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Lock into PS3 sprites #39
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Here are a couple potential solutions I've been considering.
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I ended up doing it a little differently. In summary here's what i did:
Thankfully I didn't have to touch the secondary state AssetManager.UseNewArt because on after setting up default flags or loading the flags, AssetManager.UseNewArt is synced up, so consistency is enforced to the best of my knowledge. Let me know if you're alright with this approach. I've created a branch and pull request in the assembly repo. |
Looks good to me! The piece that sets the default art style on new installations to ps3 sprites would probably be good to add in the main series, too. |
True, that's a good idea. Then at least new installations for people playing the first time will get it. |
Included in v5.0.0 release. |
Technically no matter which sprite set is toggled for the console arcs, PS3 sprites are the only sets that actually display since they are the only ones available and because of a fallback mechanism when the game is loading sprites. However, if the game is set to steam sprites mode, then lipsync will not trigger. This is especially problematic because the player has no way to tell that this is the case; all they'll see is that lipsync isn't working. Let's hack something up on the DLL console arcs branch to make sure ps3 sprites are initialized as the art style, and disable the P key so it stays locked in.
There's no way to safely initialize this from the scripts because there's the Buriko script flag GArtStyle, and then the DLL code has a class with an art style state to it; it would probably be disastrous for these to get out of sync. Pressing P or toggling from the options menu changes both, so it's safe. But just a script command to SetGlobalFlag(GArtStyle, ....) would be unsafe. So something has to be done on the DLL level.
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