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dimitrius154

Sacred 2 CM Patch Team
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dimitrius154 last won the day on September 20

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About dimitrius154
 
 
  • Rank
    Spectral Mercenary
  • Birthday 12/05/1983
 
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
 
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  • Gender
    Male
 
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6,536 profile views
 
  1. dimitrius154

    Dimitrius's CM Patch Addendum

    English and Russian are supported as of now. Though I technically speak German, I'm not experienced enough to make a nuance quality translation. Also, some tricks applied to ensure proper text coloration require the language in question to be able to support certain phrase masks. English and Russian fit, German supposedly fits, French and Italian do not. The rest are, supposedly, even less compatible, especially Hungarian, Chinese and Japanese. Sometimes I wish, that the Towel of Babel event never happened.
  2. dimitrius154

    CM Patch 1.60 Hotfix

    As a proper Community Patch, yes. All further fixes and additions are and will be part of either Diablo Fallen, or the Addendum mods.
  3. dimitrius154

    CM Patch 1.60 Hotfix

    I doubt the CM Patch proper is going to receive further updates. The mods, however, are.
  4. dimitrius154

    CM Patch 1.60 Hotfix

    Negative, a specific code section in s2logic.dll. And the shimmer is not only a texture, but a preset shader(yes, it's that ugly).
  5. dimitrius154

    Sacred 2 Enhanced Edition

    The projectiles are generated, server- and clientside, at [ATTACK], [ATTACK1], etc. breakpoints defined in animation.txt for the specific spell animation. The process is performed during the animation, not afterwards, and is interruptible.
  6. dimitrius154

    Sacred 2 Enhanced Edition

    Unfortunately, those are hardcoded. The coloration and the opacity are embedded in s2logic.dll AND s2core.dll. Could make them transparent, though I hardly see the benefit. Using float text tactical statistics has become somewhat of a standart for non-FPS games in recent years.
  7. dimitrius154

    Sacred 2 Enhanced Edition

    I do. The wiki is in for an overhaul, if the Addendum fires, that is. He-he, "with the naked eye" is the very definition of "perceived". Okay, anims vary in length and they don't have that important [ATTACK] parameter set a the same point(take a look at "animation.txt") and IAS is not absolute, but relative to the currently played animation. Skills, right? Doesn't work at all. That's why I changed that description part. Nope, that was an additional info. Hmm, somehow I manage to make people uneasy, or mad by making certain statements, that I never intend to be insulting. Had been a problem for years
  8. dimitrius154

    Sacred 2 Enhanced Edition

    The weapon, or spell IAS you get from items are the same properties you get from support spells, Fervor included. The perceived difference may stem from the fact, that normal and CA weapon attack animations are not of the same length. Their "deal damage" frame time also differs. And IAS is relative to the animation played. Also the non-Addendum Inquisitor is a unique poor choice for attack speed measurements, since his animation blending time is always 0 in vanilla(it's 0.25 sec. for everyone else), and 10 times less than any other character(0.01 vs. 0.1).
  9. dimitrius154

    Sacred 2 Enhanced Edition

    False: you can still up your attack rate up to 150%(170% with the Fervor active). That's substantial. In fact, few games allow that much. If I recall correctly, Diablo II unmodded has a cap of 100% increase. Oh boy, the can of worms that would unleash.... Especially in multiplayer, due to server-client desync bugs... By the way, the only reason you have the ability to cancel normal attacks is the animation blending routine(it's about timings and mouse clicks).
  10. dimitrius154

    Sacred 2 Enhanced Edition

    Correct. The vanilla cap is 1500. That's 2,5 times ~= 2,08 attacks/sec for a median animation. 1500 + 200 = 1700 = 2,7 times ~= 2,25 attacks/sec. You'd need a timing device to see the difference. I doubt there's a bug. Fanaticism gives 150 at level 1 and 500 at level 101. That's... not much.
  11. dimitrius154

    Sacred 2 Enhanced Edition

    Casting speed affects spell-based CA's. Whether a CA is spell-based is controlled by the "causesSpellDamage" flag. The rest are affected by the weapon attack speed.
  12. dimitrius154

    Dimitrius's CM Patch Addendum

    Yes, that was me trolling the Light-aligned characters: "Thou shalt forfeit loot and feel warm and fuzzy about being mighty noble at not helping the misguided poor bad Boss expire." It might be tied to the property itself. We'll see.
  13. Yes, it's a desync between the client and the server executables of the game. Sometimes up to 5 minutes can pass before it goes away. It's a vanilla bug, that was only resolved(I believe) some months after the CM Patch 1.60 release.
  14. dimitrius154

    Dimitrius's CM Patch Addendum

    Thing is, hostiles for the quest part 934 - S_DE_7_HI_G_nn-Classquest helfcq_nq4.1 are spawned by 3 subquests: 935 - S_DE_7_HI_G_nn-Classquest helfcq_nq4.2 continues_quest_id = 934, continues_bookentry = 934, precond_quest0 = { quest_dbid = 934, queststate = 7, }, 936 - S_DE_7_HI_G_nn-Classquest helfcq_nq4.3 continues_quest_id = 832, -- seems out of place continues_bookentry = 0, precond_quest0 = { quest_dbid = 935, queststate = 7, }, 937 - S_DE_7_HI_G_nn-Classquest helfcq_nq4.4 continues_quest_id = 832, -- seems out of place continues_bookentry = 0, precond_quest0 = { quest_dbid = 936, queststate = 7, }, Then there's 938 - S_DE_7_HI_G_nn-Classquest helfcq_nq4.5 continues_quest_id = 934, continues_bookentry = 934, precond_quest0 = { quest_dbid = 934, queststate = 9, }, }) The sequence does look unusual.
  15. dimitrius154

    Dimitrius's CM Patch Addendum

    Hmm, are you sure it's the first mob, not the second one?