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Flix

FDM Moderator
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Posts posted by Flix

  1. @dimitrius154 You may find it useful to look through the original Ice & Blood quest.txt.  It's full of developer comments that Marcus and Czevak must have removed.  Some comments explicitly point out bugs and unimplemented rewards, other times you can read about the intended quest dialogue, scripted sequences, enemy mob composition, and other things that just didn't get completed in time.

    • Thanks! 1
  2. @dimitrius154 Can you tell me please, is it possible for a droplist to be called upon, if it's not a member of a droppattern?  I just noticed that 1528,{ -- Droplist_ab_set_unique is not a member of any droppatterns.  I had thought this was the master list of all unique, set, and legendary items but if I understand things correctly, it's not even used.

    After reviewing some other droplists that are members of dropatterns, I think Droplist_ab_set_unique is actually redundant and obsolete.  I just wanted to know what you thought, before I decided to neglect it completely.

    I have updated these:

    1472,{ -- Droplist_all_weapon_from_rare

    1475,{ -- Droplist_all_armour_from_rare

    1498,{ -- Droplist_all_set

    1532,{ -- Dropliste_minisets

    I noticed minisets seemed to be intentionally excluded from both "from_rare" lists, probably explaining why they're more rare than the full aspect sets.  Nesting the "Dropliste_minisets" inside 1496, "Droplist_all_rare_ARM_WEAP" seemed to address this nicely.

    I also made use of the unused (I think) 1538,{ -- droplist_unique_armor, after removing a duplicate entry and then adding unique batteries and wings.  I think it works quite nicely alongside "Droplist_all_set" within the Droppattern(119,{ -- QuestSetDrop.

    You probably already noticed, that many of the other droplists, such as the various "Drop_weapon_[TYPE]" "Drop_armour_[TYPE]" and "Drop_Weapon_byskill_[SKILL]" are missing various entries, mostly legendaries and sets added in later content, but even some normal and junk tiers are missing in some instances.  Same goes for "Droplist_all_weapon_[TIER]" and "Droplist_all_armour_[TIER]".

  3. Blast from the past regarding Sacred's predecessor, Armalion.  Some dedicated users have resurrected the classic Armalion site from way back before Ascaron acquired the assets:

    Quote

    We are proud to finally be able to release the original ARMALION developer website after it was previously lost for over 20 years! Unfortunately, archive.org stored an incomplete version.

    Have a look: https://armalion.sacred-tribute.com/

     https://armalion.sacred-tribute.com/ECTS

    One notable thing is that there were originally male and female genders for each of the character classes.

     

    This is part of a larger "Sacred Tribute Project" that some fans are putting together.  Here is the quote I saw from their posting on GOG:

    Quote

    The Sacred Tribute project is dedicated towards preserving all kinds of media for the Sacred gameseries.

    Here is a description for the Sacred Tribute Project:
    https://sacred-tribute.com/about-us/

    You can also find us on Twitter where we post interesting lesser known facts:
    https://twitter.com/Sacred_Tribute

    ... and on Youtube where we upload trailer, pre-release footage, development showcases and more:
    https://youtube.com/channel/UCglcbYUtZ1snpYWUeEr-rOA

    You can find us on Discord if you want to contribute or just talk to us. See you soon!
    Have fun in Ancaria!

     

    • Like! 1
  4. On 8/27/2021 at 1:30 PM, dimitrius154 said:

    I'd like to see the actual released content of Diablo 2 Resurrected, first,can a company overcome it's 14-year old systemic flaw, being the question.

    I'm planning to ignore it for D2F, I don't like the thought of incorporating brand new released content into the mod.  Especially with a litigious company like Blizzard.

    May I ask for the current list of spell tokens that may scale with Aspect Lore skills, as well as item modifiers that apply to spell damage-based combat arts?  I'm working on the final release of D2F and am anticipating rebalancing in order to account for the new scaling that will come from the Addendum binaries.

     

    One other quick question: I noticed that the CM Patch removed most if not all of the sound fx from global.res, such as the following:

    0034725588    *cry*
    0034725589    *cry*
    0034725590    *cry*
    0034725591    *cry*
    0034725592    *cry*
    0034920448    <Battle cry>

     

    Is there any chance these types of non-verbal hashes might have actually been necessary for the sounds to trigger?

  5. 4 hours ago, Darius87 said:

    The sacred 2 wiki says that the elite mounts mod is included in the diablo 2 mod, but  I´m in the temple of the gods in the jungle and there is no mount vendor. There is a woman selling normal stuff and a guy in the door of the temple that does nothing. What happen with the elite mounts?

    A few version back I made completing the normal Special Mounts quest OR the Blood Forest mounts quest (A Roof Over the Head) as a prerequisite quest, before the priest will speak with you.  He also has a quest he will send you on before he sells to you.

    • Thanks! 1
  6. 2 hours ago, Deivix said:

    Hi, I ask a week ago about it, but I doesnt get answer, is possible to restore dragon form combat art on the alternate spells module?

     

    Thanks

    Hello!  It is certainly possible, by restoring the original spell entry in spells.txt, the icons in the graphics.zip file, and the text within global.res.  However I currently have no plans to do so at this time.

    • Like! 1
  7. 58 minutes ago, dark471 said:

    OK, so something changed.   Sorry for necroing this threat, but it seems appropriate, seeing my Inquisitor.. is a necromancer. :wink:

    It's accurate that in my mods Enhanced Edition and Diablo 2 Fallen, I enabled the Inquisitor/Necromancer to use shields.

  8. Well I'd appreciate it if you'd forgo the cheap shots to the quality of D2F content.  I'm sure it's frustrating to revise someone else's work to your own standards, but we did the best we could with the models and no one's forcing you to add all that content.

  9. 3 hours ago, dimitrius154 said:

    I might be able to release the next iteration around August 15-th. The one thing bogging me down is having to fix the majority of D2F models. I can't add them as is. That would be a Gamma-grade tech-heresy. 

    What are they even being added to?

  10. Hello and welcome.

    Voices are stored as ogg files located in the various speech.zip files in the game's locale folder.  The easiest way to override them is to recreate the folder structure within the locale folder and place the new custom ogg files in there.  In the English release the path would be something like: Sacred 2 Gold\locale\en_UK\speech\tg

    An alternate way would be to use soundprofile.txt (located in scripts/client) to render him silent.  He is profilename  = "Hero Templeguardian" and you can find his various speech events and change the resource = 0.  You could even change the resources to other audio clips instead.  You would have to reference soundresources.txt in the game's "locale" folder in order to see what resource ID is tied to which ogg audio file.

    • Thanks! 1
  11. It's strange to see that Undead Legion sword reversed like that. I was sure we tested that sword for dual wielding (to be fair to the devs it was meant for right hand use only, by skeletons), and for that matter, I'm certain I rotated the icon as well.

  12. 17 hours ago, dimitrius154 said:

    Rider and mount scales are calculated separately, there's no scale substitution, and all player characters can ride horses. 

    So if I understand you correctly, a scaled-down character would clip into the mount, whereas a scaled-up character might hover above the saddle?

  13. 1 hour ago, gogoblender said:

    sorry to hear about this Flix! I know Brad is paranoid about his "data".  when we went away a few weeks ago for holiday weekend, he actually put about a terrabyte from his work and images and took it with us!

    not movies or anything just...files

    I have real sympathy for the frustration you must have gone through and for others who must have lost insane value... was it because of mechanical hard drive failure error or catastrophe?

    :blink:

    Mechanical failure of course. I work in I.T. and the #1 cause of hardware issues by far with our field employees is HDD failure. Whether it's the slightest jostle or simply father time taking his toll, mechanical hard drives all have an expiration date.

    We're making a big push to only use SSD and M.2 drives in equipment going forward.  I've made the decision to do the same in my personal life, which is why my new PC has no spinning drives in it.

    I saw it coming this last time, and backed up pretty much all data that I wanted.  I just didn't think to back up any 3DSMax files.  I don't even have 3DSMax installed anymore, since you need such an old version of the program to work with Sacred 2 files, plugins, and other mod tools.  Generally that's fine since I haven't really needed them.  Pesmontis (and now Dmitriy) have done most of the heavy lifting with models featured in my mods.

     

    What still stings to this day was reformatting a hard drive back in 2010 and forgetting to back up all my save games from Dragon Age and Dungeon Siege II.  :cstars:

    • Sad 1
  14. 9 hours ago, dimitrius154 said:

    @FlixFor some reason(the "triangle indices don't start at zero" is thrown), Tyrael's model fails to get exported to SMD format, would you please send me an SMD, or a MAX file?

    [EDIT] Nevermind, I've managed to get a DAE and backtrack the surfaces via texture application.

    I don't have the files from the processing of any D2F models anymore due to a hard drive failure. Basically all I have archived are the original source files (mostly pulled from DeviantArt) and the final gr2 results.

    • zomgod! 1
  15. 31 minutes ago, dimitrius154 said:

    The introduction is borne out of relic set availability, kind of unlogical to have set boni from several relic sets, but not the normal boni. 

    I agree something needed to be done there. Could it not be solved in the other direction? Such that a set bonus is only active when said relics are in the "active" slot?

    With all 12 relics active at once it seems the player is incentivized to keep extra relics in the inventory and swap out all 12 relics at once when facing a new element rather than the quick "hot swap" intended by the devs.

  16. @dimitrius154 Some time ago I believe you added this questscripts.txt change to the Addendum, involving the mage Ambul from "Days Gone By" quest transforming into a ghost:


    changeCreature{
    tcid=546,
    delay=3,
    creature="energy_HE_ghost_m",
    mortality="IMMORTAL",
    effect="FXTYPE_GEN_TRANSFORM",
    faction="FACTION_ENEMY_HERO",
    behaviour="Enemy_warrior_brave_ex"
    }
     

    However I believe the "IMMORTAL" flag is incorrect, as he is supposed to be a kill target. Since I ported over the code into EE I've had several reports of Ambul becoming unkillable at this quest stage. 

     

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