[Release] Alt HD - Update #2

Gingerale01
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Re: [Release] Alt HD - Update #2

Post by Gingerale01 » Fri Nov 10, 2023 7:23 am

Started to experience crashes in Felwood and Winterspring

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Dannic
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Re: [Release] Alt HD - Update #2

Post by Dannic » Mon Nov 13, 2023 8:12 am

"If textures are white, restart your game and turn off ImpulseBooster if it's enabled."

I add this problem, i just restarted the game, anyway what do you mean by "turn off ImpulseBooster if it's enabled" ?

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Dannic
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Re: [Release] Alt HD - Update #2

Post by Dannic » Mon Nov 13, 2023 8:16 am

Because of pvp, or about how interact with the world (herblism/mining...) i congrats you for the work but i dislike the three addition that lead to stuck us movements.

Could be possible to have a simple mod that improve grass/bush/three textures without change their position or add new ones?

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Dannic
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Re: [Release] Alt HD - Update #2

Post by Dannic » Sat Dec 09, 2023 8:27 am

Question with this mod (that i like much) the vegetation distance view is very limited, so distance at medium range in elwin i see only green flat texture on the ground, why? it is the choice? could be nice to can change to max distance view in option as in vanilla (with this mods it don't change anything)

Qqalading1127
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Re: [Release] Alt HD - Update #2

Post by Qqalading1127 » Mon Dec 25, 2023 12:26 am

Aurperes wrote: Fri Oct 27, 2023 1:12 pm Image
This is near BB entrace.
Image
This is near Rebel camp
same issue!!

Sparrowolf
Posts: 3

Re: [Release] Alt HD - Update #2

Post by Sparrowolf » Fri Dec 29, 2023 12:48 am

Just wanted to say I absolutely love this mod Vidooo, and looking forward to your future work on it. That's all, just wanted to show you some love and let you know your work is appreciated! <3

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Yanchev
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Re: [Release] Alt HD - Update #2

Post by Yanchev » Tue Feb 06, 2024 7:54 pm

Great mod in my opinion!

I'll try it when we have a final stable version of it.

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Dhrazar
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Re: [Release] Alt HD - Update #2

Post by Dhrazar » Fri Feb 23, 2024 11:24 am

Currently Turtle WoW is not playable with this mod. I got constant crashes in Winterspring, for example when I'm on the way and come closer to Everlook. Same for other zones, when flying to.

Journeyman
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Re: [Release] Alt HD - Update #2

Post by Journeyman » Sat Feb 24, 2024 1:48 pm

Dhrazar wrote: Fri Feb 23, 2024 11:24 am Currently Turtle WoW is not playable with this mod. I got constant crashes in Winterspring, for example when I'm on the way and come closer to Everlook. Same for other zones, when flying to.
Had the same problem.
Most common is when flying from moonglade to darnassus, almost always a crash

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Leordian
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Re: [Release] Alt HD - Update #2

Post by Leordian » Wed Jul 10, 2024 7:33 pm

Would be nice, if someone would implement this in the TurtleHD Patch.

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Redmagejoe
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Re: [Release] Alt HD - Update #2

Post by Redmagejoe » Thu Jul 11, 2024 3:12 am

Leordian wrote: Wed Jul 10, 2024 7:33 pm Would be nice, if someone would implement this in the TurtleHD Patch.
I have no intention of doing so nor continuing support for patch-B of TurtleHD given that all environmental assets are going to be handled on the Team side with the Unreal client coming out next year. I can't imagine given the announcement there will be many people spending the time and energy on environment asset mods.

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Leordian
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Re: [Release] Alt HD - Update #2

Post by Leordian » Thu Jul 11, 2024 7:52 am

Redmagejoe wrote: Thu Jul 11, 2024 3:12 am
Leordian wrote: Wed Jul 10, 2024 7:33 pm Would be nice, if someone would implement this in the TurtleHD Patch.
I have no intention of doing so nor continuing support for patch-B of TurtleHD given that all environmental assets are going to be handled on the Team side with the Unreal client coming out next year. I can't imagine given the announcement there will be many people spending the time and energy on environment asset mods.
Thank you for your reply! Are you planning to make a texture and asset mod for Turtle 2.0?

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Redmagejoe
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Re: [Release] Alt HD - Update #2

Post by Redmagejoe » Thu Jul 11, 2024 6:14 pm

Leordian wrote: Thu Jul 11, 2024 7:52 am Thank you for your reply! Are you planning to make a texture and asset mod for Turtle 2.0?
If by that do you mean will I continue to maintain or update patch-A (characters and creatures), then I will certainly do my best to help the Team port it to Unreal assets, but after that point, maintaining it on the Unreal side would be difficult.

I may be able to work out an arrangement with the Team to continue making updates to MPQs and allow them to handle the Unreal porting, but once Turtle no longer supports the old vanilla client, it would be impossible for me to test any MPQs.

Hopefully, by that point, someone on the Team takes the reins, or I may need to finally dive into Unreal development just a wee bit.

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Dracarusggotham
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Re: [Release] Alt HD - Update #2

Post by Dracarusggotham » Thu Jul 11, 2024 6:23 pm

Redmagejoe wrote: Thu Jul 11, 2024 6:14 pm
Leordian wrote: Thu Jul 11, 2024 7:52 am Thank you for your reply! Are you planning to make a texture and asset mod for Turtle 2.0?
If by that do you mean will I continue to maintain or update patch-A (characters and creatures), then I will certainly do my best to help the Team port it to Unreal assets, but after that point, maintaining it on the Unreal side would be difficult.

I may be able to work out an arrangement with the Team to continue making updates to MPQs and allow them to handle the Unreal porting, but once Turtle no longer supports the old vanilla client, it would be impossible for me to test any MPQs.

Hopefully, by that point, someone on the Team takes the reins, or I may need to finally dive into Unreal development just a wee bit.
The continued support to this mod was compromised with or without Unreal Client, the new visual updates to the Goblins and in general to the characters make unviable the updates with every patch.
Plus, this mod always gave me a lot of crashes.

Hacerio
Posts: 4

Re: [Release] Alt HD - Update #2

Post by Hacerio » Fri Jul 12, 2024 10:22 pm

Hey,

For the Warlock quest "Heartswood", this patch makes the tree model too big and it is literally impossible to interact with it and complete the quest - I had to temporarily disable the patch.

grimmg93
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Re: [Release] Alt HD - Update #2

Post by grimmg93 » Wed Sep 04, 2024 2:33 am

Red ridge is way too green. just my humble opinion, i think red ridge's defining characteristic is... well that it has a lot of red. all the green takes away from that and it looks like a different zone almost entirely. once again, just my opinion. More fall colors for that zone, please.

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Akalix
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Re: [Release] Alt HD - Update #2

Post by Akalix » Wed Sep 04, 2024 10:23 pm

Curious if there would be an interest in a bounty on a fork (or original work on original version if OP is interested) with crashes fixed and more zones completed. I could put a decent chunk of tokens on it.
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Lowblow
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Re: [Release] Alt HD - Update #2

Post by Lowblow » Fri Sep 06, 2024 5:41 am

Akalix wrote: Wed Sep 04, 2024 10:23 pm Curious if there would be an interest in a bounty on a fork (or original work on original version if OP is interested) with crashes fixed and more zones completed. I could put a decent chunk of tokens on it.
Yeah mate, do it. The HD mods add a lot to this game.

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