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Flix

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Everything posted by Flix

  1. Confirmed. I've been having a hard time fixing it though. This bug isn't my fault. Soul Hammer didn't hit twice when dual wielding either, and Vengeance inherited its animations. I tried replacing the dual wielding animations for just that combat art but even though they appear correctly (both weapons swing) only one hit registers. So it's not an issue with the animation itself (even the default animation swings both weapons). So far the only method that has worked is to change the spell's script to use the generic attack animation. This would apply to all weapons when using Vengeance though. Meaning all the special animations for the other weapon types would be lost and replaced with generic weapon attacks when using Vengeance.
  2. Ok, I think the shorcut options would improve performance generally but they're probably not tied to the freezing problem. My money is on PhsyX right now. But I understand the effects are neat.
  3. Hello! Welcome to DarkMatters. From what I understand this is tied to a memory leak problem. The game uses up more and more memory and once it hits a threshold (1.5GB I believe) it freezes as you describe. Run in compatiblity for Windows XP SP3 (looks like you've got this covered) Disable PhysX Disable Elite Textures if you have them installed I use this program because like you I'm on a 64-bit system - 4GB Patch Running this program has been recommended on the forums. I haven't tried it myself - MemClean I also do this to the Sacred 2 shortcut: Right click the shortcut and select properties Click the Shortcut tab In the Target field, you need to add the following: -skipopenal -nocpubinding. The contents of the target field would look like this (for Steam): "C:\Games\Steam\SteamApps\common\sacred 2\system\sacred2.exe" -skipopenal -nocpubinding Click Apply and Click OK. Here's some other threads on the topic: http://darkmatters.org/forums/index.php?/topic/15390-sacred-2-freezes-when-memory-use-is-more-than-15g-ram/ http://steamcommunity.com/app/225640/discussions/0/864956554687300470/?l=english Some users have reported simply alt-tabbing out of the game every 15 minutes or so refreshes the memory enough to keep it stable. Good luck. I hope you can get it running smoothly.
  4. Ok. I think it will only benefit users with larger resolutions, like mine is 1920x1200. For your screen size, I think the "scaled" version of the interface is identical to the default size. I think you may be stuck with the default panel size. There is a way to increase font size, if legibility is an issue. But it won't make icons or anything like that bigger.
  5. It scales up the user interface according to the game's resolution. Here's how it looks on my system before and after enabling UI scaling: Before After
  6. Thanks for confirming. I was able to fix Fists of Fire no problem. It even seems to hit ground enemies more reliably now. A side-effect of the change was that the "roar" sfx was changed to a more appropriate martial arts "whoosh" sound. I wasn't able to make Dragon Flight inflict damage while mounted. I did however change the tiger snarl sfx to a more appropriate sound, and I changed the animation to the old Propelled Levitation one. You know, this one: If you're going to jet around in a flying saucer, you may as well do it in style. I confess I haven't tested the combat arts while mounted nearly as much I should have. I think I'll give all of them one more pass before releasing the patch to see if there any more mismatched or missing animations or effects while mounted.
  7. This was expected, but no one did anything? With even just a few days warning someone could have made a backup of the forums. One option we have now is the Wayback Machine. If there are really is some valuable info like guides we can likely still pull the text off of the "snapshot" of the forums: https://web.archive.org/web/20160314062149/http://forum.sacred2.com/ This is a master list of all URL's captured: https://web.archive.org/web/*/http://forum.sacred2.com/* I'll look around and see what I can find. Expect lots of broken links and "backup not found." I confess I never spent much time there. I would appreciate if others would help by posting about anything that might be of value and in need of preserving.
  8. You might want to try activating the option "UI Scaling" in the options menu. There's also a way to resize the windows, but it won't increase the size of the panel's contents, just the border.
  9. The Assassin's combat arts are now complete on the Wiki! His aspect skills like Shadow Disciplines Lore also complete. I've just got to figure out a lingering bug with Fists of Fire and then I think I'll be ready to put out the next patch.
  10. So I've been testing the Assassin's combat arts while making videos for the Wiki, and I think I've come upon a couple bugs: Dragon Flight is completely unable to hit anything when mounted in the Mobiculum. It still teleports, but it causes no damage on hitting the target. I've tried every animation I can think of and the result is still the same. I can't see any way to fix it, so I may just need to put a note that says it only teleports when mounted? Fists of Fire seems unable to hit flying enemies like bats and harpies. Tested over and over again (on foot), no damage caused. Other enemies are properly hit. This may be fixable, if it really is a problem and not something I'm imagining. Can anyone playing the Assassin confirm either of these things?
  11. It just seems to me that behavior you're describing with Fallen Angel - that is, the things you like - should also be part of Sacred 2 Gold. In my game I have no trouble pulling up each of those panels individually. Nor is it any problem to zoom in as far as I like. It might just be a matter of spending some time in the options menu to adjust the camera settings, hotkeys, and other inventory behavior. I was offering to replace it myself. Although this was when I thought it was a cosmetic issue for you, not one of panel behavior and camera control.
  12. I gotta say, to willingly forgo the expansion and the CM Patch for the sake of the interface, we're of two vastly different mindsets on what's of value in the game. But I hope you enjoy your adventures in Ancaria and don't have any more technical issues. P.S. The interface can be customized through mods. I don't think I've ever seen the Fallen Angel interface but it shouldn't be much trouble for me to replace the new with the old, if it's still present in the game files.
  13. We got it from the Brits. http://www.huffingtonpost.com/2014/06/13/soccer-not-football-_n_5492714.html The word “soccer,” which is believed to have originated in Britain some 200 years ago, comes from the official name of the sport, “association football.” As other versions of the game evolved to include Rugby Football, it is believed the Brits adopted colloquialisms to distinguish each game. The rugby football game was shortened to "rugger," a term recognized in British English to the present day, and the association football game was, plausibly, shortened to "soccer." Gradually, the term “soccer” gained popularity in the U.S. to distinguish the sport from American football. By the 1980s, the Brits began to part with the term, apparently, because it had become too "American."
  14. On a hunch, I tested Whirlwind animations while mounted with Ranged Weapons. They were bugged too. I don't think that's my fault, it seems that the mounted animations for "Demonic Blow" with Ranged Weapons have always been bugged. Since I assigned this same set of mounted animations to Bash, Whirlwind, and Concentrate, all 3 combat arts were doing some weird stuff when the Barbarian used them with Ranged Weapons on his Hellhound. He just curls up the fetal position and shoots the projectiles from his butt. "Is this right? This doesn't feel right. How do I ride this thing?" Anyway, it was easy enough to fix. Next patch will have corrected animations for Ranged Weapons while mounted.
  15. Thanks a lot! Revive - I corrected the Wiki page. If you take the Furor modifications, then the damage of the Revives will increase with CA level, and this bonus will also be improved by Dark Summons Lore. Skeletal Mages - Yes, Fire Bolt is replaced with Firestorm. There are no LL% attacks for the skeletal mages. I think the melee bonuses are still important for the Necromancer so he can still have that option, because he only has one weapon combat art it would be even harder to follow that path if I removed all his melee bonuses. But I'll check and see if anything on his aspect sets doesn't fit the aspects anymore. I'm not against the idea really, but I'll have to think about it. The thing about that specific suggestion is that I'm already using the burgundy magic set for Virgo's Revenge.
  16. I could never install from my Sacred 2 disks either - it would never recognize when the second disk was inserted. I had to buy from GOG as well. Well, if you've already installed DirectX9, the next thing I would suggest is try running Sacred 2 in compatibility mode for Windows XP SP3. I'm drawing a total blank on the pre-programmed, auto-leveling characters you are describing. It must have been from the early days because I have never seen such a thing in Sacred 2 Gold.
  17. Assassin Redesign As I'm reviewing the Assassin's combat arts for the Wiki, it occurs to me that while he has some truly badass armor, his base model is really dorky looking. The whole "Temple Guardian is Pinocchio" thing is a fun comparison, but his default appearance is a little too... on the nose? Knobby knees, spindly legs, stringy arms are now replaced with a more respectable body. I get that some people may miss the human muscles indicating that he is in fact part organic, but I think this is overall a change for the better. He looks like he can hold his own with the other mechanical Assassins of the game now. This is the base model, default appearance, with no items equipped. You can see that the battle extension arm is now his default arm. This change won't affect his ability to shoot with his battery. For all those combat arts not in the Martial Arts aspect, he will still shoot his battery projectile as always.
  18. Well we can try to figure it out. Exactly what version of the game do you have? Sacred 2 Fallen Angel + Ice & Blood expansion + latest official patch + CM Patch on top of it? Or Sacred 2 Gold + CM Patch? I can't ever recall a pre-existing set of heroes being ready-made in the character selection screen. The heroes folder in "server" simply creates the blank heroes for character creation. I don't have a heroes folder in "shared". What's the error message for the missing driver? Can you copy paste or take a screenshot?
  19. The Paladin's Combat Arts are now complete on the Wiki! Her aspect skills like Blessed Defense Lore are also complete. It was very fun documenting how all the weapon-based CA's like Vengeance and Zeal behaved with different weapon types. I caught many typos and inconsistencies to correct with the Paladin's tooltips in the next patch. I even caught a bug! Holy Fire wasn't giving its Fire Damage +X% bonus. It's now corrected.
  20. I feel like I could write a truly monolithic post about the history and scope of Sacred 2 modding at this point, as I've been up to my ears in it for 3 years now. But I'll keep it short and expand it if necessary. The language in the Sacred 2 scripts is easy to understand, as is the structure of the game folders. I don't have any training or experience in programming and I learned to feel very at ease with them after a few months (at first it was a tad nightmarish though). There is a List of Mods and Modding Guides on the Wiki. Although the modding tutorials might be somewhat limited in scope compared to the actual mods. I'll link some actual mods below because I learned by example (and from some tutors like Pesmontis, Silver Fox, Czevak and Marcuswob). There are no tools to make editing these things easier, with the exception of the program s2rw.exe which decodes the game texts, and can re-encode them after editing. If the lack of an easy-to-use modding toolset is a deal-breaker, it's probably not worth continuing on. Item editing - totally possible, as the Community Patch and the Community Items Mod (now integrated into the the former) bear out. All existing items can be tweaked, you can add new items and sets, even new types can be added. Creature editing - again totally possible. The best examples are probably Diablo 2 Fallen and Elite Mounts. Change old creatures, add new attacks and enemy spells, add brand new monsters and bosses, etc. Spell editing - very easy to do once you understand spells.txt. Llama's Mod, Enhanced Spells, Age of Heroes, Diablo 2 Fallen all change spells. Balance editing - almost entirely done in a single, easy to understand script: balance.txt. You can get some dramatic changes from editing it (Modifying balance.txt). Quest editing is possible. Old quests can be changed, new quests can be added. New quests can have new quest-givers, quest items, quest targets (enemies), new rewards, quest text, even voiced audio (maybe), the whole package basically. It's only been done by the CM Patch authors though, as quest scripts are dreadfully complicated. Marcus and czevak have had success with them though, and seem to understand those scripts quite well. So far I've tweaked some existing quests but failed to add new ones. Map editing seems to be off the table. Making new regions, new dungeons, hell even new buildings or world objects like statues or portals, has been completely impossible for me, and I've not seen it done by any modders that came before me. Then of course there are more simple mods like texture editing, model swaps, music changes, camera changes, which you mentioned above. Stripping down the females remains the most popular mod ~sigh~ I wish Sacred 2 had come with a modding toolset like so many other games. But I have to remember it was mainly meant to be an online game, and that means no cheating. Even mentioning mods was banned on the official forums. Now though, as you say, I think many game developers realize modding increases the attraction and extends the life of games. Pesmontis is still active and about. He has helped me tremendously with Diablo 2 Fallen. Most other modders have generally chilled out or retired. I'll be happy to discuss it further with you though, if you have any questions.
  21. Hello! Mods designed to be used with the mod enabler are designed to be extracted directly into the MODS folder (created by the mod enabler when you install it to the game's base installation folder). So here's an example of the structure from my setup: C:\Sacred 2 Gold\MODS\Enhanced Spells Mod 1.4 and within that folder are the "pak", "locale", and "scripts" folders. They're designed to mimic the structure of the game folders. All that should be necessary is to extract the contents of the downloaded archive into the MODS folder. Assuming you have installed the mod enabler to the proper location. I assume this is a mod I was involved in if it's for use with the Generic Mod Enabler. If there's a certain mod you're using that seems to have sub-par instructions I'm open to suggestions on rewriting install instructions. I never package "extra layers" of folders or anything like that.
  22. Pretty much. I suspect other developers may follow the trend. Here's the core of Bioware's announcement: Keep in mind this is just pure speculation on my part that Deep Silver has made any decision like that. But they do seem to have erased all their forums. It could well just be maintenance or a site revamp.
  23. No idea. The forums were already in "legacy" status weren't they? As in, pretty much abandoned by Deep Silver? Their Sacred 3 forum is down as well. Maybe they're just getting rid of forums and moving to social media as their communication method, like Bioware did a few months back when they shut down their forums.
  24. The Sorceress's Combat Arts are complete on SacredWiki! Her aspect skills like Lightning Spells Lore are also complete. You may not need to know all the nuts and bolts of Energy Shield to make good use of it, but all the info is there for the edification of those so inclined to learn all the in-depth details. Once again, creating these pages has forced me to methodically review the spells and tooltips, which helped me correct many small typos and inconsistencies for the next patch.
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