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#1 Report | QuoteMultilingual 

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Creator of the event: Event team.
Type of event: Scary stories Sharing Session.
Appropriate levels: All.

Date of the event: Sunday, 30 October 2022 20:00:00 UTC (3 months ago) and Monday, 31 October 2022 02:00:00 UTC (3 months ago).
Expected duration: About two hours.
Meeting place: Anlor Winn Village in Almati Wood.

Homins concerned: All.
Synopsis: Come and scare Anlor Winn itself with your creations or just listen and encourage the storytellers.


Edited 2 times | Last edited by Ghost of Atys (3 months ago)

#2 Report | QuoteMultilingual 

Could we please have the option to opt out of such patches?

It doesn't change core game play and changes to environment are cosmetics so I don't see a problem. OK, few more source nodes are inaccessible because of it but no biggie. And it's a separate issue.

Let's please leave out philosophical debate about why and how devs worked hard to implement and how festivities are time of celebration and joy and ... oysters. Definitely don't want to discuss oysters.

It's a choice. It's easily implemented.

To end on a rhetorical note; what if there were only one homosexual in the whole world and condition was proved beyond doubt to be genetic?

#3 Report | Quote[en] 

Olmo
It's a choice. It's easily implemented.
Sounds great, and it looked a bit more complicated to me. When can we expect to test your patch or pull request on Yubo or Gingo?

Last edited by Elke (3 months ago)

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#4 Report | Quote[en] 

Olmo
Could we please have the option to opt out of such patches?
[...]
It's a choice. It's easily implemented.

This is neither simple nor possible.
Patches for events are not just cosmetic. They can include new graphics, new items or objects, or even corrective patches that are applied at the same time.

In short, we don't really want to make the patching system more complex to handle special cases, but rather to make it as simple as possible so that we can spend more time on content than on setting up content.

Last edited by Ulukyn (3 months ago)

#5 Report | Quote[fr] 

Par contre, il est possible assez simplement et "chacun pour soi" de surcharger les modèles. Je parle bien des aspects cosmétiques, pas du code.

Par exemple, si je n'aime pas les citrouilles dans les tribus, je peux trouver le nom du modèle de la citrouille dans les assets, puis prendre un autre asset (par exemple : le coffre), donner à ce coffre le nom de la citrouille, mettre tout ça dans le dossier "user" de mon profil, et hop ! j'ai des coffres au lieu des citrouilles ! Bonus de ces manipulations : c'est uniquement esthétique, sans effet sur le code, et cela reste un choix personnel (et hautement personnalisable). Ce qui est dans le dossier "user" prends le pas sur les autres assets du jeu.

Siela1915 avait réalisé quelques packs prêts à l'emploi dans ce genre là, ils sont disponibles ici : https://ryzom.siela1915.com. D'ailleurs comme il propose l'inverse (le pack d'Halloween même quand ce n'est pas Halloween), cela facilite les choses : il suffit de chercher ces noms-là dans les assets pour avoir la version vanilla. Et si vous-même faites des bnp prêts à l'emploi dans ce genre, partagez-les dans le forum idoine, cela intéressera peut-être d'autres personnes moins à l'aise pour décompacter les bnp et naviguer dans les assets.
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