Jump to content

dimitrius154

Moderator
  • Posts

    1,637
  • Joined

  • Last visited

  • Days Won

    86

Posts posted by dimitrius154

  1. @Flix A few questions about soundprofile.txt:

    1. Why did you decide to replace "TAUNT" entries with "SHOUT_ATTACK"? Was it in order to increase the frequency of use?

    2. The "SHOUT_ATTACK_THIEF" have been replaced by "SHOUT_ATTACK_HUMAN". Were the original ones not getting triggered?

    2. It puzzles me to see quite a few "TALK" entries having their sound resource ID changed.

    3. The DM's event534 = { event = "APPROACH_BOSS", id = "10", resource = 228726 }; was replaced by event534 = { event = "TALK", id = "285870252", resource = 228726 };. Hmm, wonder as to why.

  2. On 3/27/2023 at 4:59 AM, Flix said:

    can you tell me how the game determines what's single target, Area of Effect, or buff?  Does it use (I hope) spellclass?

    There was no such original procedure, I had to invent it myself(works for spell-based attacks). The correct type is determined by checking for spellcontroltype ID's and checking for active area-related spell token entries, if the ID I question is ambiguous.

    On 3/27/2023 at 4:59 AM, Flix said:

    So it's not a radius anymore... then how does an enemy detect the player? Do enemies have a perception stat that perhaps improves with the Perception skill?

    The Invsibility detection function had been modified to accomodate an equation juxtaposing stealth value, enhanced perception value and a random(0,1000) value at each tick.

  3. 1 hour ago, Lindor said:

    Windows event log

    getPosition@cEntity@@QBEABVcWorldPosition@@> 56. Something cannot be placed at the location, the address pointer, ahem, points to a rather small value(the cause for all of those access violation errors, whatever the application is), reserved by the OS. Might be anything, ranging from a drop with a non-existant model to a dll editing fault.

    • Thanks! 1
  4. @FlixThere're multiple extra "KE" animation entries for models/npc/monsters/skelett-krieger/v_skelettkrieger-v1 but no extra corresponting animation files. 

    The models/npc/highelves/highpriest-inquisitor/v_highpriest-inquisitor has an "SM09" entry instead of "SM11".

    models/npc/monsters/goblin-rider/v_goblin-wildschweinreiter and models/npc/monsters/kobold-rider/v_kobold-wolfsreiter "HORSE" entries have been replaced by "SPECIAL" but no corresponding files are present. I see that you try to set enemy mounts as special. As far as I know, that would not alter enemy rider ability to cast CA's.

    • Thanks! 1
  5. 1 hour ago, Lorane said:

    The question arose, is everything all right with the trolls in the orc region? The fact is that from time to time they kill with 1 hit, regardless of how the hero is pumped, and this happens even if you turn on the trainer with immortality mode xD

    Many issues can be traced to the recently discovered faulty appelations within a primary game library:

    Addendum s2logic.dll fix: https://drive.google.com/file/d/1UIamGhQ0VKQSWZccsbd5WEZ4Lla17JmA/view?usp=sharing

    Addendum Extra s2logic.dll fix: https://drive.google.com/file/d/106uNXTh2iUqs7qUsNULmFR96l3tX1LhP/view?usp=sharing

  6. 4 hours ago, Flix said:

    Do minions summoned by the spellclass "cSpellSkKohorte" still use the behavior "Hireling_brave" by default? 

    Hmm, they now use "Hireling_mage_no_defense". Another 2018 modification mechanically added to the D2F without extra notification.

    4 hours ago, Flix said:

    the Skeletal Mages are perfectly fine for some reason

    They have at least one CA. The A.I. issue is resolved by adding the "melee_attack_ca" to the problematic melee summons.

    • Thanks! 1
  7. 12 minutes ago, Vishanka said:

    The edges are a little lighter but still quite rough, but there is a more distinct problem, this strange blackness now appears in certain angles

    Somehow 1-bit alpha gets messed up. Updated. Let's try again.

  8. 1 hour ago, Vishanka said:

    the quality with dxt1 got too bad for my liking, the colors blur very much and the edges become pixelated and darker

    Could you, please, take a look at https://drive.google.com/file/d/1jOsXS4JJQEycX8jnlrAZJH8r04t3Iuia/view?usp=sharing ?

    Point is, Sacred 2 memory management is very particular as to how much is taken by textures. It should never be more then 390 - 400 MB, otherwise the game starts to stutter.

    • Appreciation 1
×
×
  • Create New...
Please Sign In or Sign Up