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Messages - Vilivikhorith

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1
Miscellaneous Tutorials / Re: A Xubuntu User's Guide to FeralHeart
« on: July 01, 2019, 12:22:10 am »
This is a pretty solid guide if you want to avoid the commandline. :P
Otherwise, if I install into wine's C:/, I just start the game by
Code: [Select]
cd ~/.wine/drive_c/Program\ Files\ \(x86\)/FeralHeart ; wine FeralHeart.exeand yeah, opengl is the better option usually, since wine has to translate all direct3d graphic calls into opengl on the fly (and it is quite performance intensive). It is less bad with the gallium9 driver in wine-staging though.

2
Game Help / Re: Preset Sync
« on: July 01, 2019, 12:09:50 am »
If the mentioned guide is anything to go off of, it looks like you just need to set up BitTorrent-Sync with the right information (the config provided from Raz should get you started, but you may need to modify your file paths. I don't use OSX, but it shouldn't be too different from Linux, they are both unix-likes.) and run it.

I would guess this is a good place to pick the software up (with instructions + their official website): http://macappstore.org/bittorrent-sync/
There are a lot of third party places though.

I am of course assuming the OSX bittorrent sync is very like the linux one. :P

3
Game Discussion / Re: Priorities
« on: June 26, 2019, 11:15:33 pm »
It doesn't hurt to consider that maybe there isn't much to be transparent over. :P This game is highly unlikely to see any updates anytime soon that isn't like, new maps unless someone wants to go and fix up and compile a new FH or sumfin'.

Though I would suggest that perhaps we should cut out the middle-man, there's a lot of word of mouth going on here, which uh, probably is going to make people jump to conclusions. A good way for lots more transparency would to make some staff threads where there's discussions visible to all, but of course read-only to normal members. That way you get your info straight from the source!!

MOTS this is your one and final warning if you even entertain a situation like this again you will be booted.
now that's just in poor taste. let us discuss!!

4
Game Discussion / Re: Hello!
« on: June 18, 2019, 10:24:52 pm »
Unfortunately, a code update is not likely to happen for awhile. :P It is a problem most definitely with the game's executable. See: https://forums.ogre3d.org/viewtopic.php?t=70206

The game just can't handle UTF-8 right.

5
Game Help / Re: Crashing issue in certain maps? (HELP)
« on: June 13, 2019, 08:45:15 am »
Do you use any item packs? They've been known to cause crashes for particular users when particular items are loaded (and they load upon map entry or when someone enters with such items). Of course, if you are truly add-on-less, I could only guess some kind of issue with RAM. If you don't have 2GiB installed and no paging file, that'll probably do it. You can run memtest or something to make sure your RAM isn't going bad. Have you noticed any other pattern? This isn't a lot to go off of.

6
Game Help / Re: FH HD problem
« on: June 10, 2019, 09:17:27 am »
Judging by the error provided -- you are missing d3d11.dll (or it is missing a particular symbol as referenced) in your load path somewhere. Did you install the newest version available of the directx redistributable? If FH HD included the dll, be sure to copy that also (I doubt it did though). Alternatively, you could disable the ENB modification. d3d9a.dll is the dll it uses for injection I think.

7
I used to play Impressive Title back in the day. After the servers were no longer public, I heard about a new project in the works, so I kept an eye out for it (as I did very much enjoy the IT, rip) and here I am. I remember it all being so very exciting. :P

8
Game Help / Re: Keyboard Issues
« on: June 05, 2019, 06:34:12 pm »
If you got any water-based liquid on the ribbon that's usually on the inside of laptops (+ some USB keyboards), it'll oxidize which pretty much kills those keys forever. The best solution would be to replace your keyboard, but until then, you can use an on-screen keyboard I believe for the keys that no longer operate.

9
Duplicate particles can also exist within the fho files. If a system is ever defined twice ANYWHERE, you will crash. That means if two fhos define it, it also causes the error. Particles are only loaded from fho files in Exports/ when you enter their maps, so it won't crash on startup.

That aside, I've noticed that maps have some oddities with loading maps quite oft; objects won't display for others and such. I think the game just isn't managing the objects in memory properly, kinda like how there's a 255 limit in the number of markings you can use. You may have to fiddle with how your object groups are set up (use fewer, possibly). Unfortunately, I do not believe there will be a simple catch-all solution here.

10
Game Help / Re: Model of map/area into mesh?
« on: April 05, 2019, 10:21:31 am »
In theory, this is entirely possible and many games do just this rather than taking a heightmap image. Infact, a heightmap terrain is a mesh itself, it is just generated from a 2d map into 3d. With an actual mesh, you'd also be able to have caves without a loading screen. The only issue I can see is having geometry that is too complex (many vertices) for the vertex collisions that FeralHeart does with meshes, which I imagine will have quite poor performance on something large and complex. If that's the case, you can try using similar but less complex geometry for collisions (this won't be too good for hills though).

As for the generation of a 3d model from heightmap for Blender; perhaps there is some (Blender) addon that does that. If not, perhaps I will get curious and give it a try.

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