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dimitrius154

Sacred 2 CM Patch Team
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dimitrius154 last won the day on April 6

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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

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  • ICQ
    440224494

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  • Gender
    Male

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  1. dimitrius154

    Question regarding modding the game

    It depends on the definition of "extensively". Models, textures, animations can be edited, to an exception, at will. 3dsMax 8 + max -> GR2 converter(still available somewhere on the internet, I guess. If not, DarkMatters should probably organize a tool repository, I doubt Granny3D minds) + grnreader98.v2.1 + Norbyte's converter v. 1.9.0 are necessary for models and animations, Photoshop + Nvidia DDS package is necessary for textures. Sounds and music are editable via soundresources.txt and soundprofile.txt. The ability to edit spells via spells.txt is limited. Much of the functionality is only editable via code. s2core.dll + s2logic.dll + s2render.dll The ability to edit quests is somewhat handicapped by the weird workings of the quest.txt and questscripts.txt. Texts are editable via globalreseditor, developed by our colleague Pesmontis, there should be a link to it somewhere onsite.
  2. dimitrius154

    Community Patch 160 Bug Reports

    Not a patch, technically speaking it's a mod. I call it the Addendum. It's a work in progress currently, although there's a released beta version onsite.
  3. dimitrius154

    Community Patch 160 Bug Reports

    Hmm, the skirt? Then it's displayed correctly, per the assigned shader script specifications. Not really surprising. It's AI is trying to cast buffs and it can't, cuz some sh... ehm, flowerhead individual from Ascaron had decided, that buffs are to be disabled improperly upon location change. Sh...,. flowerhead. The fix is present in the Addendum.
  4. dimitrius154

    Community Patch 160 Bug Reports

    The final damage calculation apples the modifier in a (1 - mitigation/100) * 100 * final_damage form. Can't really see, why a diminishing return needs to be applied. The modifier rarity and values should be adjusted instead. I mean, a cumulative 100% Physical damage mitigation shouldn't even be reachable by any combination of items. It's damage dealing part works just like Viperish Disease. There's a reason, why it's considered a Unique/Legendary level modifier.
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. dimitrius154

    Community Patch 160 Bug Reports

    It was, did it myself. It's all about character mask being applied to the bonus in question.
  12. 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.
  13. 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.
  14. 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.
  15. dimitrius154

    Dimitrius's CM Patch Addendum

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