? [sound F/X: source diving] AFAICT, there are no new zones with alternate versions in v1.2, and the new module lists the addon as compatible. Is there something that needs updating?spiralrazor wrote:Can we get an update for this for 1.2?
[v1.0.4-1.0.5] Alternate Zones Option
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Alternate Zones Option
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Re: [v1.0.4-1.0.5] Alternate Zones Option
So in celebration of finally being able to publish addon updates to Steam again, I'm pushing out a few small changes to some of my addons that I've been puttering with. For this addon, v1f won't (if I've done this correctly) have any user-visible changes; I've just done a bit of future-proofing by parsing the game's zone definition files to find the ones that have alternate zones, instead of depending on a hard-coded list. It also fixes a small bug that probably no one but me would have ever even seen: due to a slight mismatched-expectations problem, zones with alternate versions weren't showing up in the Change Zone debug menu.
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Re: [v1.0.4-1.0.5] Alternate Zones Option
So, that change I mentioned above, the one about scraping alternate zone information out of the zone definition files? Well, apparently I got that wrong.
I'm sure it was working at the time, though looking at the code, I have no idea how... Anyway, release v1f.1, just pushed out, fixes this. We Apologize for the Inconvenience.™

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Re: [v1.0.4-1.0.5] Alternate Zones Option
i think its bugged again, with a recent update- trying to use it, in the game options menu nothing comes up.
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Re: [v1.0.4-1.0.5] Alternate Zones Option
[sound F/X: testing] Hmm, I can't reproduce this. What other addons are you using? Do you have a recent logfile for a session with the problem?123nick wrote:i think its bugged again, with a recent update- trying to use it, in the game options menu nothing comes up.
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Re: [v1.0.4-1.0.5] Alternate Zones Option
Well, with no further information on the above problem, I'll go ahead and push out v1f.2 with a few small layout fixes to the Alternate Zones dialog that I discovered while looking for the above problem.
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Re: [v1.0.4-1.0.5] Alternate Zones Option
A suggestion for a update: could you add the choice to not generate the "thunderstorm" modifier in (i think) Old Forest and Daikara
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Re: [v1.0.4-1.0.5] Alternate Zones Option
(shrug) Dunno; I have no idea where or how those modifiers are applied. I'll investigate.jdisk wrote:A suggestion for a update: could you add the choice to not generate the "thunderstorm" modifier in (i think) Old Forest and Daikara
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Re: [v1.0.4-1.0.5] Alternate Zones Option
You could use Minmay's QuickTome: Event Changes. The only event it actually changes is the 'thunderstorm' event... and the change that it makes is to remove itjdisk wrote:A suggestion for a update: could you add the choice to not generate the "thunderstorm" modifier in (i think) Old Forest and Daikara

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Re: [v1.0.4-1.0.5] Alternate Zones Option
Wait, is that where it lives? [sound F/X: source diving] Gyeep. Those things are much harder to manipulate on the fly like we're doing with alternate zones. No, for now I'm going to have to recommend using the Event Changes addon nsrr mentions above.nsrr wrote:You could use Minmay's QuickTome: Event Changes. The only event it actually changes is the 'thunderstorm' event... and the change that it makes is to remove it
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Re: [v1.0.4-1.0.5] Alternate Zones Option
This addon was one of the very first things I reinstalled when I started playing tome again after a long break. Can't live without it!
...unfortunately I have a new PC now so I'm going to have to visit every zone so I can set the forces/blocks up correctly.
I'd ask how to fix that but it's a pretty small ask. I can take lightning punch minotaur *once* more before never seeing him again... 
...unfortunately I have a new PC now so I'm going to have to visit every zone so I can set the forces/blocks up correctly.


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Re: [v1.0.4-1.0.5] Alternate Zones Option
…? I don't think you have to have actually seen the alternate form of the zone in order to block it, just have visited the zone itself. I certainly blocked alt Sandworm Lair and alt Maze sight unseen.astralInferno wrote:...unfortunately I have a new PC now so I'm going to have to visit every zone so I can set the forces/blocks up correctly.I'd ask how to fix that but it's a pretty small ask. I can take lightning punch minotaur *once* more before never seeing him again...

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Re: [v1.0.4-1.0.5] Alternate Zones Option
Darn! I. I specifically rewrote that post halfway through because I'd checked and realised that you didn't need to see the alt form. I clearly didn't rewrite it well enough! I just meant I could cope with the small chance that my first visit to the maze was alt before turning it off forever. xD
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Re: [v1.0.4-1.0.5] Alternate Zones Option
I think you're still covered though; I'm pretty sure you can't get the alt form of a zone until you've seen the regular form at least once.astralInferno wrote:Darn! I. I specifically rewrote that post halfway through because I'd checked and realised that you didn't need to see the alt form. I clearly didn't rewrite it well enough! I just meant I could cope with the small chance that my first visit to the maze was alt before turning it off forever. xD
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Re: [v1.0.4-1.0.5] Alternate Zones Option
So now that there's an addon (that I know of) that defines a zone with an alternate form, I finally had a chance to test whether my zone parsing trick to detect zones with alternate forms worked for addon zones as I intended it to. Unsurprisingly, it didn't.
Fortunately it was easy to fix; that's going out in v1g, along with (an attempt at) support for 1.7's new localization handling. We also sort zones by name in the option dialog, to make it easier to find the zone you want to block.

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