Jump to content

dimitrius154

Sacred 2 CM Patch Team
  • Content Count

    458
  • Joined

  • Last visited

  • Days Won

    17

dimitrius154 last won the day on April 6

dimitrius154 had the most liked content!

Community Reputation

116 Fine

About dimitrius154

  • Rank
    Spectral Mercenary

Previous Fields

  • Favorite pizza topping
    cheese and sausage
  • Why do you want to join DarkMatters?
    Modding community participation
  • All time best video game ever played
    Fallout 2
  • Real Name
    Dmitriy
  • Platform
    PC
  • Country
    Russia

Contact Methods

  • ICQ
    440224494

Profile Information

  • Gender
    Male

Recent Profile Visitors

5,757 profile views
  1. dimitrius154

    Community Patch 160 Bug Reports

    I remember dealing with the issue. Some items(and item Subfams) don't have entries in soundprofiles.txt, and by some digital logic quirk are assigned some random item sound group.
  2. dimitrius154

    Community Patch 160 Bug Reports

    Since I'm reworking the "_zw" animations for the restored "Fist Weapons" skill anyway, this issue will be fixed. Seems like one of the dual-wield unmounted Seraphim animations is broken as well. The right hand weapon gets disconnected and floats away. Hmm, they DID have a testing crew at Ascaron, didn't they?
  3. dimitrius154

    Sacred 2 Enhanced Edition

    For the interested: the Dragon AI has a certain specific check for spells used in land, or aerial form. If the spell name contains "enemy_dragon_fly", it's used in the aerial form ONLY, of not, it's used in the land form ONLY.
  4. dimitrius154

    Community Patch 160 Bug Reports

    Does not seem to be a logic issue, but rather a world editing issue(some sectors have been erroneously left walkable), just like floating items in Blood Forest. This can't be fixed unless our colleague Pesmontis manages to release the world editor he's been working on.
  5. dimitrius154

    Community Patch 160 Bug Reports

    Hmm, I see, 3rd post, right. I've changed so much, I no longer recall, what's in the 1.60 Patch, and what's in the Addendum(should've been the Patch, but we quarreled). The issue should be most certainly not be present in the Addendum. You can expect all kinds of issues, IMHO. I'm still discovering bits, here and there, that can only lead to one conclusion. There was NO coherent team management in Ascaron. Total chaos... That they've been able to release a playable game is a, for a lack of a better word, miracle.
  6. dimitrius154

    Community Patch 160 Bug Reports

    That's not true. Critical Hits are effectively random increases in damage, while a chance to disregard armor is a chance for a non-mitigated damage against an opponent. Both boni work for spell-based damage.
  7. dimitrius154

    Community Patch 160 Bug Reports

    It was, did it myself. It's all about character mask being applied to the bonus in question.
  8. dimitrius154

    Community Patch 160 Bug Reports

    I'll be collecting notes on the bug issues for now. Unfortunately, I can't get promoted to St. Ignatius, so I can't split in two. Accessing and implementing mount trinkets takes the priority for now.
  9. It can be edited since CM Patch 1.60(where, I've rewritten it). The four tokens per CA cap remains. You have to familiarize yourself with Ollydbg 1.0.10.0 debugger basics, the Assembler code basics, the Hex-editing basics and the S2rw 1.7 global.res editor basics before this suggestion can be entertained.
  10. There's a static table in 2logic.dll, that controls the amount of displayable tokens(up to four) and the ID's of tokens displayed for every hero CA ID in the game. If those don't match with the token ID's in spells.txt, the info is not displayed.
  11. dimitrius154

    Dimitrius's CM Patch Addendum

    It is, but the process requires an interested person with solid Sacred 2 modding skills.
  12. dimitrius154

    Dimitrius's CM Patch Addendum

    Blueprint.txt, the blacksmith art entries. Editing blueprint.txt is not exactly simple, so you'll need to familiarize yourself with the forum's game script file modding tutorials. It would apply to all mounts: horses, specials, elites.
  13. dimitrius154

    Dimitrius's CM Patch Addendum

    There's a final(sans bug-stomping) change I'm mulling: There's the issue of mount equipment. Restoring saddle equipping is not feasible both for technical(half the necessary functions are not present, not commented out, not disabled, but simply not there) and ideological(we've got elite mounts and it would be a big pain to try and interface the two concepts). There's however an idea of introducing a slot active only while the character is riding a mount, some sort of a charm. Those "charms" would be sold by horse vendors, thus adding a much need variety to their function versus other traders. I wonder, whether that path should be explored, or not.... I'm moderately certain it can be achieved, but would that addition be welcome?
  14. dimitrius154

    Dimitrius's CM Patch Addendum

    The blacksmith arts property selection is not hardcoded and can be edited according to personal preference. Of course, you'll have to invest time into modding.
  15. dimitrius154

    Sacred 2 Enhanced Edition

    Sorry, but I'm currently busy with the process of turning the Inquisitor robes from vertex-animated into skeletal-animated(while borne out of necessity to solve the mounting/dismounting animation glitches, this is also the actual animation-blending solution).
×