't get any of the issues to happen on my end. The spears all fly as they should and there's no crashes either. I appreciate your help everyone, thank you. Sadly it does feel like without a dedicated QA tester to help me reproduce the issue I might just never get it to happen at all. Frankly I need a break after all this anyway. I'll add a lot more error checking to the next version of the mod, so hopefully most of the issues should be resolved even if I never figure out what the issue itself is. It's a lot of tedious work though, so it will only be coming for 1.17. Sorry for the inconvenience.
  10. Thank you for telling me about this issue! This is a real headscratcher, I have never seen that happen once before, and now within a day or two there's quite a few people talking about seeing it too. If I can ask, what version of the game are you running, what other mods do you play with (if any), and how did you get the bug to happen? (By the way, CompatibilityFix really shouldn't have anything to do with this. All it does is basically tap VS on the shoulder and say "Hey, don't forget to load the compatibility files!" It stops doing anything before Bullseye is even loaded, so the chances of it affecting this bug seem astronomically tiny)
  11. Thank you for the list! I tried a few likely suspects but no dice so far, everything played together perfectly nice. I ran out of time to test for today unfortunately, Tomorrow I should have more time to try it all and see if I can finally get the crash to happen
  12. Hi there! Sorry about the crashes, I'm afraid I need more information though. I tried lots of way of getting killed when aiming a bow on my test server, but never had this crash happen. Can you please post the entire log, or if not, then at least the entire list of mods used, the version of the mod and the version of the game itself? I'm afraid there isn't much I can do about this without knowing more.
  13. Sorry about the issues! I now have a mod out (https://mods.vintagestory.at/compatibilityfix) to fix the bug that causes it. I'd recommend anyone who plays with AnMiTech, Weapons Pack Gamma, Primitive Tools, Lichen, and Ore Crystals to get the mod, as it will make mod compatibility work better. It's even useful for other mods like Bricklayers and its compatibility with CarryCapacity!
  14. It'd definitely make things easier for me balance-wise as well. I still want to look at it again in the future, and maybe cheat a little if I need to, haha - add an extra row of voxels to fit three more arrowheads in, maybe. Whoops, that recipe was meant to be turned off, haha! Thank you for letting me know. It's not really a secret, just very much unfinished and untested so I haven't really talked about it yet. I'll remove the recipe in the next patch until it's done, but it should be safe to keep it around so I don't think you need to get rid of it if you've already made one or more
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