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Sensuki

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Everything posted by Sensuki

  1. upload.ee is timing out for me so here's an alternate URL http://www.filedropper.com/assembly-csharp_7
  2. They should be, it's the global value in the class that governs unit movement. Try it out and report back
  3. Cheers mate, I'll try to keep it up for as long as I am able.
  4. They should be 25% slower, yes. Try it out and report back
  5. It was the first value I set it to, I think it looks miles better than the current speed too.
  6. ah yes those, using absolute (windows) path instead of relative path ?
  7. Launching today or tomorrow? e: I've just been reading what other people have been saying. Josh has posted a few things that will be in the patch on Something Awful and the like. For the record those were: Improved AI - David Szymczyk assigned to write new AI clauses Health system changes Fog of war will be closer Possible Attributes change Larger Quest and Stash UI windows Targeting Reticles Major clothing color for NPCs in combat log Gibs and hit effects
  8. There's not enough space on the current UI for some much needed stuff, which is why I removed some of the decorative borders. In resolutions larger than 720p, the whole inventory screen actually has an extra decorative border around it that is not used in the 720p fullscreen mode (which is what I made this mockup based off) The tabs can also be stylized to look like something from the game, rather than a Chrome tab like my very very bad mspaint version.
  9. The Lanterns on the Bridges and the lights in many of the windows of buildings in the Dyrford Crossing are alight during the day time. It was my understanding that there was a system in place (showcased in PE Update #79 Graphics and Rendering) that would turn these on and off based on the time of day.
  10. I agree, there's like a dozen ways I can think of better displaying the inventory screen. After the next patch I might go to town and do a bunch of different designs. This was just a quick mspaint mockup
  11. Umm, I think it does. It's the global value. Beetles teleport when you pause the game (even Wood Beetles) so feel free to try it out and report back (y).
  12. I think this is necessary to fit in the Damage and Speed values for weapons in the inventory. They need to be there (IMO), that's the reason behind removing the space. That functionality is required. The Stash and Quest Item buttons have been moved because they could be displayed more elegantly IMO. Interrupt and Concentration are combat stats which can be affected by items - that would be a start. I think it's actually important to recognize that players will have years worth of muscle memory from playing the IE games. This is one thing that MICROSOFT FAILED TO REALIZE when removing the start bar and changing the way that users interact with Windows. It is far better to keep things the same because people are used to them IMO. Cheers
  13. Hey guys, I've made a mod that slows down the run speed in Pillars of Eternity to 6 metres / second down from 8 metres / second https://www.youtube.com/watch?v=qsjTEwcHt2o http://www.upload.ee/files/4277442/Assembly-CSharp.rar.html [Note this also contains the 16 Inventory slots mod] Instructions Backup your X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll Copy the modified Assembly-CSharp.dll into the same folder Run the game DO NOT submit bug reports with this installed, revert to default when testing Notes: Will not be compatible with the next patch (will have to make a new one every time) This is a pretty bad way to mod, but we have no WeiDu equivalent atm
  14. I am not sure, as you can't dismiss your party members at the moment. Maybe later on in the BB I will try.
  15. Neither have I, because Rangers are buggy - I will play them more when they are more stable. They don't have to be the same, but they should all be equally viable choices and promote different playstyles.
  16. Not a bug, but will Pillars of Eternity be supporting 4:3 resolutions? I'd like to be able to play on my 22" CRT monitor Also what about 15", 17" and 19" 4:3 LCD screens ?
  17. No those are sorting buttons, read the last bullet point. And the reason I didn't use a portrait at the bottom box is because that will not work on 1280x720 or 1280x800 resolutions. It would be nice if the inventory worked the same as the IE games where it used the portrait sidebar for everything ... but since there's no portrait sidebar and the UI is designed for 720p only with only one set of art assets, I have designed mine for 720p as well. Kinda weird that 4:3 isn't supported at the moment. Those would be good ones. They probably need to be in Character Record as well.
  18. I really disagree with this, The PE Fighter is not more interesting than the IE Fighters. I think the Fighter is inflexible, and I don't find the combat too 'frenetic', but I don't find the combat smooth - it's currently pause with real time, not the other way around.
  19. That would be lame as though. I'd like to see dropping implemented.
  20. For the record, I like per character inventory but I _do_not_ like per character inventory on the same screen. That is a half-measure in my opinion. Either do proper per character inventory with a separate screen for everyone (proper immershun), or just do one shared inventory.
  21. Ah yes, I forgot that. It's tabbed. I'm not a 2D artist so I didn't make proper tab art, but items would be sorted and tabbed by type.
  22. Hey guys, I've made a new inventory mockup for Pillars of Eternity. I have stuck to the 720p window size restriction and made better use of space by removing all unecessary decorative elements and squishing everything together. This will all fit inside the current 720p window that is used for inventory. CURRENT INVENTORY: SENSUKI V2 INVENTORY IMPROVEMENTS / ADJUSTMENTS: 95% of Dead space removed to allow for more room for extra functionality Stash and Quest Item buttons removed to make space for Ground (allowing item dropping) and Weapon Damage and Speed values Weapon sets moved to vertical alignment Party inventory removed in favour of Stash only - design not strictly limited to this - Stash could also be an inventory tab. Other Useful Stat Info added to left pane - showcasing extra space for any other character stats Crafting button shrunk a little bit to fit new pane New pane at top of center and left grids for [Camping Supplies, Player Name, Money] and [inventory Tabs] Character portraits moved to the far right to preserve Infinity Engine positioning - allowing players to use their muscle memory from portraits on left side Item slot columns extended and lots more rows added Inventory Tabs for item types: Weapons, Armor, Miscellaneous, Consumables, Crafting Ingredients, Quest Items - lots of room for more Sort buttons should be changed to "sort by alphabetical, item value ... etc" stuff like that Let me know what you think! Previous Suggestions: Desynchronized Character Movement Version Review v278 bb Cultural Gear Selection Navmesh for AoE Targeting Animations & Model Collision Inventory Mockup Dyrford Crossing Area Design Main HUD Mockup Beta Version Review v257 bb Fog of War Inventory & Item Tooltips Combat Feedback Comparison - some stuff addressed Re-wrote CC Class Ability Descriptions Item Descriptions and Contextual UI Rant Area Map Functions *Addressed* Main UI Tooltip Stuff *Addressed* Selection Circles and Targeting *Mostly Addressed* Vertical Sync *Addressed*
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