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Allow multiple controller inputs to do the same action
this would be helpful for mapping c buttons to buttons as well as the right stick, and possibly other things too
Mirror shield is missing a part with Direct3D
pathway to hyrule castle disappearing
Disable drops/items timed despawn
[Enhancement]
It's always been really stressful to me how, as soon as an enemy drops some rupees, hearts, bombs, etc. you better drop what you are doing and rush over to pick them up before the EVAPORATE. this was probably done for RAM limitations or something back in the day, but is totally unneeded now I'd bet.
A slider in the debug menu to make things stay a specific amount of time, or a multiplier, or just a toggle that makes them stay until you leave that map zone, would be great for reducing the pointless stress caused by making items appear in the world.
Headphone setting is completely broken.
FOV Sliders for 3rdP Targeting, 3rdP Normal, and 1st Person Views
[Enhancement]
Sliders, perhaps in the Debug menu until a better in-game options menu exists, to set the default values for the Field of View in the various camera modes. Perhaps a range from 60 to 110, which seems standard in games these days.
Game loads in debug mode regardless of settings
After playing the game in debug mode and then disabling the debug features, the game does not want to load without the debug features turned on anymore.
the ini file shows that debug mode is disabled, however the in game input viewer(not the SOH one) is present, and my save file loads as the map selection screen from debug mode.
If I turn debug mode on from the options bar and back off again, this seems to correctly disable it, so itβs not game breaking by any means. It is a pain though. Even after doing this and saving, the game does not load correctly.
wishlist: randomizer support
Dungeon Maps not updating correctly
Navigate pause menu using dpad
seems to be a common request on discord, would be cool to see implemented
Is there a license for this work?
Sorry, I can't find any.
OTRGui freezing for long periods of time.
Usually on 48x85_static
Toggle [like Fast Text] To Speed Up Climbing, Block Pushing, and Chest Opening Animations
[Enhancement]
Like the original slow text, some of Link's animations slow the pacing a lot, especially in the case of these constant interruptions. Here are some animations that could benefit from having a speed-up option [maybe options for 1x, 2x, 3x, 4x]:
-climbing vines and ladders
-pushing and pulling blocks
-opening large and small chests
-bottling an item
-unbottling an item
-King Zora moving to the side
Perhaps there are other tedious repeated animations that would benefit from having this toggleable flag as well.
Ability to use zip or 7z archives instead of MPQs
I'll probably take a crack at this myself later, but I figured I'd open a formal issue in the meantime. It would be really useful to be able to package mods as 7z or zip files, and would probably reduce confusion. I know there's tooling for MPQs, but it's just an extra unecessary step. From what I've read, the main reason it's using MPQs is because using a Blizzard archive format is funny, which is...kind of a terrible reason.
Toggle HUD visibility
[Enhancement]
Minecraft uses F1 I think, to toggle its HUD, allowing for prettier screenshots to be taken. It would be nice to have a Function hotkey in SoH to toggle the HUD visibility for immersion or better screenshot-taking. Even better would be a cycling function, where certain elements are disabled in sequence, until none are visible, then pressing it again brings them all back.
for example:
if press F3:
1st time: disables map overlay
2nd time: disables bottom half of screen HUD
3rd time: disables top half of screen HUD
4th time, toggles the entire HUD back on
If this also disabled text boxes if visible, it's be extra awesome for getting screenshots during cut scenes.
a Toggle to disable all z-targeting and cutscene black bars
Enhancement. Would be a nice feature to have.
Map doesn't update between rooms
a Debug Toggle/Slider Preventing Defeated Non-Puzzle Monsters from Respawning for Longer
[Enhancement]
It's annoying killing all monsters in a hub room, going one room over, coming back, and having all those enemies back in your face. in some cases, where enemies exist to help refill the consumables you need for a nearby puzzle, it makes sense, but otherwise maybe they could respawn after three rooms, or four, instead of immediately upon leaving the current room. I'm not totally sure how this is tested for in-game (time + number of screens crossed, distance, etc.), but it would be great to actually be able to clear out a dungeon, or at least have them respawn less often when you just defeated them all in an area.
Instructions for Keyboard users only?
Any guidance for keyboard/mouse users? If so, how does one configure the shipofharkinian.ini file?
(Specifically, what keys do what)
I've figured out the following:
typical WASD
X=Enter
C=Back
Thanks!
Improper mapping of gyro axes on dualsense controller
When connecting a dualsense controller via USB, the gyro aiming vertical (pitch) axis responds to the yaw axis of the controller, and the horizontal (yaw) axis responds to the roll.
Footage of the behavior: here
Lens of Truth effect & Sandstorm should handle resolutions other than 4:3
Option to toggle OFF (Bilinear?) texture filtering
Enhancement. The option to toggle on/off bilinear texture filtering/blurring, to instead render sharp square pixels using nearest neighbor/closest/point filtering. For some older 3d games with low-res textures (Metal Gear Solid on GOG with mods is another good example), this can look better than the intended blurred version and also aid pixel artists in understanding how the textures were made/painted.
invisible cursor when fullscreen DirectX
Trying to use the F1 menu to adjust volume or something while in fullscreen its quite hard. It would be really nice to show the cursor when the menu is active or map the menu to controls
OTRGui outputs a large number of unneeded warnings.
Hookshot z target attack, cancels on watery floors, wearing iron boots in water temple
Playing through the water temple. Hookshot can z target and fire just fine with iron boots on, but not while underwater at bottom of water. discovered fighting the first underwater clam enemy. when firing the hookshot (only while targeting) it just keeps canceling the attack i'm trying to do, making it impossible to fight the clam as intended.
this may not be water temple-specific.
Lighting broken in grave cutscene
The darken lighting or fog in this scene is absent. As well as some effects missing and overlaying issues. It's even worse in the day
Running on windows 10 SDL2 - OpenGL intel i7 core
Ship.of.Harkinian.SDL2.-.OpenGL.2022-03-23.09-01-31_Trim.2.mp4
How it should look like
lcip.mp4
hide/close console for steam deck
title^
hide or have a option for the console to not appear so that the Steam Deck doesn't keep switching and flashing the screen.
Filtered-0B442433-B0fa-4A14-B87b-0226F5f106cf-1-1.mp4
Phantom Ganondorf dies in 1 hit
Lake Hylia incorrect water level appearance/behavior
Issue: in lake hylia the functional water level can get out of sync with the visible water level
Expected behavior
- as a kid, lake hylia's water level appears high, and link can swim in the high water
- as an adult (before water temple), lake hylia's water level is low, and link can swim in the low water
Observed behavior
- as a kid, lake hylia's water level sometimes appears high, but link can only swim in the (invisible) low water
Reproduction steps
- close soh completely and reopen it
- ensure debug mode is enabled
- use map select to load lake hylia as adult
- ensure the water level is low
- use map select to load lake hylia as kid
- the water appears high, but link can't swim in it
Additional Information
I first encountered this bug with debug mode disabled by:
- going to lake hylia as an adult
- using the console "reset" command
- deleting my save file and starting a fresh one
- going to lake hylia as a kid in the new file
i then made some videos trying to reproduce the bug
Gyro/vibration is not working on Dualshock 4 (new revision) with wireless connection.
But all works fine with wired (but using gyro with wired is not really comfortable).
items that you cannot use due to your age are no longer grayed out as in the original game
zelda animation repeating
First Kaepora Gaebora cutscene can softlock
During your first encounter with Kaepora Gaebora, there's a window of time where you can enter an action input (e.g. swinging the sword, using the C buttons). If you do so, something breaks and the camera doesn't stay on Kaepora Gaebora when he flies away and instead returns to Link. At this point, no controller or keyboard input works and Link is unable to move. If you make sure to only hit the A button during this interaction, you can avoid the issue.
I'm running on Windows 10 version 19043.1586 using the D3D11 backend.
Here's the save file I can reproduce this with:
oot_save.zip
Set Language (Changing language not working bug)
Hi, I was trying to help someone out who wanted the game to be in German, I knew that game has a debug function to set it to French, English, or German so I attempted to help, however I was having trouble getting the game to accept the inputs(as they needed to be entered from the 3rd controllers input) and at one point was able to set it to French but was unable to replicate it.
Anyways the main reason im making this post here is that it would be great if instead of having to set this from the debug functions if it could be entered from the SoH console instead.
OTRExporter shouldn't accept the wrong rom
A "take screenshot" Function hotkey
(Enhancement)
Currently when in fullscreen, taking a screenshot via dropbox renders out a black screen (in OpenGL mode, I think).
it would be nice to have a built-in hotkey for rendering out a screenshot like Minecraft does with the F1 button (maybe F4 or something?). perhaps with a toggle that prevents it from capturing the hud if toggled on. would be great for allowing people to easily take pretty screenshots, which could increase hype and interest in the project.
Vismono needs to be implemented.
Would allow cutscenes to be grayscaled & sepia.
Linux PR Status Tracker
Title says it all :) I don't know how feasible it is to have a build for Linux/Mac systems. But would be lovely to have.
Can't add tags myself so feel free to edit or close
Best regards
Denny
Controller axis inversion
this has been a common request on discord
by default, aiming/c-looking in oot is inverted (joystick down looks up, joystick up looks down). this can be counterintuitive for people accustomed to games where the opposite is true (joystick up looks up, joystick down looks down)
the controller mapping in shipofharkinian.ini
doesn't differentiate between movement joystick input and aim/look joystick input, so inverting aim without inverting movement is not currently possible
Phantom Ganondorf remains after dying (Direct3D 11)
phantom ganon's model lingers until the end of the cutscene when it should disappear before that
Support the rest of the cutscene commands.
This specifically is causing a lot of sequences to be played incorrectly.
The Fullscreen hotkey (F10) doesn't work with DirectX graphics backend
If you remove sdl from the .ini file so that it uses the DirectX backend, the F10 key to enter and exit fullscreen no longer works. The only way to use fullscreen is to hard-code it in the .ini, which means the only way to toggle it is to close the application entirely.
Skip text when picking up an item for the first time
[Enhancement]
A toggle to skip or prevent a few tedious repeating texts/fanfares:
-CONSUMABLE ITEM FIRST TIME PICKUPS: picking up generic consumable items for the first time. I know what a deku seed, deku stick, deku nut, magic bottle, and a blue rupee are, picking up a small key, picking up another gold skultula for example. stuff like this qualifies as "first-time player tutorial info." and should be toggleable to prevent it.
-SONGS: being forced to sit through the whole ocarina song you just played, before its effects happen, AGAIN. a button to skip through this would be nice, even if it keeps audibly playing until done. Wind Waker HD added something like this; you don't have to listen to the whole song again, just play then immediately change the wind direction again. nice.
In-game UI uses Gamecube textures instead of N64
This doesn't help you if you've actually hooked up a N64 controller.
It only helps if you are actually using a gamecube controller.
Additionally, different versions use different controller parsing that wouldn't work on an n64 controller.
The switch control scheme is closest to a normal xbox360 controller.
There should probably be some way to get back to n64 colors. or maybe even alternate prompt schemes.
Keyboard remmaping
Someone can help about how to change the default config inputs Z(44), B(46), A(45) to for example K, L, Γ (ABNT2 keyboards)?? It's being quite hard to play running with W,A,S,D closer the Z,X,C buttons. Or if in future will be added a interface option to remapping the inputs.
washed out/grey link in ToT exterior
Various graphics rendering issues
How Morpha appears in SoH:
How it would look correctly rendered:
Bongo Bongo's effect issue in Kakariko Village CS (likely caused by more issues than just noise):
How it would look correctly rendered:
Keys in SoH:
How it would look correctly rendered:
Piece of Heart's in SoH:
How it would look correctly rendered:
Red Ice in SoH:
How it would look correctly rendered:
Rupees in SoH:
How it would look correctly rendered:
Warp Crystals in SoH:
How it would look correctly rendered:
Spike enemies in SoH:
How it would look correctly rendered:
Torch Slug's in SoH:
How it would look correctly rendered:
Link on the pause screen in SoH crops out his sword and restricted items do not get grayed out:
Pausing makes the fog go missing from objects/actors in SoH:
Door and grave circle transitions appear as white in SoH while it should be black:
Navi Voice Volume Slider
[Enhancement]
The many volume sliders in SoH are glorious, especially for people like me who are easily fatigued by constant music and fanfares playing during exploration. Navi's voice needs a slider as well, especially since she can randomly yell at you, and it's very stressful. A volume slider for Link's voice would make sense, too, but I'm not sure if that should be a separate enhancement idea.
"Full Day" Length Slider/Multiplier
[Enhancement]
The ability to set the length of a day-night cycle, would be amazing, especially to allow for longer nights for farming even bigger stalchild rupees.
ie
World Time Speed Multiplier:
Real Full-Day Length (24 hrs)
Real Time using system clock (updates upon entering an area where time passes)
0.1x
0.25x
0.5x
0.75x
1x
2x
3x
4x
Another level would be to allow for day and night length adjustment independently. I wish Minecraft had this, since imo Full Days are just too short in MC and OOT.
Skip the Save Confirmation if using B to Close the Menu. (add wind waker-style save/options button to menu instead?)
[Enhancement]
Normally in games, pressing B will close menus the same way as if you press start again. Would be nice to have this in OOT. A dedicated save/options menu button, like the one in Wind Waker, would make using menus more modern and streamlined. It's tedious accidentally pressing B to close a menu instead of Start, only to have the save confirmation pop up every time.
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