[Release] Alt HD - Update #2
Re: [Release] Alt HD - Update #2
"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" ?
I add this problem, i just restarted the game, anyway what do you mean by "turn off ImpulseBooster if it's enabled" ?
Re: [Release] Alt HD - Update #2
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?
Could be possible to have a simple mod that improve grass/bush/three textures without change their position or add new ones?
Re: [Release] Alt HD - Update #2
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)
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- Posts: 3
Re: [Release] Alt HD - Update #2
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
Re: [Release] Alt HD - Update #2
Great mod in my opinion!
I'll try it when we have a final stable version of it.
I'll try it when we have a final stable version of it.
Re: [Release] Alt HD - Update #2
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.
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- Posts: 3
Re: [Release] Alt HD - Update #2
Had the same problem.
Most common is when flying from moonglade to darnassus, almost always a crash
Re: [Release] Alt HD - Update #2
Would be nice, if someone would implement this in the TurtleHD Patch.
- Redmagejoe
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Re: [Release] Alt HD - Update #2
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.
Re: [Release] Alt HD - Update #2
Thank you for your reply! Are you planning to make a texture and asset mod for Turtle 2.0?Redmagejoe wrote: ↑Thu Jul 11, 2024 3:12 amI 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.
- Redmagejoe
- Posts: 1156
- Likes: 16 times
Re: [Release] Alt HD - Update #2
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.
- Dracarusggotham
- Posts: 501
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Re: [Release] Alt HD - Update #2
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.Redmagejoe wrote: ↑Thu Jul 11, 2024 6:14 pmIf 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.
Plus, this mod always gave me a lot of crashes.
Re: [Release] Alt HD - Update #2
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.
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.
Re: [Release] Alt HD - Update #2
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.
Re: [Release] Alt HD - Update #2
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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