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dimitrius154

Sacred 2 CM Patch Team
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dimitrius154 last won the day on July 1

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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

Profile Information

  • Gender
    Male

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  1. dimitrius154

    Dimitrius's CM Patch Addendum

    It's in the works, not released yet. A rather substantial update, but takes time to complete. I actually intend it to be the final version, provided no flaws are found.
  2. dimitrius154

    Dimitrius's CM Patch Addendum

    Technically, yes. There never was a Polish version of the Addendum, therefore some strings are going to be missing or incorrect. I should also mention, that what's currently posted is an alpha. The beta is currently in later stages of development.
  3. While being consumed by the Addendum project, I've came to hate the annoyance of having to set certain checkboxes and setting parameters both in 3ds Max and in Grnreader utilities. Also many models and animations require an additional utility, Norbyte's GR2 Converter, since Grnreader contains critical deficiencies regarding jaws, eyes and certain animation curves. Thus I've concocted some optimized version of tools, useful for more or less streamlined work with Sacred 2 models and animations. Not for novices, intermediate to advance modding practice is required. Link: https://drive.google.com/open?id=1lxjbda8z4dJVAQgvx0NcIDyh3NKk69Qb Password is 12345.
  4. dimitrius154

    Sacred 2 Community patch 1.60 help

    The effect function was disabled codewise. The shaking in Sacred 2 was as bad, as in Sacred 1. A constant annoyance factor. Not to mention watching at a shaking screen for extended periods of time is a sure way of providing your local ophthalmologist with a steady income, at your expense.
  5. dimitrius154

    Dimitrius's CM Patch Addendum

    That's correct. The AI ignores any value set in the "cost_level" and "cost_base" and spams the spell invariably, unless a cooldown value is present. Yes, it would, unless used against players in Deathmatch. Yes, a sound idea, I agree.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
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