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SlashExit

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  • Favorite pizza topping
    pulled pork
  • Why do you want to join DarkMatters?
    Sacred 2 mods

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  1. Thank you. Replacing those files with the unpatched ones like states, it reverts the animations but breaks BFG on an existing save games. I assume there is no publicly available toolkit for modding the patch DLLs? (aside from a Hex editor, which I'm not that experienced with...)
  2. Thank you for your elaborate answers guys! Oh that makes sense! This explains why I thought the unpatched game was also affected. I didn't start playing the full game without the Community Patch but later simply used the disabler tool of the Community Patch to check if the patch is the root cause - not knowing it doesn't completely disable the patch. Thanks for clearing this up! I just did a clean reinstall of the Gold edition: lo and behold, the animation transitions are back in full glory! @dimitrius154 thanks for the technical insights! How does this blending time adjustment of the patch work? - is it compiled deeply into the files somewhere or would there be a way to edit this myself so I could keep all the other Community Patch fixes while reverting the blending time/behavior to that of the base game?
  3. Recently I was looking for an ARPG to play and remembered having fun with Sacred 2 back in the days. I first downloaded and played the Fallen Angel demo again before actually grabbing the Gold edition on GOG. One thing I quickly noticed after going from the Fallen Angel demo to the final game (Gold edition): The animation transitions of the player character are substantially smoother in the Fallen Angel demo than in the Gold edition (mainly tested with Seraphim). For example, when the character is swinging the weapon and reverts to standing pose, in the demo the character's limbs all visibly move back to the standing position smoothly. Whereas in the Gold edition, after the swinging animation ends, the 3D model simply resets to the standing position immediately, making the animation look choppy. Like in these old 2D games with pre-rendered character sprites. This applies to almost all player animations such as shooting, casting buffs, swinging weapons in different directions. Whenever an animation sequence ends, the transition (or lack thereof) to the previous/next pose looks abrupt/choppy. I was a bit disappointed realizing the animation smoothness from the demo is gone in the final game and was surprised how those little details actually made the demo look way more polished to me. I tried with and without Community Patch, but it made no difference. Does anyone know why that is? Did they sacrifice the transition rendering in favor of tighter casting/attacking timings? I wonder if there is a setting for optionsCustom.txt to revert to the old rendering or if a mod would be able to restore it.
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