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Flix

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Everything posted by Flix

  1. Will fix both in upcoming release. Doppelganger has incorrect T-Energy creature ID, it should be set to himself (1929) to prevent mutation, instead it's set to the Inquisitor's ID (51), so he's sort of mutating into a stock standard Inquisitor with no gear. EDIT: Got the thumbnail added. Funny enough all the thumbnails were present in the vanilla game with correct names and extensions but something must have been wrong with the encoding for about 6 of them because they don't show up unless replaced with a fresh TGA file.
  2. That's correct. In D2F the text is plain white instead of cream colored and most pop-ups have little semi-transparent frames. Also the the portals always show their names, and if you hover over them, a pop-up with some "flavor text" appears describing the area. That part is less important than the text color and frames, but it would be nice.
  3. Hello. Did you patch the executable for large address awareness or use one of the mods that does so like Community Patch or Purist Fixpack? Once the game exceeds a certain amount of memory usage you will see abrupt performance loss. Most of the community mods also use a function that should purge the texture cache on teleport IIRC.
  4. Can you leave it unrestricted in the code, and if it really ends up looking bad I can restrict to the Druid with weargroups in the itemtypes. The current release of D2F uses the Add. gr2 files, and fistweapons look pretty good on all characters. The only sub-optimal visual might be the alignment of those few weapons with cuffs on the wrists of the Paladin.
  5. Hello, there's no way to do this that I know of, not without changing something in the code.
  6. I've also had a Netflix account since 2005 when they would mail you DVD's. It's always just been my and my one TV (sometimes PC) that I use for Netflix so nothing really ever changes for me except the slowly increasing price. Unless there's a specific show that drops that I'll watch all at once (which happens maybe a few times a year anymore) I don't watch it that much. Seems like 90% of what I watch day to day is youtube. I also have HBO Max but I've gone through most of what I would want to see on there as well.
  7. I never thought about that but I do feature some youtube artist covers in the mod.
  8. Good to have confirmations but that means a lot of tedious work ahead.
  9. @dimitrius154 Do you have any word, if my short list of requests for the system D2F folder might be in place for this release? I can adjust and balance the mod to accommodate everything else, I believe. Then the binaries can just be part of the main release.
  10. Can you please share a quick screenshot of the text your Shadow character sees for this tooltip? I'd like to compare it with the hash I'm looking at. What I meant was it should be Victims currently, and should have always been Victims. I'll have to test, but that's the plan. The fact the game expects text hashes for spoken lines might complicate things. I may have to reshuffle all the lines in global.res which would take forever. That's 800+ lines and then 7 languages. Alternatively, I also have a theory that the game may require the file name to match the loka-ID of the text to be encoded. If so, then the lines should work without any further work needed. But, if this does turn out to be true, this would explain why my quest_victory player voice fixes didn't work, which would mean I'd have to rename the associated ogg files for those quests, and also change the file name references in the soundresources.txt file for each localization. It makes me physically sick to release a mod with that sadistic of a value, but I'll bump it back up some. Enjoy all the town guards being murdered and spending 75 healing potions on each escort quest. @dimitrius154 Related to the discussion about spoken lines and hashes in global.res, I wanted to draw your attention to the fact the CM Patch texts we have been working from have deleted from global.res: 619 entries which read: *Scream*. The hashes for these entries match the Loka-IDs for various "screamdeath", "screamwounded", and "screamattack" sound resources. For example npc_highelven_male_screamattack01, hash 1572292267 is present in vanilla texts, but not in CM Patch and later. I genuinely don't know if these need to be in global.res or not. I have heard monsters and NPC's give death screams, after all. Hundreds of entries that read similar to the following: 3868593466 <pant> I don't know what the Loka-Ids for these entries are, or if they're needed to trigger any audio. But I recollect instances of the player character panting after running for a long period of time in Sacred 1.
  11. All done, just forgot to document. Done. I think the joke either went over my head or I thought it was so dumb that I changed in EE, and it leaked over into PFP texts. Doesn't look like I ever changed that one. I can't find any issue with the dual wield usagebits, it's been the same since vanilla. usagebits = 65423, binary = 1111111110001111 That should be allowed for Seraphim, Dryad, Shadow Warrior, Inquisitor, and excluded for the rest. I'll try a find/replace operation in soundprofile.txt as follows: event = "TAUNT" --> event = "SHOUT_ATTACK" This should avoid activating any of the character or alignment-specific lines, and also will not affect the player characters since they don't use events by those names. It will also double or even triple the amount of lines spoken by enemies. Altogether 808 new lines. Some of these are so corny.
  12. Alright the melee ATTACKX animations are reinstated for the player characters, though in a somewhat different way than your file. I rolled back the initial changes and turned SM24 back into ATTACKX. This also preserves the new SHOUT entries. If you want to keep using your file I would double check some of your additions; there were some instances of the ATTACK entries skipping or duplicating numbers, and you preserved (I believe) at least one vanilla bug where a shadow warrior's mounted ATTACKX for daggers has no ATTACK entries at all. I'm leaving the ones for the unarmed monsters as SM24, since they don't have weapon skills, and it has the same practical effect anyway. I was also premature in declaring the VICTORY voice lines fixed, although I have everything in place, all four instances still refuse to trigger. I did manage to make the "approach" line for General Terus work at least. The player speaks the line directly after Terus finishes speaking and combat begins. I could not get the approach lines to work for Nimonuil or Gahanka. With Gahanka, the fix may have worked but just never triggered during testing because the player never shuts up when commentary is turned on. So every single time I approached Gahanka the character would comment about a fleeing kobold or something similar. @idbeholdME This is the change log for 1.4. Can you think of anything else that hasn't been addressed? This is the "confirmed bug but can't seem to fix" pile:
  13. I'll test them. Not that you're not trustworthy, it's just blindly believing what I was told is why they're gone in the first place. May as well send it; running a compare function might be quicker than manually searching.
  14. Catch me up to speed on this. Last I remember, the argument for including them was just that they looked cool. Was is it discovered they're actually doing something functional? It would have to be something fairly useful in order to justify the "guaranteed miss" effect that they have when they are included in the pool of left-click attack animations.
  15. Fixed these for next release. The proper event they should be tied to in soundprofile.txt is voice_victory. Also had to shuffle the hashes around in global.res since the game expects encoded text to be in place before it will play voiced lines. voice_ready would be appropriate after the player has accomplished an objective but has not yet reported in. All three of the above instances occur after the "report," therefore the voice_victory event should trigger the comments. Similar to the above, voice_victory is the correct event for this sound file to be tied to. Will be fixed in 1.4. This could be changed by adjusting the creatureinfo.txt entry to have a different blood type, BLOODFX_GHOST instead of BLOODFX_RED, for instance. The problem is this would affect the actual Inquisitor too, since the Doppelganger isn't actually a separate itemtype. He is a just duplicate Inquisitor with a ghostly FX overlaid on top of the model. Good idea. Implemented as you described. All fixed in 1.4. I'll review the usagebits again but if the usagebits are correct that's about all I can do for it.
  16. End of the month, maybe. I don't have much to do except test everything.
  17. I still manage to find time for this hobby on occasion. I've got the audio and video editing process more streamlined, the most time consuming part is recording a full take without making a mistake. This song is from IMO a masterpiece album, Blackwater Park by Opeth.
  18. Happy to help. Here is the current Hungarian texts for the upcoming 3.2 release: https://drive.google.com/file/d/11djfomSpfObMSeJ2zGt0DyXMSHodzyBO/view?usp=sharing I never had a translation for the Alternate Spells module so that is the only texts for Hungarian.
  19. @idbeholdME Thanks for the continued reports. I've updated the to-do list for the 1.4 release. I'm here now.
  20. Currently only English language is supported. However, I am currently working on the next release which will support French, German, Spanish, Italian, Polish, Russian, and Hungarian languages.
  21. I still have all the translations. I will see if I can get it to you soon. I nearly finished v3.2 6 months ago before burnout, I am now working on it again. I do not think the next release will require new characters. I will have a definitive answer on release. I think that's exactly what it is. IIRC I never messed around with Nimonuil in EE or PFP, but I did in some cases make "Damage of Enraged Players" more powerful across the board. It's one of those things you just have to have faith it's working because it doesn't interact with the existing tooltips on the character sheet. It's sort of running parallel to it. Come to think of it though, +X on gear should strictly be for increasing the skill level, nothing more.
  22. Left click attacks only hit once guys. You're wasting time performing a long animation that only does one hit. You could design an animation with 40 swings and 40 attack parameters in the animation entry and it's still only going to hit once from a left click attack. Enemies can take advantage of those double hit animations because we made a special combat art that uses SM24 and assigned that CA to every enemy in creatures.txt that had those animations available. So they cycle through it while attacking and it has the appearance of a normal melee attack. I'm done trying to understand the audience for PFP.
  23. SM24 is just ATTACKX renamed. You are free to add as many special move animations as you like by adding more entries at the bottom of the High Elf's animation.txt, but this trick will only work for combat arts. They'll still share idle, attack, and various other animations. If you want fully separate High Elf and seraphim-High Elf animations, you'll need to make 2 separate character entries in animation.txt, that each point to 2 separate target models, residing in different directories. That way nothing is swapped and instead they exist parallel to one another.
  24. Edit the scripts. Replacing the assets directly can lead to more headaches. In this case if you replace the model you'll end up affecting all the Seraphim NPC's. This controls the hitbox size (collision dimensions) of the itemtype in question. Larger numbers mean you can interact with it from farther away. Smaller numbers can result in clipping. You will need to erase the armor's diffuse texture to full transparency and then add the SURFACE_FLAG_MASKED to the item's surface entry. This will render it invisible in-game. You may also need to remove the FLAG_EQUIPCUT from the armor's itemtype entry, in order to prevent the now-invisible item from removing the character's fallback equipment when equipped.
  25. Personally I would make use of the ATTACKX animations for this, to give the CA a nice one-two punch. I can't think of anything better. Sadly there's something in the code blocking it. Even if you were to follow all the necessary steps (I've tried in EE): Add EID_WEAPON_L in the High Elf's creatureinfo.txt entry as a validEquipSlot Add "skill_offhand_weapon_lore" as a High Elf skill to creatures.txt Add the left hand weapon bone to her 3D mesh. Prepare dual wield animations. She'd still be unable to equip two weapons due to something hard-coded. Dmitriy made it so she could dual wield and also did the model work in steps 3 & 4 for Addendum, but in that mod she can only wield 1h staves, no melee weapons. The animations work great for NPC's based on the High Elf's model though:
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