Have you updated Yush since it was added? It didnt seem to do anything for me before so I decided I would wait for some kind of update before messing with it again.
Have you updated Yush since it was added? It didnt seem to do anything for me before so I decided I would wait for some kind of update before messing with it again.
Idk, think so, but nothing major.
Is there a method to disable mesh LoD culling to remove models mysteriously changing shape? Distance doesn't seem to do it, unless there's a command I don't know about.
It would theoretically be possible, but we currently don't expose a way to do it. We'll have to dig around in memory to find where it is. You can submit a feature request for that on our issue tracker, as I'm sure some people would be interested in it.
Put a request in on the tracker. I'll see if I can't do some armchair-tweaking with cheat engine to at least try to help.
For those of you that don't know what just happened, Casey_ is asking for Arcon to adjust environmental objects so that they don't do that weird "boom! appeared!" thing. Like when you walk up to a tree and it's a skeleton until you're like 20' away, when it suddenly becomes a tree. Same deal with mountains, but longer range. I have to assume that SE set such strict and short-range limits on it for memory reasons, but with today's PCs there's no real reason to not just force them all to render at a much longer range (besides not being able to figure out how to do it).
have always wanted that to be a feature of DD, never thought to ask though
I am glad someone explained cause i was all WTF'd about what it meant lol
Gearswap error while muling is back, this time is new though. Line 416 in Gearswap.lua
I'm getting a strange thing, don't even know if it's windower related.
You know when you use a command that generates an error (like "/c playername" with said player out of range) or you use a macro with a JA which is not ready yet, you get an error message?
Or a yellow message that says such JA is not ready yet.
Previously I could spam the macro with Pianissimo JA and I would get the error message only once or twice.
Now I get an error message EACH TIME I press the button.
It's the same for everything else.
Is this... ok? I just noticed it but I swear it wasn't like this. I have no clue what's causing it.
I just made a folder in windower4/addons called checkslips and saved the file there with the name checkslips.lua. Then lua l checkslips or lua r checkslips should work, although it complains about something, I forget the exact error. But it works. Also, might want to add 'wardrobe' to the list there, (not sure if that's the correct name, but worth a try) so it will search your wardrobe too. Edit: 'wardrobe' seems to work.
Would it be possible to add a function to Treasury that places items in satchel/sack/case if your inventory is full/near full?
Honestly, I wasn't planning on adding something like that, as it would require adding massive chunks of logic to the addon, unless I blindly move new items to anywhere with free space. Personally though, I'm not sure if this belongs in Treasury, if anything it could be part of a general inventory manager plugin, which Treasury is not designed to do.
If Windower is going to get into deep memory tweaks for graphical stuff like LoD, can you guys also dig into the FPS hack and make it native to Windower? You might have to put some warning on that Shadows: High will destabilize your framerate and the wild swings make the animation speed variance more apparent than <30fps, but hey... Maybe you guys can also see if SE is so stupid as to have integer based frame timing and that's where our 29.4 FPS cap comes from (34ms/frame, instead of 33.33~). Fixing that would probably be more involved though, and just unlocking to 60 makes the dropped frame less impactful.
Mostly, I'd just like to get closer to plugin-free by not needing Run to run the hack.
IIRC, the FPS hack is incredibly simple. The problem with it is that FFXI animations can only run at integer multiples of their normal frame counts. So if you set your FFXI to 60Hz, it'll make twice as many frames per animation. If you have it set to 60Hz and you're lagging down to 30 Hz, all animations take twice as long as they would if you were set to 30Hz and running at 30Hz. Also, because it only accepts integer multipliers, we can't set it to something like 45 Hz (or scale the setting down with your most recent frame period) because 45 Hz (1.5x) defaults to 60 Hz (2x) for animations and you get the same animation lag whenever you interact with an NPC.
The 60Hz thing isn't a problem for people/computer setups that can maintain the 60Hz, but I'm not sure how many people that is, considering that people still post asking how to restore their FFXI-gameboy settings at least once a week because Windower 4's minimum default is too demanding for their computers.