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Sacred 2 CM Patch Team
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dimitrius154 last won the day on December 14 2017

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About dimitrius154

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  1. Community Patch 160 Bug Reports

    The aforementioned crashes are obviously caused by some on-death event. They don't seem to occur with the patch itself, just EE. The on-death events are: experience gain, kill counter update, loot drop. The last one looks like the most promising candidate.
  2. Community Patch 160 Bug Reports

    Could be blueprint.txt. It's enough to change a single droppable entry to provoke an on-death item drop procedure crash.
  3. Community Patch 160 Bug Reports

    EE drop tables, I think.
  4. Community Patch 160 Bug Reports

    I've just killed Gahanka. No crash. The s2render.dll CTD looks memory management specific. Did you use multiple craracters, or just the Dragon Mage? Did you utilize a specific set of CAs? [EDIT] Killed Gahanka with a Dragon Mage - Dragon Strike attack. No crash. [EDIT] So, it's the EE after all. It is my educated suspicion, that the EE drop tables for these two fellows, contain some non-existent blueprint.
  5. Community Patch 160 Bug Reports

    Interesting - looks like bonus state application function. Do you actually use the patch as is, or did you try merging it with EE v1.50?
  6. Community Patch 160 Bug Reports

    Windows App Log entries, please.
  7. Community Patch 160 Bug Reports

    They could have turned the taskcreature attackable after those though, just like Hegiman. There was absolutely no need to kill them scriptwise, save for some melodramatic effect.
  8. Community Patch 160 Bug Reports

    I think the skill is working. The confusion is caused by an improper term selection in property names and value descriptions. The "Spell Resistance" stat, the "Spell Intensity" stat, the "Spell Resistance" value from the "Spell Resistance "skill and the "Damage" value from the "Ancient Magic" skill are all used in the same convoluted final Spell-based CA attack success formulae: v11 = sCreatureCalc::recalcSpellResistance(v26); v12 = sCreatureCalc::recalcSpellIntensity(v27); v13 = cBalanceMgr::getBaseCrossCheckChance(v12, v11); v14 = (**(int (__thiscall ***)(_DWORD, _DWORD, _DWORD, _DWORD, _DWORD))v27)(v27, 97, 19, 0, 0); - Ancient Magic Skill v15 = (**(int (__thiscall ***)(_DWORD, _DWORD, _DWORD, _DWORD, _DWORD))v27)(v27, 97, v24, 0, 0); v16 = (**(int (__thiscall ***)(_DWORD, _DWORD, _DWORD, _DWORD, _DWORD))v26)(v26, 97, 23, 0, 0); - Spell Resistance Skill v17 = v13 * (v14 + v15 + 1000) / (unsigned int)(v16 + 1000); - final success chance I'd think, it's more like 50%-50%, when dual wielding.
  9. Hmm, I would advise doing the following: install a complete DirectX 9.0c end-user runtime. After that, perform a clean Video Driver installation(not an update).
  10. Community Patch 1.60 Beta Test Release

    Guess, the original reply's got lost in a passage of time. -nocpubinding - allows the sacred2.exe process to utilize multiple CPU cores, which should improve both speed and stability, at least in theory. -skipopenal - disables calls to the game's heretical hardware 3D sound solution, based on OpenAL(Known to cause CTDs from time to time).
  11. Community Patch 160 Bug Reports

    Interesting, the very same error Androdion had once, at the same general location. Must be some kind of a weather effect in the area, I guess. By the way, do you use the original physxExt.zip, or the one from the patch?
  12. Community Patch 1.60 Beta Test Release

    PhysX effects from spells are still present, its just that the leaves, branches, stones, other persistent litter are gone. I would've kept them, but finding out, that, while on ground, they constantly oscillate up/down(up close it looks like a swarm of bugs) was a final straw.
  13. CM Patch 1.60 Hotfix

    Nope, not in spells.txt, but it's unimportant.
  14. CM Patch 1.60 Hotfix

    You mean, without the hotfix in this thread, correct?