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dimitrius154

Sacred 2 CM Patch Team
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dimitrius154 last won the day on September 11

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About dimitrius154
 
 
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    Spectral Mercenary
 
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  • 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
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    PC
  • Country
    Russia
 
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    440224494
 
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  1. dimitrius154

    Community Patch 160 Bug Reports

    That's correct. The advice was given during the initial stage of my attempts to get rid of the frequent CTDs. Since then, the useful part of the command's functionality has been included into the game's loading, surface-dungeon transition and area teleportation routines(actually, it's strapped to the loading wallpaper routine). There's no practical sense in using it manually. The CTD event log suggests an incorrect memory block address appellation by the game's memory manager. Are you sure, that you've not installed some "free" utility, or an antivirus some time before? Otherwise, it could be one of the recent Windows updates. Dunno about Win7, but I've encountered a bad memory allocation during a prolonged(3-4 days) active session on Win10. Some executables wouldn't start till PC reboot.
  2. dimitrius154

    Community Patch 160 Bug Reports

    The "sys flush" command invoked manually can still lead to crashes in some instances. I wouldn't recommend using it.
  3. dimitrius154

    Dimitrius's CM Patch Addendum

    Search the Windows Applications Log for the latest error entry regarding Sacred 2, then copy-paste. Blueprint.txt. Some Magic items have rarity other than 5; some Rare items have rarity other than 9. Won't matter, since you are not planning to use rarity dependent names.
  4. dimitrius154

    Dimitrius's CM Patch Addendum

    No, the end-of-line semicolon has no function.
  5. dimitrius154

    Dimitrius's CM Patch Addendum

    Yes, I've updated the package. Now that was not supposed to happen anyway. May I see the log entry?
  6. dimitrius154

    Sacred 2 Balance.txt

    It's "Multiplayer Teamplay", if I'm not mistaken.
  7. dimitrius154

    Dimitrius's CM Patch Addendum

    Thing is, there's a specific check for "speaker_id" value during the "cNPCChatAI" applicability determination. For Orcs, valid values seem to be 7(shamen) and 2(the rest). [EDIT] I now partially understand how the Eliza voiceover system works(ahem, should work). That might allow to restore various cheers, taunts and rumors.
  8. dimitrius154

    Dimitrius's CM Patch Addendum

    It's been bugging me for some time - "why there's no NPC dialog interaction in Nor-Plat, Hissil'ta, or Dyr Lain?". Well, now I know: in a moment of ingenuity typical of Sacred 2 script writing many of the "statist" NPCs have not been assigned speakertype_id's.
  9. dimitrius154

    Dimitrius's CM Patch Addendum

    It is, sorry. Late night. https://drive.google.com/open?id=1OyHi4bbRRs2vhaWfMBymMxtmpfW7Kten Either the ratio in question might not work in the expected way(that is names, generated from lists with ratio set to 0, would still occur), or items with blank prefix and suffix would sometimes be generated(which is the primary vanilla random name generation bug). I'd say, the naming process looks optimal now. Although, I'd advice changing all "normal" item rarity to 1, "magic" item rarity to 5, and "rare" item rarity to 9.
  10. dimitrius154

    Dimitrius's CM Patch Addendum

    Ben, the name generator fix package for d2f is available at https://drive.google.com/open?id=1LqOuHBsv-8bMT60M6Z8-EliBA3kJ5WvH The fix involved tampering with rare,material,bonus ratio, thus the default values are used in the supplied NameGenConfig.txt.
  11. dimitrius154

    Dimitrius's CM Patch Addendum

    Pretty much the same way, as Daggerfall and Morrowind did. An appealing setting and a good storyline. Sacred 2 would be, perhaps, as popular as Morrowind, if the devs had released a world and a script editor back in the day. It's not that the programmers were bad, it's that the project management went awry. Quite a few indications of a lack of communication among those assigned to various parts of the game mechanics code.
  12. dimitrius154

    Dimitrius's CM Patch Addendum

    In fact, I'm almost done repairing that schnapps-borne contraption. Need to add some extra names for the class-specific modifiers and port the fixes to all four supported s2logic.dll versions.
  13. dimitrius154

    Dimitrius's CM Patch Addendum

    OK, so the current state of affairs for the item name generator is as follows: Most boni naming can be made to work in an expected pattern save for those, that have "DMG_...", or "SKILL_" as "spez". Those do not get retrieved before, or during item name generation, only after. "DMG_..." either returns 0(that's why there are many rares with "Bulwark" and "Armadillo" names), or if slots are present, the slot type ID(3 - Bronze, 4 - Silver, 5 - Gold) is returned. That results in poison, or ice related naming. "SKILL_..." always returns 0. Therefore, no prefix or suffix can result from boni with that spez. I can concoct no proper resolution for that problem, but I have an idea, as to how to circumvent it. [EDIT] Hmpf, actually not a single "spez" value except, somehow, the one from the slot bonus is retrieved. Isn't it great.
  14. dimitrius154

    Dimitrius's CM Patch Addendum

    Now that's interesting: the "must sum up to 100" part seems to be false. It's actually 3 probabilities calculated separately. If we take the default 34,33,33 then there's 0.67 * 0.67 * 0.66 = 29,6% chance, that the item's name will have neither prefix, nor suffix. Good to know. The problem with boni connected to BONUS_WEAPONDAMAGERANGE, BONUS_ARMOR and BONUS_SKILL is as follows: the name variation defining parameter retrieval is fundamentally botched. BONUS_WEAPONDAMAGERANGE and BONUS_ARMOR get overridden by BONUS_SLOT, hence erroneous ice related descriptions. If no BONUS_SLOT is present they only return 0 - physical. BONUS_SKILL always returns -1, thus no BONUS_SKILL naming variation is possible.
  15. dimitrius154

    Dimitrius's CM Patch Addendum

    That won't work. There's a reason why there're so many magic and rare items with just item names: the naming function chooses a random(or two random) parameter(s) upon which it bases a prefix or a suffix(or both) of the item. Should the result be "blank", it does not choose others, but leaves an item without a prefix, a suffix, or both. Also, items with the "0_default" material assigned seem to be unable to receive either a suffix, or a prefix.