Androdion 870 Posted November 7, 2019 Share Posted November 7, 2019 I don't think I ever tried it to be honest. Link to comment
dimitrius154 612 Posted November 7, 2019 Author Share Posted November 7, 2019 I wonder, whether the claim is some sort of April Fools joke. I see no code reference to either itemtype, or blueprint ID. Link to comment
Androdion 870 Posted November 7, 2019 Share Posted November 7, 2019 I don't have the game installed, otherwise I'd test it. But the weapon is in the Download section: PS: The note was added by Knuckles on April 8th of 2012. Link to comment
Flix 5,116 Posted November 7, 2019 Share Posted November 7, 2019 It's absolutely true. I've tried it many times. It's tied to the itemtype number. I removed this silly restriction in D2F by making a duplicate of the bow with a different itemtype ID (no changes to blueprint, except replacing the itemtype) and the transformation ceased to occur. Link to comment
dimitrius154 612 Posted November 7, 2019 Author Share Posted November 7, 2019 18 minutes ago, Flix said: It's tied to the itemtype number Hmm, the one from IB - 13004? Link to comment
Flix 5,116 Posted November 7, 2019 Share Posted November 7, 2019 36 minutes ago, dimitrius154 said: Hmm, the one from IB - 13004? Correct. Copying the entry and giving it a new itemtype number (in D2F it's 13642) ceased the transformation. Link to comment
Flix 5,116 Posted November 7, 2019 Share Posted November 7, 2019 7 hours ago, dimitrius154 said: morphs into a Dracolin, if the Dragon's Nemesis is equipped. One other note, the bow can be safely equipped, the transformation occurs when trying to launch a left-click attack. Link to comment
Androdion 870 Posted November 7, 2019 Share Posted November 7, 2019 The Wiki should be corrected then. I'm on my phone so I can only do that in a few hours. Link to comment
dimitrius154 612 Posted November 7, 2019 Author Share Posted November 7, 2019 (edited) 3 hours ago, Flix said: the transformation occurs when trying to launch a left-click attack. Well, the good thing is I see no such behaviour in the Addendum. While the Dragon Mage can not use bows, I wanted to make sure, that no alien piece of code remains active. Edited November 7, 2019 by dimitrius154 Link to comment
Flix 5,116 Posted November 7, 2019 Share Posted November 7, 2019 1 hour ago, dimitrius154 said: While the Dragon Mage can not use bows You removed the Dragon Mage's ability to wield bows? How so? And why? Link to comment
dimitrius154 612 Posted November 7, 2019 Author Share Posted November 7, 2019 1 hour ago, Flix said: You removed the Dragon Mage's ability to wield bows? How so? And why? I've developed a concept, that should make that (equipment-wise) half-baked Shadow Warrior copy actually special. The concept is a duality of an oriental figther-mage, with a werewolf flavour: 1. The "Fist Weapons" skill is fully restored and is exclusive to the Dragon Mage, he's also the only character able to wield fist weapons. All fist weapon models have been adjusted, blades no longer point to weird directions at certain animations. The skill allows to use dual weapons, if both are fist weapons. 2. Morph forms have been reworked into humanoid weredragons based on the original draconian concept. The Dragon Mage retains his skills and equipment, while morphed, though he still can't manage them. The Balor Form specializes in melee and warcries, the Afrit Form specializes in magic and area-effect damage. 3. (unfinished coding part) The Dragon Mage weapon type selection has been dramatically reduced(their initial availability was non-sensical as he lacks melee CA's). He can now wield fist weapons and two-handed Mage Staves. If wielding staves, he can't morph. Link to comment
Flix 5,116 Posted November 7, 2019 Share Posted November 7, 2019 Wow. I suppose I'm simultaneously amazed at what you've been able to achieve and also appalled at the breadth and depth of the changes. I'll definitely play it and will likely enjoy it quite a bit, but it may be just too different to try to merge with any of my mods. Link to comment
dimitrius154 612 Posted November 7, 2019 Author Share Posted November 7, 2019 (edited) 16 minutes ago, Flix said: may be just too different to try to merge with any of my mods Could be, though the Enhanced Edition should still be mergeable. Anyway it will still take some time to finish the project, because of the "unique weapons = unique models, or significant reskins" that I'm currently busy with. Edited November 7, 2019 by dimitrius154 Link to comment
Flix 5,116 Posted November 7, 2019 Share Posted November 7, 2019 I'll reserve judgment until it's out. It certainly is exciting waiting for you to unleash this thing on us. Link to comment
Flix 5,116 Posted November 9, 2019 Share Posted November 9, 2019 On 11/7/2019 at 2:34 PM, dimitrius154 said: Could be, though the Enhanced Edition should still be mergeable. I was thinking about this. A while back when we discovered the naming conventions of random items were messed up, you said you were maintaining D2F versions of the Addendum binaries. Do you still have those, perhaps dating from the Alpha-era of the Addendum? Could you send them to me to test? I might be able to work with them depending how much has changed. Link to comment
dimitrius154 612 Posted November 9, 2019 Author Share Posted November 9, 2019 15 minutes ago, Flix said: perhaps dating from the Alpha-era of the Addendum? I always upgrade to the latest code change, once I'm positive it's stable. Thus I do not maintain earlier versions per se, only as a backtrack reference for undesirable effects. It'll be like handing out a primed grenade without the fuse. It's best to wait out until the release. Link to comment
mike57 5 Posted December 5, 2019 Share Posted December 5, 2019 I checked the smith arts on every character I run. While Flix version gives the advertised abilities, your version gives randomized abilities. Workaround for me is to put something in and if it is something I don't like, I rinse and repeat before finalizing it. I added the difference in both versions for making it easier to find the source (at least I hope it will help). Something else I've discovered happens to both additions. Thus I believe it might be a problem from the game. I run this on one laptop and the other version on a second PC. The laptop has a second screen attached (the original screen is not big enough for me). This second screen is acting very strange only during this particular game. Sometimes it goes dark for some seconds and returns some time later. Sometimes the picture gets cut into stripes that makes playing difficult. Switching the screen off and on again fixes that strange behaviour for some time. - Maybe there is some explanation for it. Link to comment
dimitrius154 612 Posted December 6, 2019 Author Share Posted December 6, 2019 12 hours ago, mike57 said: While Flix version gives the advertised abilities, your version gives randomized abilities That's the expected behaviour. It's like Kanai Cube from Diablo 3, sans annoyance. Once Blacksmith mastery is achieved, unique and legendary tier modifiers becom avalable in the mix. 12 hours ago, mike57 said: Sometimes it goes dark for some seconds and returns some time later. Sometimes the picture gets cut into stripes Dual monitor setup might not work well with Sacred 2 graphics engine. There's a similar problem with S1 windowed mode - it causes a memory leak, that crashes the game at some point after the heap reaches 1GB. Link to comment
Flix 5,116 Posted December 17, 2019 Share Posted December 17, 2019 @dimitrius154 You said earlier that the Chance for Melee Double Hit bonus granted by mastering the various Weapon Lore skills is not working. I was curious how you planned on handling it. Can the bonus be implemented? If not, can the line that gets added to the skill tooltips be removed? Link to comment
dimitrius154 612 Posted December 17, 2019 Author Share Posted December 17, 2019 (edited) 2 hours ago, Flix said: Can the bonus be implemented? If not, can the line that gets added to the skill tooltips be removed? The code part appears to be completely missing and, due to the fact, that double hits only register for melee(which is logical), I went with the second option. Mastery level weapon bonuses are already a reasonable incentive to attain weapon mastery. Edited December 17, 2019 by dimitrius154 Link to comment
Zodiac-Mindwarp 24 Posted December 18, 2019 Share Posted December 18, 2019 So to play the Addendum I simply use GME to install The CM Patch 1.60 Then install the Addendum Then install the Trimmed Textures and I'm ready to play, correct? Anything else that needs to be installed? Is the order correct? Thanks in advance. Really looking forward to playing this. Link to comment
dimitrius154 612 Posted December 18, 2019 Author Share Posted December 18, 2019 11 minutes ago, Zodiac-Mindwarp said: Is the order correct? The "Trimmed Textures" pak files are mod-independent and can be installed at any step. Usually it's "Trimmed Textures" -> "Patch 1.60" -> "Addendum". 14 minutes ago, Zodiac-Mindwarp said: Anything else that needs to be installed? No, that's all there is. 15 minutes ago, Zodiac-Mindwarp said: Really looking forward to playing this. I should mention, that the currently posted version is an alpha. It does contain some glitches. The beta is in later stages of development. 1 Link to comment
Zodiac-Mindwarp 24 Posted December 18, 2019 Share Posted December 18, 2019 Thanks so much for the super fast reply Dimitrius. Any ETA on when you will release the full version? Link to comment
Flix 5,116 Posted December 18, 2019 Share Posted December 18, 2019 One other thing: the Generic Mod Enabler is not used for the CM Patch. It has its own installer called CMEnable .exe that you just run. Link to comment
Zodiac-Mindwarp 24 Posted December 18, 2019 Share Posted December 18, 2019 Thanks Flix. I already have things installed with GME in the order that Dimitrius listed. Would it be best to remove everything from GME, then install the CM Patch with it's own installer before adding the Textures and the Addendum with GME? Things seem to be running okay the way that I have it installed, but I would rather fix it now if it is going to lead to problems later. Link to comment
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