Llama8
-
Posts
3,853 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Downloads
Calendar
Posts posted by Llama8
-
-
Nice DB!
I think I probably like these two the most.
-
Ok, in Explorer how do I turn off the shiny on the left side of Explorer. I liked XP's folder hierarchy & really don't like Libraries/Homegroup/Current User...
So, how do I go back to what worked & wasn't broken in XP?
-
Student editions may have slight differences.
Apparently not 'cause that's what I've got.
Now I need to make it not boot up slower than my previous (relatively new) XP install.
-
And now I have to go through all the tedium of re-installing everything...
Thanks for the help guys, once I realised that the DVD with the 32-bit version wouldn't boot, I knew that the issue was making the DVD bootable, rather than the specific version it was trying to install.
-
I think the problem is that Nero didn't create a bootable DVD, since I checked the 32-bit version onto a DVD & that wasn't bootable either, though obviously the installer did work from XP 32-bit.
So, the next question is how to get Nero 8 to create a bootable disk...
-
It dl'd as an img file, which I mounted with Virtual Clone Drive & then burnt with Nero. But then when I tried to boot from it the BIOS said it wasn't a bootable disk...
The 32-bit version works fine & I wondered whether I'd be able to upgrade from Win7 32-bit to 64-bit? Or whether that would require a bootable DVD as well.
-
I bought Win7 from here, but apparently it's an upgrade version not a "proper" install, so when burnt to a DVD it's not a bootable disk so I can't install the 64-bit version.
Any ideas if I can upgrade from Win7 32-bit to 64-bit after upgrading to the Win7 32-bit?
-
As a following on from this thread & Pesmontis' thread here, where he talks (briefly) about the two types of animation files:
Two main types of SMD files exist:- the socalled SMD reference file;
- the socalled SMD sequence file.
Only the SMD reference file is important for our purposes.
An SMD sequence file holds animation data. This type of SMD file is not used in this tutorial.
An SMD reference file contains a mesh, a skeleton (with one or more bones), a 'skin', and texture information.
The sequence file interests me, I've tried to make a few CAs into buffs (Incendiary Shower, Deathly Spears & Ragin Nimbus), but the animations aren't conducive to being a buff (at best the animation plays through once & then the buff ends itself, at worst nothing happens depending on what spellcontroltype & spellClass you've chosen), so I wondered whether there was something in the sequence file that tells Sacred 2 to repeat the animation for those files that Ascaron made for the buffs.
Would anyone with the knowledge be able to poke about in the files to see if there's a flag or something that tells Sacred 2 to repeat the animation or something similar?
-
On Fridays I work at nuclear simulator. It's an exact replica of the actual control room. Recently we had Nova/PBS come in and take a tour. They made up an interactive panoramic view of the control room. There's quite a bit more than what is shown and I'm responsible for maintaining all of it. Any and all changes made at the actual plant have to be duplicated here. Hope you all check it out. Make sure to click on 'Launch Interactive'.
I must admit, there is definitely an urge to start mashing buttons at random...
-
Yeah, I can do that, this was just a trial. I'll try get a new version up tomorrow some time..although its mothers day...gotta spend the time I'm not at work keeping her happy
No problem mate.
Would you mind sending me the files for the other ones & I'll see if I can get them in-game.
Edit: For Mines, I've always thought of this image, maybe with a mushroom could in the background? *shrugs*
-
I was more thinking of an invisible line down the middle of the icon with the left side being a blue backgroud & 1/2 a white flame & the right side being a white background with 1/2 a blue snowflake.
-
No, that's still not possible without editing the exe or the dlls (when you'd then run into issues with the copy protection...Also, does this mean you worked out the issue with the game labelling the CA info?
And are you after any help with modding the Combat Arts for other classes or testers or anything?I definitely need help with balancing &/or ideas/suggestions.
I was thinking for the Elemental Fury one, maybe an icon kinda split in half with half a flame on one side & half a snow flake on the other? *shrugs*
After you guys have done the icons I'll then need to work out where to put them & zip everything up into a nice easy (for the user & myself ) installer.
Edit: I forgot to mention, thank you all very much, artistic stuff has always been beyond me so I'm very glad that you're all a)good at it & b)willing to help me out. They all look good & I'm interested to see what else you can come up with.
-
I will, but I'd prefer to do that when I've got updated icons.
Though if I don't get any in a few days I'll post it anyway.
-
I tested several times with a level 75 high elf with 74 points in Ancient magic. I killed several known monsters such as wolfs and Elves and noted the damage. I then applied the single point into Ancient Magic (for Mastery) and repeated with the same monsters and saw a much greater increase in spell damage than what the tool tip indicated.
Possibly, I tried it once with my single elf that hit 75 & didn't see any particularly material increase in damage at mastery compared to level 74. *shrugs*
*ponders* Doesn't one of the log options detail all of the combat details, including damage & mitigation by channel? If so, that would be a simple way to check...
-
Okie dokie, these are the CAs that I've changed & therefore the ones that I need new icons for. I've "tweaked" some of the other CAs, but not enough to completely change their appearance/function.
Lost Fusion:
Furious Emblazer -> Napalm, an Area of Effect fir-based CA like the original Furious Emblazer, but this creates a pool of fire. Probably doesn't need a new icon.
Archimedes Beam -> Fusion Mine, the TG throws a trap on the ground that does fire damage to all in reach. This does need a new icon.
Source Warden:
Fiery Ember -> Elemental Fury, Fire/Ice damage Area of Effect like the original, probably requires a new icon.
Icy Evanesence -> Temporal Flux, a temporary party buff for run speed & chance to evade, with various buff mods.
Untouchable Force -> Summon TG, summons a TG to fight by your side (the behaviour still needs a bit of work though).
So if anyone can help by providing me with some new icons to go with the above, that'd be far better than using the original icons.
Edit: I'm having a final play through to make sure that the CAs are doing what I'm expecting them to, then if Gogo doesn't mind, I'll upload it here for everyone's perusal (though I've barely started on the other classes).
-
Ancient Magic doesn't actually lower resistances, it reduces any Damage Mitigation that a monster may have, though I don't think that many have it, the only ones that I know have it are the Ice/Poison/Fire/Earth Lord bosses.
-
Yeah, my request is probably more worthy than yours.
-
Take a number llama...r00 saw my request first!
I've posted the request in a separate thread & I'll update it with what I need when I get home.
Alas, my artistic skills peaked at the "stick man" stage (no offence to Stick ).
-
I'm making a mod (based on the CM patch, so it'll have all of that goodness in it) & I've so far changed a number of the TG CAs, including the descriptions, but one thing that's beyond my skills is creating new icons for them to be used in-game.
I'll post a list of the CAs that need their icons replaced when I get home.
Thanks.
-
Sacred 2's hungry for fan art r00. Looking forward to this!
gogo
And on that note I have a request for some Sacred 2 gfx/skins/whatever myself (a handful of CA icons to be used in-game to be precise)...
-
As for the "sense" it makes: I think that the often postulated theory is true, that sufficiently complex and highly evolved technology is not distiguishable from magic. The difference between technology and magic is only the knowledge of how it works. Go back 50 years in time and show someone a current iPad and see what he/she will say to that...
Precisely the argument I used on the Devs back in the beta, they didn't take it though.
-
I thought the RpH on Jolting Touch was an absolute modifier (since it doesn't have "_rel" as part of the token name, rather than a % modifier? And it's per pulse, so at level 1 (with the mod chosen for a total of 0.7s, or 7%, or whatever it is), it would give a total of 3 pulses for 3x whatever it regenerates.
-
Not to self: PAY ATTENTION MORE NEXT TIME!
Thanks guys, I'd not noticed that they do drop now. Some are legendaries & the others are uniques...
-
I am pretty sure I am right about this, but to confirm (since you cannot pull tool tip info for it I'm aware of), damage lore also effects the projectile as well, correct? This way as far as use for the battery you can hit for two or more damage types.
Yes, since it's easier (kinda) to get multiple-elemental damage batteries than for most other weapons (except pistols, which the TG can also use) you can use the battery ranged attack to proc multiple elemental effects more easily. In Ice and Blood, Damage Lore affects non-weapon based attacks as well as weapon based attacks (& the battery ranged attack is a weapon-based attack).
Sacred 2 Ice & Blood : Area of Effect King/Queen !
in Sacred 2 General Discussion
Posted
It has changed a fair bit...
Blazing Tempest & Radiant Pillar are very good (BT more so TBH), & Destroyers is very effective, though not really Area of Effect per se IMO.