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Showing content with the highest reputation on 01/15/2022 in all areas

  1. Sacred Underworld Main Menù Graphics FIX View File Hi guys! First appearance for me in this section, with a fix, as the file name says, for the main menu graphics of Sacred Underworld, which are glitched in the bottom right corner. I edited a tga file extracted from the texture file, and I fixed the alpha channel to have the correct transparency. Fortunately, it was only one tga file, GUI_UW_OPTIONS12.tga, to have a strange alpha channel, with a shade of gray instead of a pure white to give 100% opacity on the rocks. As a follow up, I also fixed SUI_UW_OPTIONS12.tga and SUI_UW_OPTIONS1.tga of the Sacred Reborn mod by Overlookers to have the correct transparency as well. P.S. This bug is a bit difficult to see in my screenshot, but in the game it is very noticeable due to the water animation behind the rocks. Submitter Onion Submitted 01/15/2022 Category Sacred Mods  
    2 points
  2. Its great to have you here posting Onion, and thank you for putting the work into cobbling together this work and making it available for the fans! We've had to giver away so much local Poutine lately for modders, but I insist upon presenting you with this bottle of local yummy maple syrup for hotcakes on coooooold winter days. Delighted to have here on the forums, and helping keep Sacred and this community alive! gogo
    2 points
  3. Okay, maybe silly idea, it's like super late rn and I should rather go to sleep, but hear me out. After my thoughts on reading/participating in those discussions: I thought: Maybe I wasn't on the right track with Sacred mods, just cause it worked for Sacred 2 doesn't mean it'll work for Sacred. So why trying to mod a game that is notorious for making modders life hard, why not simply recreate it? In the early days, that would definitely be an impossible task. But nowadays? We don't have to create an engine, UE4+UE5 is free real estate out there for everyone to use. We can script it completely in easy to understand language for noob like me who is bad in C/C#/C++and can only speak lua properly. We can do all modelling and texturing and animation with Blender, GIMP and Photoshop without that INSANE .gr/.gr2/3DSmax dilemma. We could make it completely modifyable. We could even write tools for modding. And the best part: Since we create all game mechanics from scratch there will never be any confusion/unclarity/uncertainty and doubt about game mechanics! We could complete the wiki with 100% accuracy and no doubts left! And if it has success, maybe the company whose engine we use provides multplayer servers Maybe Dax is right and the correct aproach IS all the modders coming together in a new project after all. Is this idea too insane? Would that be possible?
    1 point
  4. Helloooo, first of all, I swear last time I played sacred, all dwarf guns had different sound effects, now all 3 types of guns have the same sound, am I missing something ? secondd, how do I install texture mods ? I downloaded Random GUI but there is no description on how to install it
    1 point
  5. Well my friend,if you re talking about the video where Metal goes with the vampire and overspawn the bear cave and use Orla to clear it ,it's because of their hard work,that was bassicaly a test,they wanted to see if the reworked orla works. As for my content,thank you very much for your kind words,im tryng my best,I want people to know how to play sacred and have fun at the same time ,maybe for some people the problem might be that im playing Niobium,but for me niobium it's the best way to show your skills in sacred,if people want I can even make tutorials for builds,how I build my Hero's if they want to understand it better,of course all of this is thanks to @MetaL,like 95% of what I know about sacred (starting from grind,builds,methods of farming ,how the game works and many others things),all the time when I play Sacred ,I remember him,im sad that he moved away from sacred,but that's how life works,leaving that aside,I will always be gratefull with Metal's work ,not just his work,Overlooker's clan work in general ,they really bring a new fresh air to the game for me,I hope they got enough love from the community for their work,one more time ,thank you for your kinds words !
    1 point
  6. Well I will help with the videos and tutorials maybe im I will do a trailer or something ,I like to edit , it will be very nice to see such a project getting life
    1 point
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  8. It should be possible to make armor pieces invisible, but I haven't tried it yet. As far as I know, making the alpha channel of the correct tga files full black to have 100% transparency should be enough, but you should do this for every armor piece in the game... Probably there are also other ways, I will check Edit: proof of concept, I edited the alpha channel of HORSE07.TGA to have full transparency, and my undead horse is now invisible. You can also play with transparency percentage, to make phantom steeds or whatever, and it also works with armor files. The horse shadow is still there, so now I have to figure out how to make it disappear as well.
    1 point
  9. Hello everybody. I have downloaded two RuDDicK skins [DAEMON (DA JI) -Wood Elf (Dark Elf)] that I have loved, but I have found the disadvantage that the armor overlaps, of course, the skins. What I've been wondering about is the possibility of making all the armor invisible, removing the textures and keeping only their stats. I don't understand much about the subject, but I've been doing some research, downloading Tex Extractor, but haven't gotten any results yet given my little experience with this kind of thing. Does anyone know if it is possible to do what I propose? Thanks!
    1 point
  10. s'mores -> banana bread A slice from a self-made whole grain bread, Nutella smeared on it, then banana slices, then some hacked nuts... Sunday morning favourite of the twins Crunchy parts, sweet parts, fruit parts, ... Since they are growing and active the bit sugar is burned away quickly.
    1 point
  11. A new video ,hope you enjoy it ! leave your opinion
    1 point
  12. Jesus how cool can it be ? I mean Sacred 1 DE or remake 🔥 ,it sounds good
    1 point
  13. Let it be, Lindor. If you want to bring your talents in, then join Thoriums LifeLeech project. He is well known here and among the devs of Sacred1. His team has won some kind of contest and even the backing of a studio or publisher. So if you want to become more active, go there since Thorium needs all help he can get. New games flood the market on a daily basis and it will be a hard job to stay over water in an environment where players are getting hyped by the wildest promises only to bind them to studio and product. Even selling only the cheapest cr!p seems to be acceptable nowadays the hyped player literary begs to be betrayed by the company and gives his hard earned money away for the craziest things. Speaking of self grown worlds.... Forget it! I have seen the most wondrous gameworlds going down the drain despite the makers put work in beyond any imagination. Hope fades away slowly over months and years and you sit there, desperately hoping for players to show up, only to realize in the end that you have not only lied to yourself all the time, no, even worse, believed your own lies. S1 is rather nostalgia modding, there is no time pressure involved. Time flows far slower here and if a mod appears a month earlier or later, does not matter.
    1 point
  14. Version 1.0.0

    74 downloads

    Hi guys! First appearance for me in this section, with a fix, as the file name says, for the main menu graphics of Sacred Underworld, which are glitched in the bottom right corner. I edited a tga file extracted from the texture file, and I fixed the alpha channel to have the correct transparency. Fortunately, it was only one tga file, GUI_UW_OPTIONS12.tga, to have a strange alpha channel, with a shade of gray instead of a pure white to give 100% opacity on the rocks. As a follow up, I also fixed SUI_UW_OPTIONS12.tga and SUI_UW_OPTIONS1.tga of the Sacred Reborn mod by Overlookers to have the correct transparency as well. P.S. This bug is a bit difficult to see in my screenshot, but in the game it is very noticeable due to the water animation behind the rocks.
    1 point
  15. If someone is interested in this topic, I managed to fix the menù with photoshop. I edited a tga file extracted from the texture file, and I fixed the alpha channel to have the correct transparency. Fortunately, it was only one tga file, GUI_UW_OPTIONS12.tga, to have a strange alpha channel, with a shade of gray instead of a pure white to give 100% opacity on the rocks. As a follow up, I also fixed SUI_UW_OPTIONS12.tga and SUI_UW_OPTIONS1.tga of the Sacred Reborn mod by the Overlookers to have the correct transparency as well. I will post the fix in the mods section!
    1 point
  16. Jimmy Buffet songs you know by heart cheezebuger in paradise
    1 point
  17. Just re-installed Sacred 2 last month. I had the game saved on an old external HD but none of the mods were saved, don't know why but there it is, almost a month laster and I'm still finding things to down load, ain't that a kick in the head😄
    1 point
  18. max level uniques useable by all charcters View File Max level uniques, useable by all characters, except Vampire stuff. All self found, nothing is cheated. Some have new stats due to Reborn mod depending how you transfer them, the new stats will stay. To set them back to normal, start the games Game Server and run a multiplayer session. Drop the items and pick them up again to reset the modified stats to normal. Submitter Dax Submitted 01/14/2022 Category Underworld
    1 point
  19. All in all what you say sounds to me like all the modders coming together and starting a serious company to completely redo Sacred Gold from scratch, completely with advertising and everything rather than everyone working for himself. Let me offer my personal perspective: I have thought about starting to mod Sacred more than once. Closest I came to it was when I extracted the Anducar Demon model, texture and animation to import it into Sacred 2. It didn't work, the model loaded in correctly, but the texture was not applied correctly and the animation crashed the game. It's a shame that I don't speak the programming language Sacred was coded in. I have like so many ideas. Adding Fireball to Byleths. Making special damage sets reduce enemy resistances instead of damage multiplication. Giving big Dragons ability to fly. Orla-Aisling tweaking. And many many more. But I can't even finish ONE Sacred 2 mod, let alone all the other different ideas I have for Sacred 2. And then there's also real life. Starting to mod Sacred Gold would be like open project #999999999 for me. I wish to start it, but I also know in doing so none of my mods, being it Sacred 2 or Sacred Gold, will ever come out. I'll have to think about it. If I had the time to actually become a capable programmer and was part of a company working on an actual Sacred ReBorn game, then all these problems above would be solved, but new problems would arise immediately. And that is creativity. Creativity and capitalism don't go together, the fall of Ascaron showed that horrifically. All the ideas I listed above are my personal ideas and when I ever start modding Sacred Gold, then my primary motivation would be letting all my personal visions become reality. But when I work for a game studio, I wouldn't code for myself nor would I code for the game nor the customers. I'd code for money and nothing else. And that doesn't work. So yes, all the modders coming together working on a single big mod would be amazing. But I e.g. could never imagine working together with the OLKs, their vision is simply too different from my preferences (and that's okay!). Since all the modders have different visions, that will never happen until there's some sort of system behind it and System and Creativity are excluding each other. Nostalgia is what's keeping Sacred Gold alive and it doesn't work good. Diversity is what's keeping Sacred 2 alive and it does work amazingly. DarkMatters and the modding community is what made Sacred 2 a legend. Dimitrius, Flix, Gogo, Llama, Moonypaw, Schot, those are the heroes of Sacred 2 (alphabetically). I'd rather have 1000 different mostly compatible mods than one new game. And I really believe that this is what will keep Sacred 2 alive forever. So that's how I see it: the key is not coming together for one single big mod, the key is diversity. My advice: Try to make your mods as compatible with other mods as possible. That way the player can choose for her/him-self. I'll do the same when I ever start modding. I simply refuse to make that decision dependend of the amount of interest/feedback from the community, and that's also the advice I'd give to any potential modder. Games nowadays are really bad. People are going back to old games. Look at how positively surprised all the people where when they discovered there's still an AoE2 community. From T90, the Pro Players and sponsored events over Rage of Empires (german series) to Definitive Edition. The Cycle will be broken. We just need passion and creativity, then the interest will come. Naturally. At least that's what I believe. And when companies see there's interest sprouting on Sacred Gold and smell an opportunity, maybe we'll see Sacred Definitive Edition in the future, who knows. Oh and also new "official" servers for multiplayer and completing the SacredWiki would help immensely I think What the OLKs discovered about the game mechanics needs to spread. EDIT: That being said, being a hired dev of a game studio for working on an official Sacred ReBorn/Definitive Edition would kinda be a dream of mine despite everything I've written so far
    1 point
  20. Actually these beasts are well designed. They need some distance from ground to chassis at high snow. They have a low centre of gravity, the cabin adds not much. The cabin must be high to watch over parking cars. They have to be narrow and having a low turning radius to fit on a walking way... Being the mayor of our small village and member of the district disaster prevention I get lot of invitations for exhibitions of community vehicles. Speaking to the engineers is always very interesting. In small villages it is manpower (shovel) from house owners for the walking lanes and tractors or Unimogs hired from farmers for the roads. I used my Unimog for this. After I bought a MB-Trac for forest work and it is finally refitted (roll cage, armoured hydraulics) I prefer it. Most addons for Unimog can be put on it too. I have three snow-plows for it: one which moves the snow to a side, a wedge-shaped to break through heavy snow moving snow to both sides and a third which can be added to the rear when having to move forward and backward for getting a curve. At low snow a rotor sweeper. The strayer used for fertilizer can be filled with salt or small stones at black ice. It could do this: This sort of snow plow is also very useful for clearing roads from mud and stones after flooding. Mud 3- Snow 1 But its main job is to pull trunks.
    1 point
  21. hubba bubba -> wild sorrel As a young kid there were several common sorrel plants along the road when I walked to the school bus - but no shop which could have sold chewing gum. Grandma told us to use only a single leaf from a young plant and not to swallow it.
    1 point
  22. The Cursed Forest is in the PC-only I&B expansion. Check out the wiki for the others. Note that on console, it may be slightly different. For boss hunting, start a free world game. There you'll find portals to take you to the various regions. http://www.sacredwiki.org/index.php/Sacred_2:Boss
    1 point
  23. You find lots of texture mods here: http://darkmatters.org/forums/index.php?/files/category/83-sacred-mods/ The great thing is they don't interfere with save data.
    1 point
  24. Actually #2 Danny Vera is Dutch as well (learned that this Christmas, funnily enough), as are #14 DI-RECT and of course #20 Miss Montreal. I found out one of my favorite Chillstep artists put up a new album, 10 years since his previous one and I'm currently enjoying that. YT link to one of the new tracks: And here's the p[aylist: https://youtube.com/playlist?list=OLAK5uy_n9SZMK3S8iNkqQHItsvB0sLBk8YiaOo1o
    1 point
  25. Welcome to the forum, Onion! I'm hoping we see a resurgence of forum members with the recent BC release on Xbox... There's years worth of great content and community here too! 😊
    1 point
  26. Welcome to the FDM Onion, enjoy your time here!
    1 point
  27. Welcome Onion! Please let us know if you have any questions or concerns. I hope that you drop by often.
    1 point
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