Comments (10)
Closing this one out; not a lot of activity and this situation is something that has cropped up in the past with other core-gameplay-altering mechanics. Unfortunately, we're not going to be able to make prefabs that guarantee non-exploitability across all Doom mods in existence.
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I believe 11b4668 should address your concern, as well as fixing other fabs that have the same issues. You can grab the files listed in the commit from the repo and overwrite your local copy, or wait until the next release with it folded in. I'll keep this open until you're able to test it.
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Due to the way some use-to-pickup mods work, even some prefabs that are designed normally without the use of these clear textures can be pilfered by just looking at the item through them - a lot of handmade maps out there would also break due to this.
As a better recommendation that's vanilla-compatible at least, I might recommend suggesting to the use-to-pickup mod devs to perhaps allow only picking up something that you're already colliding with, since I believe one of the reasons for this is to be able to select which item you may want to pickup in a tight bunch?
from obsidian.
As an update, the newest zipped package now contains the aforementioned commit.
from obsidian.
As an update, the newest zipped package now contains the aforementioned commit.
Thanks for that, been busy and wanted to wait for all the other content changes for a new zip to be included. I'll get back after a while and edit this post to reflect the sector changes.
from obsidian.
Due to the way some use-to-pickup mods work, even some prefabs that are designed normally without the use of these clear textures can be pilfered by just looking at the item through them - a lot of handmade maps out there would also break due to this.
As a better recommendation that's vanilla-compatible at least, I might recommend suggesting to the use-to-pickup mod devs to perhaps allow only picking up something that you're already colliding with, since I believe one of the reasons for this is to be able to select which item you may want to pickup in a tight bunch?
As far as I recall, no pickup mod or other mod that includes its own pickup behavioral change in some fashion, ever allowed or intended the ability to pick up items through normal wall sectors or other level geometry (kind of like that simple distance check Half-Life 1 has for interactive objects, where it doesn't even run a check for obstructions, allowing a fair amount of skips if buttons/levers/valves etc. are behind thin walls), but I could test Use To Pickup and see if it's as you claim.
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I'm going to close this for inactivity since it's been a while and I believe Demiosis' commit fixed the problem in question. If this isn't the case, please update or post a new comment and I can reopen it.
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Apologies for forgetting about updating my post upon testing, yes, it's fixed, thank you.
However, I wonder if this topic would still be appropriate to use or if I should open another topic, because I forgot to mention that the weapon display prefab (the large windowed UAC emblazoned multi-level carousel display of random weapons) also doesn't use solid geometry, rendering it a massive boon for any mod with range grabs, instead of a visually appealing map fixture. There's also the security bar dropdown wall armory (not sure how else to describe that) but that's more of an abstract midtexture thing that could be plausible for reaching through most bars to grab things, but I'd figure I'd mention it to clear it from discussion.
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Hrum, might as well reopen this as it's sorta related. I'll do that and see what we can possibly do.
from obsidian.
There's also the security bar dropdown wall armory (not sure how else to describe that) but that's more of an abstract midtexture thing . Please elaborate, also a picture will be required
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