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Flix

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Posts posted by Flix

  1. I've just uploaded a hotfix for an issue introduced back when v15 came out last year, where the yellow item bonus "Opponent's Armor -X%" would no longer spawn. This affected 18 uniques and 1 set bonus. This fix is immediate and retroactive, and can be installed mid-game with no side effects.

    You can find the link on the download page here, on the Nexus, and right here:

    https://drive.google.com/file/d/1z0ptCD7gB5ouKE2ZlDNRhdpUxbwzJvSg/view?usp=sharing

    • Like! 1
  2. @dimitrius154 We touched on this earlier, but I noticed today, you are still using "BONUS_DEBUFF_ARMOR_POTENTIAL" on your spell bonuses.  I'd recommend to change to the type = "BONUS_DEBUFF_ARMOR" instead for "bb_debuff_armor_fir", "bb_armorrip_phy", and "bb_debuff_armor_phy" . This was the vanilla setup.

    This should alleviate the need for using 133 as the final number in the spell token.

  3. 16 hours ago, Roderick said:

    On a sidenote.... might one of the masters of the sourcecode tell me whether the level of the skeletons of Nether Allegiance is capped at some point?

    I believe 201 is the level cap.

    Summoned creature levels should be the same as the CA level, but there is a "hidden" property in spell entries ("et_summon_level") that can make them gain levels faster or slower.

    In the case of Nether Allegiance, the skeletons gain exactly 1 level per CA level.

    3 hours ago, jwiz said:

    Just noticed on the special mount island that after completion of the 2nd wave the gates of the pen did not open automatically, so I wasn't sure if I had missed any enenmies.

    I don't remember though, if it has always been buggy this way.

    Sometimes all task creatures of a group don't spawn until reload.  It happens randomly since vanilla but they should be there on reload.

    • Like! 1
  4. On 4/2/2023 at 11:10 PM, dimitrius154 said:

    No such reports yet.

    Ok it was an unfortunate constellation of coincidences that made me think that:

    • Some (but not all) of the damage type hashes have moved spots in global.res, so I was just missing the text.
    • Damage converters no longer update the damage bar of the weapon's tooltip to indicate converted damage (intentional? I thought it this change was only meant for the TG's battery sockets). So I thought nothing was happening.
    • Certain weapons don't display the ice mist FX, no matter how high the ice damage is. I just so happened to be testing on such a weapon. Weapon was "a_durach.GR2".  Is it the T-Energy FX interfering perhaps? All other damage types displayed their FX on the weapon, but not ice. And most other weapons display the ice mist as expected. Even if the coating is removed game-wide, there should be at least some visual effect to indicate ice.  I have the Add. frozen.shader in place, which I think is supposed to control this now.
    On 4/4/2023 at 5:57 PM, dimitrius154 said:

    A specific bone has to be present - "sfx_attach". 

    Is this why the "stomp" FX comes out of my Werebear's head now?

    On 4/4/2023 at 5:57 PM, dimitrius154 said:

    Yep, somehow missed the second part for the D2F exe. It's an anti-farming solution for quests, that give attribute/skillpoint rewards.

    Not that I imagine any D2F players will mind this change, but couldn't it have just been accomplished by managing the releasestage in the quest entries?

  5. 19 hours ago, Roderick said:

    Uhhhhhh... have to get used to that. 
    Honestly? I activated Miasma and needed too long to admit it to find out where this sound came from.... thought about wind at my windows or something... xD

    Oh is it too loud? Now that it can have its own soundset we can make it sound like anything.

  6. On 4/3/2023 at 1:15 PM, dimitrius154 said:

    Solves the CTD problem,

    Thanks, Berserk is no longer crashing the game.

    On 4/3/2023 at 1:15 PM, dimitrius154 said:

    The DM's Magic Barrier mechanics has been completely rewritten. Have you tried the CA as is?

    No, I'm just trying to borrow the FX.  I'll give the full CA a try but unless it miraculously turns out to be a shoe-in for some other Necromancer skill I may be in trouble.

    On 4/3/2023 at 1:15 PM, dimitrius154 said:

    I can't replicate the "FX_DR_RINDENHAUT_C" issue. Do you use the latest Dryad model?

    Hm, it works fine with your model. I may have to choose a different FX. Changing the base models tends to negatively affect the new hairtstyles and any D2F custom gear that was fitted to the old models.

     

    I noticed one other thing: I am prevented from taking a singleplayer character into multiplayer; however I am not prevented from taking a multiplayer character into singleplayer mode.

  7. @dimitrius154 I've added a few more items to my original post of code-related issues for the D2F merge, namely some unexpected weapon restrictions, and item classification bonuses still appearing on tier 13 and above items.

    Has anyone reported damage converters spawning without a conversion bonus? My bonuses in blueprint.txt match yours but only Fire is appearing. My poison and ice converters have part of the bonus text but not the target element, and when socketed, they don't seem to convert any damage. These are freshly purchased from vendors:

    image.png.279cdc04f5ca1c3ab368ea6f81dacdb9.png

  8. 2 hours ago, dimitrius154 said:

    What is the specific CA in question?

    Any of the enemy combat arts with eiStateName = "cSMZealhit",

    In the case of the robber, it's "enemy_whit_harterschlag".  There are a half-dozen similar attacks.

    EDIT: The problem goes beyond the combat arts, though.  Even if you were to give the enemy a ranged attack like "enemy_mmissile_fire" he would still switch to his melee weapon to cast it before switching back to his bow.

  9. 9 hours ago, jwiz said:

    This doesn't seem right, or is that a general bug with some ranged weapons attack AI?

    That's right. If enemies have a Hard Hit attack, they like to switch to their melee weapon to use it.  Then, since they're already in melee range, they'll just keep using it, making the bow almost pointless.

    I can't see a way to tweak the behavior to make it any better, except for removing either the Hard Hit or the melee weapon. I tried making them bow-only in PFP but that got only negative feedback.

    I've been keeping track of your other posts too, jwiz. I'll see about releasing a patch sometime in the next month or two to address the text fixes and a few lingering issues.  Luckily I can fix the class-inappropriate modifiers spawning on weapons without re-rolling everyone's jewelry and causing mass riots.

  10. 16 hours ago, dimitrius154 said:

    On that note, using function 42 with et_debuff_EAW instead of 133 is probably not a good idea.

    From what I can tell with the reversion of any "potential" bonuses being attached to spells, this change is no longer necessary. At least, playtesters for PFP confirm that such CA's as Augmenting Guidon and Paralyzing Dread are behaving as expected.

    133 was only added to remedy the problem with enemies inappropriately gaining debuffing capability. 

  11. 2 hours ago, dimitrius154 said:

    Wonder as to why the bb_armorrip_phy bonus type was changed from BONUS_DEBUFF_ARMOR_POTENTIAL to BONUS_DEBUFF_ARMOR.

    It's the vanilla (correct) value.  You might recall, based on some bad advice, CM Patch 1.60 changed a lot of spell bonuses to use the "potential" version, on the mistaken assumption that it would change such bonuses to percentage-based (in fact it was already percentage-based all along).  The unsavory result was that several spells would instead impart upon the enemy the ability to debuff the player instead. This is because that's how the "potential" bonus was designed: generally it's meant to go on gear in order to impart upon the wielder the ability to debuff opponents.

    You're the one who figured out the problem and helped us get it straight. Perhaps, that particular entry was missed during the corrections, or you used another method to correct - different bonus tied to the spell token maybe.

  12. 42 minutes ago, dimitrius154 said:

    I wonder if the quest 3433 does not get activated due to the following part:

    questReach = {
    stations0 = {
    taskcreature = 8485,
    needsActivation = 0,
    },
    },
    })

    IIRC 8485 is a dummy taskcreature designed to be immediately "reached" and therefore immediately solving the quest for the player. It's a strange convention that's used dozens of times. 

  13. 52 minutes ago, dimitrius154 said:

    That's not quite correct for any of the lines given by playable characters. It's quest_xxx_voice_{condition}_{character_id}, where {character_id} is SE, DR, SW, IN, HE, TG, DM.

    I'm well aware that the format requires the suffix with the two-letter character ID.

  14. On 3/28/2023 at 7:39 PM, dimitrius154 said:

    Have you tried the "TAUNT" with the latest Addendum s2logic.dll? I think, I've fixed them sometime at 2019...

    I've not had the chance to test that, no. The file can't be used with EE or PFP and I keep such chatter forced off for D2F.

  15. 16 hours ago, lordvampir said:

    No, this isn't bug with ALternative Spells, this bug was still in vanilla version with Familiar. And something tells me that it is impossible to fix it, or they don’t want to fix it, because they consider it the right behavior. 

    To avoid this bug, turn off the buffs before shifting between forms. That's the best I can do without access to the code. It's also not permanent, it lasts until reload.

  16. 2 hours ago, dimitrius154 said:

    1. Why did you decide to replace "TAUNT" entries with "SHOUT_ATTACK"? Was it in order to increase the frequency of use?

    2. The "SHOUT_ATTACK_THIEF" have been replaced by "SHOUT_ATTACK_HUMAN". Were the original ones not getting triggered?

    For both of these, after some diligent play-testing we determined that the original event was not being called. At least, these voiced lines were never heard.  My changes allow the lines to be heard regularly at appropriate times.

    2 hours ago, dimitrius154 said:

    2. It puzzles me to see quite a few "TALK" entries having their sound resource ID changed.

    You're likely referring to my failed attempts to fix the following voiced lines that do not play:

    On 2/10/2023 at 6:54 PM, Flix said:

    1) quest_747_voice_ready - Should play after you rescue and talk to Dyria in the bandit camp. Light Campaign characters only.

    2) quest_737_voice_ready - Should play after talking to the Liosilath hologram in the Kral temple the 2nd time. Light Campaign characters only.

    3) quest_759_voice_ready - Should play after talking to the Nimonuil hologram in the Kral temple the 2nd time. Shadow Campaign characters only.

    4) During the Shadow part of the campaign, where you bring the Alchemist to the prince, the voice line "quest_338_voice_start" plays after you first talk to the prince. It relates to the Garganthropod. However, you don't yet know about the scorpion, you learn about it AFTER the prince and the Alchemist talk,

    Based on my analysis of the scripts, I determined the correct event for all four lines should be quest_XXX_voice_victory instead.

    However, even after I changed every conceivable parameter to accommodate this solution, the lines still refused to play.  I moved the entries in global.res, I adjusted the entries in soundprofile.txt, I even renamed the ogg files to match the event Loka-ID's and entered them into soundresources.txt (the one in the client folder).  No luck.

    In the end, I just left them as is, since it's not any more broken than it ever was.

    2 hours ago, dimitrius154 said:

    3. The DM's event534 = { event = "APPROACH_BOSS", id = "10", resource = 228726 }; was replaced by event534 = { event = "TALK", id = "285870252", resource = 228726 };. Hmm, wonder as to why.

    Well, this one is part of a bigger cluster of attempted fixes:  The "approach" player voice lines for General Terus, Nimonuil, and Gahanka do not trigger.

    Terus was fixed by changing his classification to "CLF_BOSS" in itemtype.txt. The line triggers just after speaking to him now.

    I attempted the same fix for Nimonuil but I could not tell if it worked because he kept hitting me immediately after the dialog and my character kept spouting lines like "Ouch".  There is some potential redundancy here, since Shadow Path players already have a quest-related voice line (different from the "approach" line) after speaking to him. Light path players have no such lines. so this is where I tested for the "approach" trigger.

    Gahanka (boss id = 10) did not respond to the fix at all, so I then tried changing the approach event to various quest-related events with no good result.  This is why you're seeing the change in the script for that event. "TALK", id = "285870252" is quest_1180_voice_start_dm, the final ID that I attempted before giving up.

    As before, I just left it as is, since I deemed it closer to being fixed than vanilla, just in case I decided to return to it.

    As a side note, there is actually another thing broken here, if you examine questscripts.txt you will see this entry:

    quest.setScript(3433,"OnTaskAwaiting",function(args)
    local p={sx=18,sy=32,sz=0,px=2600,py=2250,pz=0}
    setFixedListener{
    position=p,
    }
    playQuestSpeech{
    tcid=3290,
    lokaid="QUEST_1180_KING",
    questid=3433
    }
    setTimer{
    id=3433,
    interval=3,
    count=1
    }
    end)

    This indicates there is supposed to be a loud Troll roar when Gahanka spawns.  The quest log even refers to this "loud shout."

    I did everything I could to restore this Troll roar but it didn't work.  The Loka ID needed to be encoded in global.res (3042442323    QUEST_1180_KING).  I then added a troll roar file (QUEST_1180_KING.ogg) in the locale folder and defined it in soundresources, then changed the event to {event = "TALK", id = "-928863023", resource = 3156 };  Still no luck.

    I'm not sure you will want to fix Gahanka for your mod, since the voiced lines all involve the players expressing surprise (or in the Inquisitor's case, derision) that the so-called Kobold Chieftain is actually a Troll.  And it seems Gahanka has been, um, demoted in stature for Addendum.

  17. A few more questions/observations:

    "Appropriate equipment and character bonus-granted modifiers now have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to spell-based attacks."
    For this change, can you tell me how the game determines what's single target, Area of Effect, or buff?  Does it use (I hope) spellclass?


    "Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected."
    So it's not a radius anymore... then how does an enemy detect the player? Do enemies have a perception stat that perhaps improves with the Perception skill?

     

    It looks like your Warding Energy Lore Trophies have an Alchemy-unlockable duration bonus.  The result seems to be that the Duration stays locked even though the main bonus has been unlocked by WEL. I went ahead a made a separate WEL-unlockable duration bonus for D2F.

  18. 1 hour ago, jwiz said:

    @Flix

    do you have a list which speech text resources differ between the lastest EE mod and the PFP?

    I was thinking of doing a spell check for the german localized version of the PFP mod as well, but I'm loathe to slog through 55k text strings again.

    Well, I can share my "to-do list" that I compiled when I converted all EE texts to PFP. It's possible I caught some more things during the work that I didn't document here, but it should be most of it. You can check it out and judge what might be more work:

    https://drive.google.com/file/d/12z2V4EL6pgUSlpWnlXSfvflyUXb3Axh6/view?usp=sharing

    I mostly just listed the hashes, not the entire contents of the string. Since I had several languages to work with, the hash was the important thing.

    The "Add" and "Delete" sections should be obvious: entire strings were either added or deleted. 

    "Restore" means I kept the hash but changed the contents of the string back to vanilla.

    "Move" means the contents of one string were moved to another hash. A necessary evil, since the CM Patch (and therefore EE) liked to overwrite vanilla stuff that I preserved in PFP.

    Nevermind the Hungarian bits at the end, that was from me adding the Goblinoid book and the Ghost Whisperings texts; Hungarian just happened to be the final language I translated. Most of it was already present in vanilla but needed to be moved around.  In EE/PFP/D2F those strings are all present and in the same spots.

    • Thanks! 1
  19. 14 hours ago, dimitrius154 said:

    @Flix All shapeshifting skill invokers inherit the original stats, skills and boni. It was the most consistent thing to do, IMHO. However, extra CA derived boni might work, I've never tested that avenue.

    OK I think I understand. The stats, skills and bonuses of the shifted creature are identical to those the DM/Druid. That is such a better implementation than vanilla. Now a dedicated shifter has some incentive to build up their base character instead of just reading runes.

    So the CreatureBonus and CreatureSkill entries for 1994 and 1995 (the shifted creatures) are ignored completely and not added to those inherited from the DM?  I just want to be sure since Addendum still has those entries present in creatures.txt.

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