PkR
PkR
Hi there, I'd like to leave this feature request for anyone interested now that the project is open source. The network flyout is one of the few remaining aspects of...
This happens in both DC SA1 and in SADX but it would be nice to fix since other NPCs have welds working.  Missing Eggman NPC welds can be seen...
This isn't an issue with this mod, but since it concerns character models I thought you might be interested. There are several character animation problems in the game, here are...
This is an interesting effect, understanding which may help shed some light on the purpose of the floats found in SL files. It appears that setting the following float to...
This isn't necessarily lighting-related, but I thought it would fit the profile of this mod, and it can be implemented with a shader as well. In SA1, when the camera...
Looks like we've just found another cool feature of the original lighting system! Brightness index selection is affected by camera movement, it gets slightly offset when the camera is rotated....
**Describe the bug** As of 1.2.9, the SA Mod Manager leaves a .SATemp folder (in my case it contains an SAModManager.exe) after a Manager update. This has been an issue...
**Describe the bug** The Manager doesn't remember game path if it's typed in manually. **To Reproduce** Steps to reproduce the behavior: 1. Go to Manager Config. 2. Edit game path...
At the moment the Mod Manager doesn't save its window state (maximized or not), window size and position upon exiting, so restarting the program resets to default position and size....
If you place a `mod.ini` in the mods folder without putting it in a subfolder, the Mod Manager will identify the problem correctly and attempt to quit, but it fails...