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dimitrius154

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Everything posted by dimitrius154

  1. 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?)
  2. Indeed, that way the un-zipped package takes approximately half the original space. Supposedly without affecting the original quality.
  3. That's correct for the "miniobj" and "physx" subfolders, the rest are altered.
  4. Somehow 1-bit alpha gets messed up. Updated. Let's try again.
  5. 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.
  6. @VishankaAbout the Beautification Mod - is there any specific visible effect from saving as DXT5, instead of DXT1?
  7. @FlixTurns out, the coldown + regeneration time description part had been erroneously made invisible back in 2018.
  8. I'd say it should be a "hidden" property, like those special weapon mechanics in Sacred1. The way it works is quite shoddy, basically, a state flag is being set, that's checked upon animation selection. Definitely not intended. May I see a sample of the original outlook? No, itemnames addresses NameGen.dll. Although, perhaps, changes chould be made to it, for the sake of consistency. It's definitely et_shieldblock. Damn those typos and the inferior keyboards!
  9. Depends on the version of the game. The cookie-cut answer is {game_directory}\scripts\server. The true challenge is identifying the quest names. They are in German. I'd suggest the German->Russian Google Translate setup, since I'm reasonably certain the ru_RU localization had been made via direct German->Russian translation.
  10. They are now obsolete. The vertex-animated models are clearly not well suited to the code-solution present and they take a lot of RAM. The developers have even mentioned that in one of the Inquisitor's quotes. I've taken effort to get rid of other similar issues(Seraphim skirts, Undead Legate cape, Undead Mage cape). Sure. I'm currently in a process of squishing an unfortunate bug regarding collecting loot while dismounted.
  11. A typo, actually, NUMBERS_SKILP, instead of NUMBERS_SKILLP. Wonder if anyone produces quality keyboards anymore.
  12. @FlixIt appears you've substituted QuestView.xml with your older version, which does not contain the necessary entries for "attrp", "skilp". Entries 1804406278 and 0431164270 also have to be present in global.res. The reason it even worked with the older sacred2.exe was that it contained erroneous pointers to those entries.
  13. Yes, the classification bonus. While I expect some additional confirmation, it would seem the Light Range bonus was bugged in vanilla as well.
  14. 1) Technically possible, their droplists may yield an empty roll. 2) I'd say, it's a pesudo-randomization quirk, unless the same situation continues further ingame.
  15. That would be weird. Maybe it's about the GME. I'd suggest trying the more basic installation approach.
  16. @FlixLet's try this one, the entire system folder: https://drive.google.com/file/d/1MKeizcyQ4lU6m131gpczp_o_0svceNA7/view?usp=sharing
  17. @FlixHmm, we definitely need one more rig. Can anyone else confirm that same behaviour? @Androdion, perhaps?
  18. Hmm, D2F v14 definitley launches for me. have you tries a shortcut with -nocpubinding -skipopenal flags?
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