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Posts posted by dimitrius154
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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.
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6 hours ago, Flix said:
So the CreatureBonus and CreatureSkill entries for 1994 and 1995 (the shifted creatures) are ignored completely and not added to those inherited from the DM?
That's correct. CA-side boni are added as expected.
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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.
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@Flix All shapeshifting skill invokers inherit the original stats, skills and boni. It was the most consistent thing to do, IMHO. However, extra CA derived boni might work, I've never tested that avenue.
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7 minutes ago, Flix said:
I love these new Alchemy-unlockable potion bonuses too.
It was a spontaneous decision, borne of the "problem->solution" logic, where the problem was, that choosing the original "Alchemy" was contrary to common sense.
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6 minutes ago, Flix said:
This would make sense because potion drops are much lower in Addendum.
Done specifically as a gold sink + "don't feel too comfortable" solution. The old rate was truly obscene, like the whole land was full of healers and such, even at the Desert. Sacred Pharmacy 2)
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@FlixJudging by the "spez" retrieval code, the ones supposed to work are "DRPC_RUNES" and "DRPC_POTION". I have found no obvious references to the bonus itself in any of the loot related functions, or any other, for that matter. I've never tested it, but it might be inactive.
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15 hours ago, Lindor said:Possibility to update?
https://drive.google.com/file/d/1tYbUbZ1TU35FXHKmutrOIomw30Kl2New/view?usp=sharing The previous one was deleted along a bunch of obsolete stuff. "The forest is is cut - the chips fly."
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16 minutes ago, Flix said:
I believe I increased their minimum level to resolve. There may have been a handful of other set items that needed the same treatment.
Hmm, perhaps a minimum level of at least 40 should be set to resolve the issue...
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@FlixI find the mounting feedback about receiving the same set items at an abnormally high rate unexpected, since I see no obvious flaw with the drop.txt normal distribution. Have you received any such reports for EE 3.2?
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@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.
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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
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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.
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28 minutes ago, Lorane said:
the Elder issues a reward and the village "reboots" (ceasing to be dark). After that, there are no awards on earth
Once the next iteration is released< the problem should be resolved. The expected time of release is the end of March.
Hmm, should I make it the 01.04.2023 release, or should I not?)
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4 minutes ago, Vishanka said:you did a DXT1 compression for the ground and building textures to reduce file size?
Indeed, that way the un-zipped package takes approximately half the original space. Supposedly without affecting the original quality.
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23 minutes ago, Vishanka said:
I downloaded the file again but it seems to be 'my' original version, I don't see changed files this time.
That's correct for the "miniobj" and "physx" subfolders, the rest are altered.
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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.
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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.
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@VishankaAbout the Beautification Mod - is there any specific visible effect from saving as DXT5, instead of DXT1?
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@FlixTurns out, the coldown + regeneration time description part had been erroneously made invisible back in 2018.
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On 3/10/2023 at 12:48 AM, Lorane said:
In the "Forgotten Valleys" quest, the village becomes normal too quickly, it's hard to hit the collect items button in time to get rewards from Elder Gerwein when I come to him after killing the boss.
Hmm, the timer must be off.
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14 hours ago, Flix said:
should it just overload to ANIM_TYPE_SM07_2H?
Definitely, looks like I forgot to do it myself.
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@FlixIt's definitely about s2logic.dll. Will take some time to figure out.
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8 minutes ago, Flix said:
I seem to be missing it in the upcoming v16, only seeing the total time.
Hmm, try replacing global.res with the one from v15.
Sacred 2 Enhanced Edition
in Sacred 2 Modding
Posted
@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.