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96-38 avatar alexchaloner avatar deadofnothing avatar dgarrodc avatar hearth1an avatar johncorby avatar leatryx avatar loco-choco avatar megapiggy avatar pakoito avatar reme-easy avatar terofale avatar tllya avatar trsasasusu avatar xen-42 avatar

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hearthian.thevision's Issues

Text redone

I decided to remake all texts to make it more fit Solanum character. Russian is done, now I need someone to help me with polishing English translation. @AlexChaloner can you help me with it? Here's the link to google sheets (spoilers). Would be nice if you could take a look at everything in English (adaptation)

Smth with vision torch entries

image

"I get this if I use "Find in Map Mode" on "Vision Torch in Damaged Laboratory" entry (new save game). And it shows me another entry in map mode, idk if The Vision or NH bug"

No DLC check

I need to make check for DLC installed in code

Crashes when used with Lore tracker

First of, thanks for the awesome work. The story is very interesting and perfectly integrates into the rest of lore.

There sadly seems to be an incompatibility with the "lore tracker" mod though. When I disable the mod both respawning and the warp both work fine.

Moved the details here since after looking more closely at the logs I am relatively sure its has more to do with lore tracker than the vision

More Solanum spawns

  • Solanum in cave, near writings, Anglerfish sceleton
  • Solanum on Hollow, school ruins

Suggestion of The Vision [Spoilers]

After warping to Blackrock the Solanums of the world should return to normal until you wack her with the vision stick again.

So while she is in "Normal" mode (QM functions correctly) and the mod ending was seen...
She should play her Piano with the rest of Outer Wilds Ventures!

NomaiVR issues

  • no music playing during the vision slides
  • flicker is not working after the vision

MOD Compatibility

Are there any plans or thoughts on Quantum Space Buddies' compatibility?

Exception thrown when invoking star system loaded event with parameter [SolarSystem]

When starting the game through the mod manager I can see "The Vision" in the main menu but upon starting there is nothing in my ship log.

Looking into the log files I can see the following:

9/4/2022 10:29:16 PM: [OWML]: Debug: Got subscribed event: AfterAwake of PlayerBody
9/4/2022 10:29:16 PM: [Vanilla Fix]: Debug: Got subscribed event: AfterAwake of PlayerBody
9/4/2022 10:29:16 PM: [New Horizons]: Debug: Got subscribed event: AfterAwake of PlayerBody
9/4/2022 10:29:16 PM: [The Vision]: Debug: Got subscribed event: AfterAwake of PlayerBody
9/4/2022 10:29:16 PM: [NomaiVR]: Debug: Got subscribed event: AfterAwake of PlayerBody
9/4/2022 10:29:16 PM: [New Horizons]: Debug: Loading config from Z:/mnt/data/games/steam/steamapps/common/Outer Wilds/OWML/Mods\xen.NewHorizons\save.json
9/4/2022 10:29:17 PM: [The Vision]: Message: LOADED SYSTEM SolarSystem
9/4/2022 10:29:17 PM: [New Horizons]: Error: Error : Exception thrown when invoking star system loaded event with parameter [SolarSystem]:
System.NullReferenceException: Object reference not set to an instance of an object
  at TheVision.TheVision.SpawnStartProps () [0x00017] in <92ba5a778ea44f1b8b2d64cd0e3a4c3d>:0 
  at TheVision.TheVision.OnStarSystemLoaded (System.String systemName) [0x0002d] in <92ba5a778ea44f1b8b2d64cd0e3a4c3d>:0 
  at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <469e86e97fa2467ebffe49bbd6086325>:0 
  at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00025] in <469e86e97fa2467ebffe49bbd6086325>:0 
  at NewHorizons.Main.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00726] in <c6d1799113c946db97496d5c56b32e90>:0 

Full disclaimer, I'm playing on Linux so the issue might be caused by this.

This is most likely an issue with New Horizons so I'm going to open an issue there tomorrow. The other mods that use New Horizons failed to add anything to the ship log as well but without any exception.
Mods like NomaiVR, Quantum Space Buddies or Outer Wilds Online work perfectly fine.

The Vision v1.1.0 translations (WIP)

Hey guys!

I decided to rework all Solanum texts and few shiplogs. All this changes should make player feel character difference less from original Solanum and make decisions more logic based.

I made russian and english translation files, tested them and everything was good so far. To make it comfortable for you, I changed translation files for all existing translations so you don't need to translate everything again, just needed fill all "null".

Can you help me with that? All translation files are in translation folder already.
@ShoosGun @Deadofnothing @REME-easy @96-38

1.0.7

  • Make Ernesto quest optional
  • Custom popup about resolution issues (with menu framework)
  • Grammar fixes (in PR)
  • Increase trigger range for Solanum greetings on BH

Need to fix after MegaPiggy pull request

  • If fact known, white hole is still active on QM Eye State
  • If fact known, Solanum still watching for player
  • If fact known, there's still clouds on QM Eye State
  • If fact known, Statue Eyes are still closed
  • If fact known, Giant's Deep core orb is on original 0 position, computer is not replaced and has wrong rotation

Huge lags and thousands of errors when loaded

If I start new game with mod, getting codes, enabling loop with museum statue, then die, game becomes unplayable due lags and errors. Restarting the game helps, but I think it's not a good option.

image
image

Play Test Results

First Batch of Reports:

  • Type: Ship Log Grammar, Location: Quantum Moon, Context: What if: Change text from What if I'll show her to What if I show her.

  • Type: Sequence Break, Location: Quantum Moon: If you bring the vision staff, solanum will not do her normal game animation sequence at all and there is no option to talk to her. This does not occur on a new profile however I have not tried it after triggering "What If" but without a vision staff.

  • Type: Lore, Location: Quantum Moon, Context: Vision Sequence: The vision shows during slides 80-99 that the signal blocker is what alerted the nomai of the eye. From what I can tell, the owlk installed the signal blocker but it was the prisoner disabling that signal blocker for a brief moment that alerted the nomai.

  • Type: Graphical Glitch, Location: Quantum Moon: With larger resolutions(multiple monitors spanned horizontally) OW tends to act a bit weird. In my case during the post-vision sequence where the sky changes, the game kinda glitched out and my viewport was put under the terrain.

  • Type: Gravity Glitch, Location: Quantum Moon, Context: After returning from quantum moon: While walking the gravity is fine but if you jump, you are treated as if you are in orbit rather than on the moon and you get pulled towards the wall and eventually off the moon.

  • Type: Potential Sequence Bug, Location: Quantum Moon, Context: Returning immediately to the eye QM after returning to TH quantum moon: Solanum is still present despite her message on the THQM stating that she is leaving.

  • Type: Potential Sequence Bug, Location: Quantum Moon, Context: Leaving the eye quantum moon a second time: The ship is not teleported back to the THQM like in the first instance.


As I progress through the mod, I will document additional issues/suggestions below


  • Type: Dialogue Grammar, Location: Observatory/Museum, Context: Hornfels' Ernesto Dialogue: Change text from Where's anglerfish to Where's the anglerfish.

  • Type: Unexpected Behavior, Location: Brittle Hollow, Context: Visiting all of Solanum's locations: I pulled out my signalscope while on Brittle Hollow with the Quantum Consciousness channel and got a "Ship Log Updated" but there doesn't appear to be any new information.

  • Type: Sequence Timing, Location: Brittle Hollow School, Context: Gravity crystal sequence after reading the recording: The sequence activates immediately upon reading the last page. This likely doesn't cause issues when "Pause time while reading" is enabled however when disabled, this causes things to occur while trying to read the prompts. This same thing occurred with the other post-recording sequences however this one was probably the most noticeable as it triggered as soon as I viewed the last page. Recommendation: Add/increase delay on post-recording sequences.


  • Type: Sequence Break, Location: ATP Core, Context: Solanum opening ATP: The controls for the ATP are not moved to their updated locations (despite being open, the ATP controls are still set to closed).

  • Type: Quality of Life, Location: The Vessel, Context: Gloaming Coordiantes: The image of the coordinates doesn't seem to map cleanly over the control panels which leaves some ambiguity between which points they map to. I can try redrawing them and seeing if that makes them easier to read (it may not but IDK). Looking at it again, I'm just dumb. It maps over fine but I wasn't paying attention.

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