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Flix

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Posts posted by Flix

  1. 2 hours ago, dimitrius154 said:

    On the worldmap? In that case, all places-of-interest will have the same worldmap UI style.

    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.

    rfYlPxb.jpg

  2. 5 hours ago, dimitrius154 said:

    @Flix I'd suggest keeping fistweapons Druid-only for the D2F, the "equip" and "wield" animations are specifically tailored to his model and might look clumsy on other characters.

    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. 

  3. I've also had a Netflix account since 2005 when they would mail you DVD's.  :D  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.

  4. On 2/9/2023 at 10:27 AM, gogoblender said:

    Have you ever thought of recording your own playing as track music for your Diablo 2 Fallen mod?

    This is an easy step in for Blizzard Diablo

    I never thought about that but I do feature some youtube artist covers in the mod.

  5. @dimitrius154  Do you have any word, if my short list of requests for the system D2F folder might be in place for this release?

     

    Spoiler
    • No randomized modifiers on tier 13 and higher items, for D2-style uniques with static bonuses.
    • Portal name and description text/backgrounds restored to vanilla.  So the mod has white text and little frames to match the UI.
    • Total skills returned to 10 for balance.
    • Total modifications for each CA returned to 3. For balance and many D2F CA's depend on mutually exclusive pairs.
    • Weapon restrictions returned to normal D2F parameters. I've built a large weapon catalog based around these parameters.

     

    I can adjust and balance the mod to accommodate everything else, I believe.  Then the binaries can just be part of the main release.

    • Like! 1
  6. 6 hours ago, idbeholdME said:

    Hmm, I was pretty sure it used to be victims for Shadow characters.

    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.

    6 hours ago, idbeholdME said:

    So I take it you managed to implement the generic TAUNT lines to play in the same pool as SHOUT_ATTACK?

    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.

    6 hours ago, idbeholdME said:

    What about the NPC damage scalar? It is actually quite important for the true vanilla feel. Makes all enemy in-fighting much more interesting and also restores stressing about quest NPCs dying on you

    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.  :D

     

    @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.
    • Thanks! 1
  7. 13 hours ago, idbeholdME said:

    Restore the gold Confidence mod on the Inquisitor's Paralyzing Dread

    increase the visual size of the circle so it is the same as the increased pickup radius in the PFP

    edit the Spell Resistance Mastery description

    All done, just forgot to document.

    13 hours ago, idbeholdME said:

    "Collateral damage" for Light characters

    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.

    13 hours ago, idbeholdME said:

    "Victims" for Shadow characters

    Doesn't look like I ever changed that one.

    13 hours ago, idbeholdME said:

    The dual wield item bonus fixes

    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.

    13 hours ago, idbeholdME said:

    Potentially add the generic enemy "tauntall" voice lines to the same pool as their "attackshout" voice lines

    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.  :crazy:

  8. On 2/12/2023 at 2:09 PM, idbeholdME said:

    Even dimitrius sounded off in one of the threads that my assessment seems to be correct and he also restored them. He might also be investigating a bit more into it, so wouldn't hurt asking him if he found out anything about the melee/ranged check on the attacks.

    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?

    Spoiler

    [Quest]

    • "Among Orcs" (Light path): Troll targets west of Entruag will now fight the Grurag Orcs.
    • "Attack is the Best Defense" should no longer give XP as soon as a new game is loaded.
    • "Attack of the Undead": added the family's crashed wagon.
    • "Barazi's End": Opponents in the cave should no longer walk around idly during the fight.
    • "Differing Opinions": Attackers are now equipped with weapons.
    • "Ghost Whisperings": The Shadow path version of this quest is now restored. Begins in the same place.
    • "Throne of Conflict" (Light & Shadow): Opponents when escorting the Alchemist are now armed with weapons.
    • "The Undead Legion": restored player pre-fight commentary after speaking with General Terus.

    [Combat Arts]

    • Baneful Smite: casting FX no longer has black box artifact along the edges of the halo.
    • Divine Protection: gold mod "Mirror" changed back from reflect spells to block spells (vanilla value) and description is instead updated to match the modifier.
    • Pelting Strikes: Fixed incorrect animation introduced in v1.3 with 1h weapons while mounted.
    • Propelled Levitation: bronze mod "Capacitor" tooltip corrected.
    • Viperish Disease and Eternal Fire: Reverted all changes back to vanilla. These spells are not actually bugged, just poorly designed.

    [Creature]

    • Kobold Chieftains (normal rank) now give less XP than their elite variants.
    • Leaping Plants will now prioritize their leap attack over their other attacks.
    • Ranged enemies for Stone Warriors, Moldered Undead, Thraconians, and Trolls will again switch to melee weapons if engaged in close combat (restored vanilla behavior).

    [Item]

    • Seraphim wings: Fixed missing T-Energy FX on a random drop.
    • Blade of Mages and random rare shields are no longer duplicated in a droplist.

    [Misc]

    • Restored the melee double hit player animations that were disabled in the initial PFP release. These animations trigger from any left-click attack and the chance increases as the appropriate weapon lore skill levels up.
    • Prepared localizations for multiple languages.  The following languages are now supported: French, German, Spanish, Italian, Russian, Polish, Hungarian.

     

    This is the "confirmed bug but can't seem to fix" pile:
     

    Spoiler
    • Voice lines playing when approaching Gahanka, Nimonuil.
    • "The Forgotten City": missing player commentary after the hologram directs them to go to Dyr-Lain.
    • "Green Islands" (Light path): missing player commentary after rescuing Dyria.
    • "Igniting the Devil's Fire" (Shadow path): comments about fighting the Garganthropod before the Prince talks about the monster, not after.
    • Near the end of the game, after the Seraphim vs Inquisitor fight on the bridge, the Seraphim is holding a sword, but uses barehanded animations to attack (punches despite holding a sword).

     

  9. 22 minutes ago, idbeholdME said:

    They work completely without issues for melee weapons.

    da5.jpg

    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.

    31 minutes ago, idbeholdME said:

    I can link you my animation.txt file if you want.

    May as well send it; running a compare function might be quicker than manually searching.

  10. 3 hours ago, idbeholdME said:

    I assume 1.4 will also include the reintroduction of the ATTACKX animations?

    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.

  11. 12 hours ago, BrucknerHun said:

    Thank you very much! I would be soo happy, if you can share the link of the Hungarian translation if possible! You are soo awesome bro! Can you share it via Google Drive?Thank you in advance! :cool:

    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.

    • Like! 1
  12. On 10/11/2022 at 5:27 AM, jasperrayn said:

    Thanks for your work. As far as I understand the patch is only in English? If I play in another language, can I change the language?

    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.

    • Thanks! 1
  13. On 1/26/2023 at 5:48 AM, BrucknerHun said:

    @Flix

    Hello there Sacred 2 Fans!

    It has been a long time since I visited this forum. And I really owe a lot to this mod, because it's really like a Sacred 2 remaster. So amazing!!! Thank you Flix and the team! :cool:

    But sadly Flix, I have some very sad news. Unfortunately, my computer died and now I don't have a good translation for the Hungarian language! Unfortunately the file that Azrin created is gone, and he himself is gone, and I don't have the file. Everything was going so well, and about 95% of the translation was done. Anyone still have the Hungarian translation Azrin made, or do you have Flix as the creator of the mod? 

    Sadly the drive link is not working at all: https://drive.google.com/file/d/1rjRWEG4PXrqRg4xm6VoDaOglZifh_AW7/view?usp=sharing

    I still have all the translations. I will see if I can get it to you soon.

     

    On 12/5/2022 at 11:04 PM, lordvampir said:

    I would like to know if there are plans to release version 4.x (or similar, which will not be compatible with 3.x, so that you do not have to start from scratch), or have all such changes already been implemented?

    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.

     

    On 10/19/2022 at 7:13 AM, jwiz said:

    Nimonniul always had these big damage spikes, it's part of his mechanics.

    IIRC at every 25% loss of his HP pool he enrages and deals big damage if you get hit then.

    Sacred 2 EE merely intensified that.

    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.

     

    On 10/21/2022 at 12:37 PM, jwiz said:

    Is the +x nominal value spell resistance modifier on gear broken in Sacred 2 EE?

    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.

    • Appreciation 1
  14. 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.  :dntknw:

  15. 1 hour ago, Vishanka said:

    @Flix do you know how sm24 was added? can I add more animation entries somehow or is that impossible (by that I mean ANIM_TYPE_SM30 or ANIM_TYPE_NOVA for example)?

    At the moment I have the problem that when I change the animation times the highelf might become unplayable. I also swap animation gr2 files so that won't work with the high elf either.

    I think the best solution might be adding new entries and files just for the mod if that is possible? If not, I think I'm running out of ideas to keep the high elf unchanged :huh:

    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.

  16. 2 hours ago, Vishanka said:

    especially with Pelting Strikes

    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.

     

    2 hours ago, Vishanka said:

    what I could do with dual wield

    Sadly there's something in the code blocking it.  Even if you were to follow all the necessary steps (I've tried in EE):

    1. Add EID_WEAPON_L in the High Elf's creatureinfo.txt entry as a validEquipSlot
    2. Add "skill_offhand_weapon_lore" as a High Elf skill to creatures.txt
    3. Add the left hand weapon bone to her 3D mesh.
    4. 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:

    1FKwt7w.jpg

    • Appreciation 1
  17. 5 hours ago, Vishanka said:

    I'm sliding over the floor to the destination, it looks really funny

    Hm, try ANIM_TYPE_SM09 instead of ANIM_TYPE_ATTACKC.  Should be a suitable jump-style animation with an ATTACK parameter in its animation.txt entry already.

    Note that you may need to add JUMP events to the animation entries though.

    So, before:

    		["entry340"] = 
    		{
    			["name"] = "ANIM_TYPE_SM09_1H",
    			["marker"] = 
    			{
    				["ANIMSTART"] = 0.0000,
    				["SHOUT"] = 1.1600,
    				["ATTACK"] = 1.2000,
    				["ANIMEND"] = 3.0000,
    			},
    		},

    Might need to end up something like this, with timings tweaked since I didn't test:

    		["entry340"] = 
    		{
    			["name"] = "ANIM_TYPE_SM09_1H",
    			["marker"] = 
    			{
    				["ANIMSTART"] = 0.0000,
    				["STARTJUMP"] = 1.0000,
    				["SHOUT"] = 1.1600,
    				["ATTACK"] = 1.2000,
    				["ENDJUMP"] = 1.2500,
    				["ANIMEND"] = 3.0000,
    			},
    		},

     

    • Like! 1
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