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dimitrius154

Sacred 2 CM Patch Team
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dimitrius154 last won the day on February 25

dimitrius154 had the most liked content!

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About dimitrius154

  • Rank
    Prismatic Enchanter

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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    440224494

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  • Gender
    Male

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  1. dimitrius154

    Sacred 2 Enhanced Edition

    Chances are cumulative.
  2. dimitrius154

    Sacred 2 Enhanced Edition

    It's a bit more complicated. Each of the applicable boni take part in a formula, that determines the toHit chance. Thing is , that description strings call to pseudorandom generator at a different time ,then the attack itself. That's the true reason, why they call chances 'average' in descriptions.
  3. dimitrius154

    Enemies have a delay before spawn

    Try switching characters. Some rare bugs persist between sessions so long as you use the same char.
  4. dimitrius154

    Enemies have a delay before spawn

    Actually, it's a random server-client desync effect for objects and creatures, that can be traced back to the vanilla 2.65.2. The delay is random 10 sec - 5 minutes. The issue, if I recall correctly, is caused by an improper isServer check. It can only be fixed through code editing.
  5. dimitrius154

    Sacred 2 Enhanced Edition

    Correct. Great. These code deficiencies are like pimples. You nail one, another pops up.
  6. dimitrius154

    Sacred 2 Enhanced Edition

    Should not affect the char specific bonus selection, as the 'usagebits' entry's supposed to filter it. That it doesn't do the filtering for 'WEARGROUP_DEFAULT' is new to me.
  7. dimitrius154

    Sacred 2 Enhanced Edition

    That means 'usagebits' can somehow be ignored during item generation.
  8. dimitrius154

    BETA Modlauncher and Modmerge Software [1.01]

    Ah, good to know. The issue's formal description was as clear and concise, as possible. Scripts fail, unless matching pairs of symbols for certain conventions are present. Those symbols are {} [] () "". The question was as to whether it's technically possible to trace and repair missing elements of symbol pairs. I wasn't really asking for the feature. It was a common sense - induced suggestion.
  9. dimitrius154

    BETA Modlauncher and Modmerge Software [1.01]

    This utility has a potential to become a universal fixing tool. However, is it technically possible to determine missing " " [ ( ) ] { } symbols of a pair within a string with a EOS finisher?
  10. dimitrius154

    [Dev] Diablo 2 Fallen mod for Sacred 2

    Grr, my entire praise to Google Translate 'probable' improvement regarding oriental languages of five minutes ago is gone with the wind. I'm so very thankful.
  11. dimitrius154

    Dimitrius's CM Patch Addendum

    Ah, yes, the two-handed Warhammer wielding sleek Elf weakling mage. Would probably make a good parody, then again, I'm no Mel Brooks. [EDIT] Eh, sorry, couldn't help myself.
  12. dimitrius154

    BETA Modlauncher and Modmerge Software [1.01]

    Mixing up entries in the script txt should be enough. Can't spare the time, I'm afraid. Have about 600 animation files to process.
  13. dimitrius154

    Dimitrius's CM Patch Addendum

    These points are valid, or rather, were, before the introduction of dual-wield. The High Elf is currently the only character capable of dual-wielding one-handed wands, which, given the Magic Coup mods, enables her do deal respectable damage - at range. The output outclasses any two-handed melee weapon(and I'm not even taking the property effect on spells into account).
  14. dimitrius154

    BETA Modlauncher and Modmerge Software [1.01]

    It is, I guess, a Notepad text formatting defect. It processes German-specific(as it would Turkish, or Hungarian) symbols in a way, that makes the game parcer ignore the '--' - comment delimiter. Actually, I think, it would, since the text markers are in place.
  15. dimitrius154

    Dimitrius's CM Patch Addendum

    @Flix As I rework the hero character animations, I've come to the conclusion, that the High Elf's "spear weapon" animations have been shoddily implemented at the last moment. But then I had another Idea: since I've developed the dual-wield ability for the High Elf(animations too) which her only weapon-based CA, the Magic Coup, can make use of, is there any sense in keeping her able to use such a weapon type as polearms. She has no CA's, that could've utilized those weapons properly, unlike other hero chars having access to said weapon types. IWhat's your opinion on the matter?
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