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But I will definitely try to fix what I can!
Just going to tack on some points you made in the main comments section too, to help keep a bit of a TODO list for myself:
- Pedestals still let you clip through 1 block walls when running at them.
- Small pedestals complain that they're obstructed when next to walls on the left.
- Large pedestals do the same if a block is above them on the left side.
Finch is a silly bird and I will not fix it, that would require changing the bird's AI which I am hella not touching right now.
edit: also not fixing blaster cannon. It's a minor, hand-related visual issue and I have bigger fish to fry right now. This kind of problem tends to be more involved than expected to fix, too (AKA it takes a lot of time).
edit 2: Apparently you can clip through walls into vanilla beds as a dragon, too. It seems Terraria's line of sight check gets a little wonky with non-standard hitboxes. I'm going to pass this one off for now.
And yes, I'm just one guy doing the dev for this, with some support on the armour art side atm :)
Stuff I did try to fix:
- Pedestals should be a bit less glitchy. Still some edge cases, but it should be at least generous instead of selfish (no more 'obstructed bed' when small pedestals are next to a wall, stuff like that). I can't really find a sane way to fix the clipping through walls or some specific arrangements where you can/can't hop on a pedestal, yet the game thinks the opposite is true in terms of obstruction status.
- I'm adding some special offsets for fishing lines so they can get into the right spot. I can't promise modded fishing line compatibility right now though.
- Golf Clubs shouldn't break the dragon's neck. Yay!
Stuff I ain't fixing:
- Diving gear and its related accessories are internally helmets. I do not stop helmets from rendering, even the odd-looking ones. Not fixing this. I'd have to manually hand-pick every helmet in the game and choose if I want to add it to a blacklist or not.
- Solar flare shield ain't my fault and it's not even that bad imo.
- Robes. Don't wear robes.
- The sniper rifle zoom thing actually does happen with beds, just not chests.
- I ain't fixing the portal gun. Mounts don't even let you pass through portals, at least the big dragon can in the right circumstances (or just crouching).
- Djinn's... I'm not going to try and fix. It makes the dragon look kinda funny tho
- The Royal Scepter is technically a 'balloon' which I allow the rendering of.
- Lilith's necklace and other transformations, to my knowledge, have no sane way to check if they are actually transformations or not. There's a good reason why I disabled mounted rendering by default, and why there's a warning on the config screen that turning the mounted invisibility option off tends to cause visual glitches.
Thank you again for all the reports, and I apologise that I'm basically dismissing over half of them 😅
I do have one actual suggestion: currently, B'ig dragons still show the dragon armors despite the models obvisouly not matching; with how you can use Gems of Shaping to transform back and forth, it would make sense for them to not render while big? No idea how it actually works in the code so no worries if it's impractical
I think I can make it so at least body armour and leggings won't ever render on other dragon types. I don't see any good case where you'd want body armour or leggings from one dragon on the other anyway, but helmets maybe, so I'll leave helmets to always render.
Dragon items will still render normally on non-dragon races though. I try to keep my code from touching the behaviour of non-dragon races as much as possible, so I won't be 'fixing' that for now.
I was trying out the other dependant races (Fishron and Dog) and well, both are capable of consuming the Breath Power Gems despite either not having a breath weapon (Dog) or having one that doesn't scale with it (Fishron) (Although, the Fishron bubble breath and twister might make sense to scale with that?)
Fishron race breath currently scales with max health. I just haven't documented that because its future is still uncertain.
B'ig Dragon leg rendering is a bit janky under the hood, so I wouldn't be surprised if there are little hiccups like that with other mods. I haven't used Directional Melee myself though.
edit: I say 'all projectiles', but I really mean 'most'. I'm aware there are some odd exceptions, like Starfury. The point is: projectiles spawn at hard-coded locations.
I tried playing around with it a while ago, but it had disastrous consequences. I was able to offset the position of projectiles, but then they were aiming NOT at your cursor because the logic for their velocity+direction has already run prior.
At that point, the parameters used for aiming the projectile are not available any more, so it's not possible to 're-align' the projectile's aiming direction in any sensible way.