Lindor 438 Posted January 12, 2021 Author Share Posted January 12, 2021 Seems like I celebrated a little bit too early. I made a really sloppy mistake! When copy-and-paste-ing the particle scripts from my sorted spreadsheet, there is a whole column I skipped! Thanks for @desm and @dimitrius154 for making me realise it, we discussed about potion FX and said particle script, fx_boost.particle, is part of that column. Here they are: Quote fx_areafire1.particle fx_areafire2.particle fx_areafire3.particle fx_blood1_black.particle fx_blood1_blue.particle fx_blood1_ghost.particle fx_blood1_green.particle fx_blood1_yellow.particle fx_blood1.particle fx_blood2.particle fx_blooddrops1.particle fx_blooddropsdrop1.particle fx_blue1.particle fx_bluefireball_c.particle fx_bluefireball_i.particle fx_bluefireball.particle fx_boost.particle fx_burningskin.particle fx_butterfly.particle fx_death_bloodskull.particle fx_death_eod_servant1.particle fx_death_eod_servant2.particle fx_eiterblase_ripple.particle fx_eiterblase_ripple2.particle fx_eiterblase_splash.particle fx_eiterblase.particle fx_entzuenden_c.particle fx_entzuenden_c2.particle fx_entzuenden_fire_small.particle fx_entzuenden_fire.particle fx_federnlassen.particle fx_fire1.particle fx_fire2.particle fx_fire3.particle fx_fire4.particle fx_fire5.particle fx_fireblue_large.particle fx_fireblue.particle fx_firegreen.particle fx_fireshield_c.particle fx_fireshield2_c.particle fx_firestep.particle fx_flyingbats.particle fx_ghoulblocken1.particle fx_ghoulblocken2.particle fx_ghoulblocken3.particle fx_ghoulblocken4.particle fx_glowingchrystalblips.particle fx_glowingmushroomblips.particle fx_gluehendeasche.particle fx_gluehendeasche2.particle fx_greenfireball_c.particle fx_greenfireball_i.particle fx_greenfireball.particle fx_grndfire_ef.particle fx_grndfire_smoke_ef.particle fx_grndfire_smoke.particle fx_grndfire.particle fx_grndice_smoke.particle fx_groundfog.particle fx_groundfogblue.particle fx_groundfoggreen.particle fx_groundfoggrey.particle fx_groundfogred.particle fx_gruenerdunst_blobs.particle fx_gruenerdunst_greenglow.particle fx_gruenerdunst.particle fx_hemnt_glitzern.particle fx_hemnt_glitzernBig.particle fx_hmnt_atem.particle fx_hmnt_atem2.particle fx_irrlicht.particle fx_irrlicht2.particle fx_klauenangriff.particle fx_klauenangriff2.particle fx_klauenangriff3.particle fx_klauenangriff4.particle fx_klauenangriff5.particle fx_leafflush.particle fx_magiclight.particle fx_oilfire1.particle fx_oilfire2.particle fx_oilfire3.particle fx_pestbeule_c.particle fx_pestbeule_i.particle fx_pestbeule1.particle fx_runningbugs.particle fx_schleimblase_ripple.particle fx_schleimblase_ripple2.particle fx_schleimblase_splash.particle fx_schleimblase.particle fx_sera_mystique.particle fx_st_explosion1.particle fx_st_explosion2.particle fx_st_explosion3.particle fx_st_explosionsmall1.particle fx_st_explosionsmall2.particle fx_st_explosionsmall3.particle fx_st_explosionsmall4.particle fx_stone_streak.particle fx_tstrahl_i1.particle fx_tstrahl_i2.particle fx_tstrahl1.particle fx_tstrahl2.particle fx_wispblips.particle fx_wispstar.particle I gotta be honest, I kinda started to miss going through them anyway despite it's a lot of work, but the results are really motivating so I don't see it as a horrible error but rather as an opportunity to revive even more FX . Btw one particle script, fx_stone_streak.particle, seems to appear twice, at least it sounds familiar to me . Link to comment
Lindor 438 Posted January 18, 2021 Author Share Posted January 18, 2021 I revived several new FX: FX_AREAFIRE1 FX_BLOOD FX_BLOODDROPS1 --audio only FX_BLUE1 --I think I have tested this earlier and it crashed my game. now that I found a spellclass that works with nearly all FX, cSpellHeFeuerball, it works perfectly fine. FX_BOOST --auto-trigger FX for consumables. NOT force-triggerable. FX_DEATH_BLOODSKULL FX_DEATH_EOD_SERVANT1 --looks absolutely amazing FX_DEATH_EOD_SERVANT2 FX_ENTZUENDEN_C FX_ENTZUENDEN FX_FEDERNLASSEN --the feathers are pretty big FX_FIRE1 FX_FLYINGBATS FX_GEN_SPEEDUP --auto-trigger FX FX_GLUEHENDEASCHE FX_GROUNDFOGBLUE --unstable Environmental FX_GROUNDFOGGREEN FX_GROUNDFOGGREY FX_GROUNDFOGRED FX_KLAUENANGRIFF FX_LEAFFLUSH FX_MAGICLIGHT --looks really cool FX_OILFIRE1 --small FX_OILFIRE2 --medium FX_OILFIRE3 --large FX_PESTBEULE_C --not what you expect, it's blue! FX_PESTBEULE1 --not what you expect, it's an icy fireball! FX_RUNNINGBUGS FX_TSTRAHL_I --I skipped most of the _I FX. This is an indicator to me that there are maybe few more that I skipped FX_TSTRAHL However I'm not gonna upload the screenshots here. In fact, I want to change the things around a little bit. Initially I sorted the particle scripts for the goal of reviving FX. Now that I tested all of them and (hopefully) revived everything, I came to the following conclusion: Only uploading screenshots for revived FX doesn't really fit the primary purpose for giving inspiration to and helping modders anymore, since there are many FX that are defined in spells.txt yet a modder might be unaware of. Therefore I'm gonna delete all the screenshots here and start a new topic instead, where want to upload ALL FX (excluding hero FX and probably also Boss FX), sorted by what they do and not by how likely it is that the FX are revivable. Flix is completely right and right now it is too confusing. I'll therefore also sort all of the already tested particle scripts into a single spoilered group. 1 Link to comment
dimitrius154 612 Posted January 18, 2021 Share Posted January 18, 2021 @LindorIThe endeador is sound. However, it should be mentioned, that some perfectly operational FX will not work as cast, or effect routines, due to code conditions. 1 Link to comment
Lindor 438 Posted January 18, 2021 Author Share Posted January 18, 2021 4 minutes ago, dimitrius154 said: @LindorIThe endeador is sound. However, it should be mentioned, that some perfectly operational FX will not work as cast, or effect routines, due to code conditions. Thanks, I did not know that 4 minutes ago, dimitrius154 said: However, it should be mentioned, that some perfectly operational FX will not work as cast, or effect routines, due to code conditions. Yeah, that's why I tried every FX both as casting and effect FX. Unfortunately I did that simultaneously so I don't know exactly which is which - half the work, but missing some information. If you know some FX which have that property, you can tell me and I'll edit it in Link to comment
Popular Post dimitrius154 612 Posted January 18, 2021 Popular Post Share Posted January 18, 2021 41 minutes ago, Lindor said: If you know some FX which have that property, you can tell me and I'll edit it in FX_BOOST doesn't work as a cast, or an effect. FX_SK_KAMPFRUF doesn't work as a bone effect. I swear, every time I work on this game's code I drink some strong stuff beforehand, as a safety measure. Just so I wouldn't wish to drag whoever's responsible for the idiocy I see to the Inquisitorial trial myself. 2 Link to comment
Lindor 438 Posted January 18, 2021 Author Share Posted January 18, 2021 (edited) Ignore this post or delete it pls Edited January 18, 2021 by Lindor Link to comment
Flix 5,116 Posted January 18, 2021 Share Posted January 18, 2021 Thanks for tracking down those death FX for the Blood Forest creatures. Link to comment
Lindor 438 Posted January 18, 2021 Author Share Posted January 18, 2021 (edited) Np Wish I'd found the icy skull death FX for the crystal region creatures as well, they don't seem to have particle scripts EDIT: That just gave me an idea: Does somebody have a folder with the original Fallen Angel particle scripts? I could then run my code on them and check which ones have been added with Ice&Blood. Maybe I find some that I've missed. Edited January 18, 2021 by Lindor Link to comment
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