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Flix

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Everything posted by Flix

  1. You're way off base about usagebits. I enabled/disabled skill based bonuses from spawning for certain characters. It's not going to affect spells, creatures, or item drops in any way.
  2. Yeah it's worse than that. I counted 64 instances of usagebits values I changed tonight. It would be less for EE since more skills are available to each character. There were way too many "1111111111111111's" and also some strange omissions.
  3. Very, very helpful! I'm catching and correcting all kinds of errors. Finally I may get all this sorted out.
  4. I did not remove the flags, because they were put there in the first place for a reason. My goal was to avoid undoing the fixes to transparent textures by using an alternate solution.
  5. Not that I can tell. I read that as two separate suggestions. I.e, try this parameter, or you might try lowering shadow quality in the options menu. It's not the same parameter. Shadows can still be set to max. I've been playing with it in D2F for a couple months now and it all looks great to me.
  6. That's from "A Letter Home." I put all the fixes into D2F first. For PFP I simply had to repeat what I had just done. It's much easier when it's fresh on one's mind. EE should come in another week or two. I appreciate wanting it all in one chunk, but that's a surefire way for me to miss something. Reviewing this thread for fixes, I was shocked how many times posts had been edited with new information, well after the discussion had continued on. Good for posterity perhaps, but poor old Flix had no clue. This is the resurrecting enemies right? I've never been able to reproduce this. Do you have the disk version of the game or digital? Ohh yes, that was also fixed, just forgot to document. They inherit the faction of their summoner, which is changed to a neutral one for that phase so you can "talk" to the corpse and burn it. Yeah, there's no way to change that without changing the subsequent dialog with the thug. There is a possibility of making new quest phases and moving all the log text and dialogs around but that would require editing the texts for all localizations as well as moving the sound files around for all languages. That's a big effort for something so trivial. She's an adventurous girl who likes to hang out with unlikely friends. I think usagebits and possibly weargroup are both ignored when items drop through quest.txt. Yes, feel free to send it over whenever convenient. PFP has no localization files other than English, so all other languages are vanilla. I couldn't just paste in the CM Patch global.res because so much text was deleted or replaced in CM Patch.
  7. Accomplished through spells.txt by adding missing values in the "fxTypeCast" and/or "fxTypeSpell" lines. Also by adding some missing entries in soundprofile.txt. Honestly there's tons more I couldn't fix without access to the code. Most bosses are meant to have all kinds of special SFX but the soundprofile entries linking them to the hardcoded events aren't present, so I had to do the above workarounds. Frankly, I haven't tested this yet. I tried the one thing I could think of: changing the volumegroup assignment in soundresources.txt for the grunts (now '8') to something other than the voiced lines (formerly all were '14'). I was hoping to maybe PM you a link of a test version so you could try out some of this stuff and report back. My PC isn't set up to test PFP right now without uninstalling everything and starting over from scratch. Yes, I couldn't think of a better way to describe other than it looked they were covered in dirt. It's adjusted globally through optionsdefault.txt. The Liches would just stand stock-still until you attacked them. Now they roam around a small area near their spawn point, like the other skeletons. The Bog Demons have mage A.I.. Honestly there was no reason for that, except that's what I gave them in D2F when I first discovered them. Mage A.I. is kind of... flighty and spaced-out. I could change it to enemy_warrior_brave_ex like all the other demons. Yes. I think the total list is: Stone Archer, Troll/Yeti Hunter, Slaverobber elite, Moldered Skeleton Archer. Along with the Orc Hunters from previous release. I mean they could technically, if the quest had reward_drop=1, just not when the "drop set item" function is called on. Hm, something like: "Quest set item rewards will no longer be doubled or accompanied by extra unique armor drops."
  8. No it can be grouped in with the others on the to-do list at the bottom of the post. Listed in my "to-do" list at the bottom of the post along with the other inappropriate skill bonuses. If you have some math wizardry up your sleeve that can help unmask the binary masks that are used for the "usagebits" parameters in blueprint bonuses I'm sure it would expedite things. Couldn't resolve, or I would have long before now when it was first reported. :) "A Letter Home" (Light path): Dialogue is now clear on what Accept/Decline options are. "The Spirit of Atherton": Dialogue with Horde Champion is now clear on what Accept/Decline options are. Did I miss any others? Didn't see much I could do there without lots of invention. I'm not opposed to invention generally, but not for PFP. Done, just didn't document. Couldn't fix it, tried about a dozen things. I checked every possible faction relationship and every place I could see a faction might get assigned. Every time the TG's make a beeline for the Nameless Guardians. I think there's something hidden which makes taskcreatures interact strangely with creatures summoned through "cSpellSpawnEnemy". Usually the strangeness only happens when the summoner is a taskcreature though (monstertype must be higher ranks than summoned creature, or it will go berserk). I tried increasing the Trap's rank to elite but it made no difference. They don't attack the traps after all, just the Nameless Guardians, even when they're set to the same faction.
  9. It's a play on the "de' Medici" house of Italy. For a Latinate name, even an imaginary one, there would be an apostrophe between a preposition ending with a vowel and a word beginning with a vowel. That one came into being in CM 1.50.
  10. Ended up being unnecessary, none of the files in PFP contained this issue. Must have been introduced in CM Patch, while I worked from vanilla scripts to make PFP. The trigger to lock the door only happens once the quest commences. I've sorted this out. Energy Staves and Energy Pistols all shared one set of bonus groups, so there was overlap with classes who couldn't use one or the other. To resolve, I made two sets of bonusgroups, that are identical except for the character-specific bonuses. Energy Staves: No longer have bonuses for High Elf or Temple Guardian. Energy Pistols: No longer have bonuses for Shadow Warrior. @Lindor @idbeholdME @Hooyaah Ok guys, I have nearly finished the to-do list for PFP. I'd much appreciate it if you could read through the provisional change log and tell me if something is missing. I may have forgotten to document it, or perhaps been unable to resolve it. Or it may have slipped my notice altogether, so please let me know your thoughts: The only thing I have left to address besides some basic testing is the following: Alchemy skill bonuses and item affixes tied to Alchemy on Temple Guardian gear. Enhanced Perception skill bonuses and item affixes tied to Enhanced Perception on Inquistor gear. Blacksmith skill bonuses on Seraphim, Dragon Mage, High Elf and Dryad gear. Bargaining skill bonuses on Shadow Warrior gear. Toughness on High Elf gear. This won't be as simple as removing bonuses from bonusgroups. Before I can fix this I have to sort out exactly what the usagebits for each combination of characters needs to be. It's a binary mask and I'm not sure what the formula is. It could also be that the usagebits are already correct and just ignored for some reason or other.
  11. I finally figured this out. Vanilla behavior: Gar throws a stone, it sits on the ground until you kill it. The stone does nothing. CM Patch behavior: Gar throws a stone, it sits on the ground until you kill it. The stone activates a buff that does healing bursts to Gar, in accordance with the quest log text about how destroying the stones is the key to defeating him. PFP 1.0 behavior: I copied over everything from CM Patch except for the healing buff. The stone attempted to activate the non-existent buff, which crashed the game every time Gar threw a stone. PFP 1.1+ behavior: To stop the crashing I turned the stone throw into a standard projectile attack. The stone inflicts damage on impact and is immediately destroyed. This is why you thought it looked odd. PFP 1.3 (upcoming): I've restored the original behavior where the stone sits there until killed. It will now heal Gar again.
  12. Found the problem, she has no "ATTACK" marker in her lone attack entry: ["entry0"] = { ["name"] = "ANIM_TYPE_ATTACKA_BH", ["marker"] = { ["ANIMSTART"] = 0.0000, ["ANIMEND"] = 1.8000, }, }, She was also given the "enemy_whit_attacke" CA, which calls on the SM02 animation. Usually this is a multi-hit animation, but she has no other animations besides ATTACKA. I can make SM02 use the ATTACKA as an override once I add the ATTACK marker. I've about wrapped up PFP 1.3. I'll post the provisional change log for review, probably tomorrow.
  13. Hnngghh, they just released a patch that made all WPS skills add piercing to ranged weapons. I hear my Purifier calling... It is after all the greatest game of its genre. You know, I got Crucible for free by pre-ordering the game ages ago, and I too have never fired it up. I never did much with Shattered Realm either. Something to look forward to...
  14. The stock standard Black Seraphim is in terrible shape. No weapon or armor attachment bones, barely any animations, bald even though they tried to put a black version of her iconic twin ponytail hairstyle on her. I couldn't find anything salvageable so I just remade her in EE. Not sure what can be done for PFP. I'll at least review her stats.
  15. Oh, you were definitely warned... sorry you had to learn the hard way.
  16. I've updated all the pics in the first post with the new Hellfire Arena rounds in v15. Some rounds have creatures swapped around, some rounds are restructured entirely. Almost all of the models got redesigns. @Androdion I know you're not playing anymore but I went through the feedback to try to adjust the balance of the rounds. I guess that about wraps up v15. I'll roll in the Paladin clipping fix into the main release in another week along with any other bug reports that come along.
  17. It was a stroke of luck to discover that the Radiant Pillar spellclass turned Magic Wall into a single damaging spike. I feel like I ran through every single spellclass and never got a better result than that. That was 5 years ago though, maybe something slipped by me. The only non-code thing I can think of is editing the model and animations of the earthen spikes.
  18. Thanks for the report. I will review the way he spawns. In my other, bigger mods he is locked behind a quest. Maybe I forgot to make freely spawn in PFP. Should be a new release coming in the next few weeks.
  19. Creature Updates in v15 Devilkin and all variants (including Rakanishu and Bishibosh) have new designs. This is IMO a brilliant change from Dmitriy here, no more giant bloated kobold heads. This also let me increase their scale a bit. The types remain the same as before, Orange Devilkin, Red Fallen Ones, Black Dark Ones, Purple Fallen Shamans, and Blue Carvers. Rakanishu and Bishibosh in the Hellfire Arena: Sand Maggot: Introducing a new enemy from D2. The Sand Maggot will bite with its jaws but also continually lay eggs that spawn young. I've replaced several spawn instances of Scarabs (now Death Beetles) with this new enemy type (the Sands of A Thousand Antennae, notably). While these areas may look a little more empty at first, they can quickly become crowded with swarms of Death Beetles as more and more eggs hatch. "A New Hope": Lots of changes here. First: Silmia is now a human instead of elf as her father is human. Next, fixed some ill-fitting equipment on militia members. There was a shield that rotated constantly and a helmet where the hair clipped right on through. Finally, after defeating Beastmaster Trohwall, the player must then fight The Ancients in Crag Rock Valley to complete the quest. The Ancients will no longer spawn until this quest phase. The final reward now includes a 2h Lightsaber. The Ancients can now use the Barbarian's "Natural Resistance" buff, which increases their hitpoints and WIllpower. Thanks to Dmitriy, they all have unique weapons now. Various NPC equipment fixes. I've fixed loads of this stuff in v15, most of it imported in from PFP and EE, and thus already documented in those threads. I have however found a few new instances in this latest cycle of D2F. One notable fix is the quiver w/ straps designed for the human "Assassin" enemy. Lachdanan has a brand new model instead of being a generic Hellknight. He sends you in search of the Golden Elixir, guarded by Red Vex. Fixed Blackhammer's hair also being applied to royal archers. In the previous release I fixed Blackhammer having red hair, but this inadvertently gave all characters with that base model black hair. Now there are two separate entries. Some quest Orcs and Ogres got Grurag or Ore-Thag designs, where appropriate. Barbarians have new weapons. The Raiders use new throwing axe models, and the Captains (the grey beards) are now able to use the big 2h axes as Ascaron intended. Most non-quest D2 NPC's will now have small dialogues and/or vendor functions. This was just a fun way to make use of all the various D2 NPC's who I placed in the game world but didn't have any quests to associate with them. Now you can chat with Gheed, Fara, Warriv, Drognan, and many others and then buy items from their shop. Some of the quest-givers from previous releases, such as Akara and Charsi, will also transition into a vendor after you complete their quests. There is now a Lizardman horse trader in Neithu'thaz, who sells Unicorns and Flaming Horses. He was already present in the scripts, just didn't have a spawn point set. "Easter Has Come": Speaking to the Easter Bunny is now required to start the quest to prevent accidental failure. "The Dragon Cult": Ophtanar's guards no longer keep respawning after the appropriate quest completion. Light path version removed them via script, now Shadow path will as well. "The Dragon Cult": Waton now transforms into a Dragon Berserk boss at the final stage. This battle now takes place on Shadow path as well as Light path. Waton will also appear in the Hellfire Arena now. "The Imposter": Failitia now starts out as a normal Paladin before her transformation reveal. Her final form design and abilities are overhauled. Her "Seraphim" model is an improved design on Sophia's vanilla model. Sophia herself in D2F remains a more D2-like angel. Mother Hydra has more heads now. She's also a bit thicker. In fact Father Dagon seems to have been hitting the protein shakes as well. Other enemies such as Pitspawn Fouldog and the Tainted are also beefier, as well as having horns more like their D2 namesakes. Finally fixed all instances of Wastelands background NPCs appearing as a big black box with "Empty" written in red letters. This was due to some improper spawns added with the sector editor. Also here's a big chunk of other creature-related changes with no pics, cause I'm kind of tired of taking pictures of everything. Fixed a vanilla script bug that may have been preventing enemy focus & lore skills from functioning. Fixed non-hostile Goblin Boar Riders in the cave east of Ruka. Fixed non-hostile ghosts spawning from graves. Several wild animals (mostly wolves) are no longer incorrectly immune to fear. Asmarael's healing spells are nerfed to a reasonable level, to avoid her insta-healing her entire hitpoint pool. Ice Hydra: Somewhat weakened its stats and increased its vulnerability to fire. Inquisition Officers, Blood Dryads, and Envoys of Death: All dual-wield attacks should now cause 2 hits. Enemy "Blind" spell does not penalize player attack speed as much. Enabled various combat yells and grunts for NPCs during combat. Enabled several NPC's to engage in ambient dialogue and gossip. This includes ambient wildlife sounds. Fixed various elf, orc, and human models that had flipped polygons. Leaping Plants' jump attack once again causes area damage. In a previous release I attempted to stop Leaping Plants from making a jet engine sound when leaping. This worked, but also broke their damage. Now both the sounds and the damage are correct. Swampbelly Toads are no longer missing icons in the Last Opponent window. Dmitriy made the missing wildlife portraits. Some quest Orcs and Ogres got Grurag or Ore-Thag designs, where appropriate. At some point shamans got those big Ogre hammers. Dragon "frost" and "magic" fireballs now have separate FX. They'll arrive soon enough in EE. I have to do the next PFP release first which shouldn't take more than a week or two to prepare, hopefully.
  20. Pesmontis's emphasis was on what FX might work well attached to models. My exported list from the dll contains all of the FX you mentioned.
  21. This is why I use your language in all the change logs, regarding this. "Occurrences of bosses stopping in their tracks or wandering aimlessly during combat should no longer happen." That describes exactly what any vanilla players would be all too familiar with. Kraal was probably the worst, followed by the Mist. I think between them maybe one CA was used.
  22. D2F v15 Creature Updates Neutral atmospheric animals are now enabled and present for all regions. This change, present in EE and PFP for a while, is now part of D2F. "Enemy "Stances" - Several vanilla elites have received (new buff spells) based on their specialties (tank, archer, or mage). Rather than just pump elite stats even more, I've activated a vanilla concept that was never completed: stances in the form of dispellable buffs. Tank Stance increases Willpower, Defense, Chance to Block Melee, and Resistance to Secondary Effects. Archer Stance increases ranged attack speed and attack rating, adds a chance to block roots, and reduces the opponent's chance to reflect ranged damage. Mage Stance increases Intelligence, Spell Intensity, and Cast Speed, and adds a Chance to Block Spells. Facetelleon and Lithos enemies have new hit and death FX. There was an unused "T-Energy" blood/death effect that suits them well. I've also reviewed all of the Facetelleon's combat arts and animations. He should be more exciting and dynamic to fight now. His "charge" move now works. His ice buff has a radius that can actually affect the player, and many of his other spells have new FX. Flying Eyes (except the suicide bombers) now leave behind corpses instead of exploding on death. Gar'Colossus, Kraal, and Mist of Miasma: Added some missing special move animations. Gar now has buff casting animations, as well as FX for his energy shield. In fact all the opponents that use energy shield (like Izual) now have a buff effect. The Mist now casts his full array of moves, and Kraal now has a sort of jet engine fire attack that I adapted from his broken "charge" move. He will turn his exhaust engines on you and light the ground on fire at your feet. Kraal can also now make use of his "Energy Stations" around the Pyramid to recharge himself - a vanilla feature that has been broken since release. Hunting Spiders (mutated and elite) can now use their jump attack. These enemies were actually supposed to use the same "battle jump" that Leaping Plants use, but their animations were incorrectly scripted. Friendly werewolves in Lizurath now use a different design from the generic werewolves. Some were still using the generic skin. Lightning Lord: Charged Bolt is replaced with a Lightning Skin buff. All spells now inflict 50% of their former damage values. There were complaints that he was way too deadly before, and also that he didn't look much like the lord of lightning. Also the player must now talk to the Lightning Lord before combat begins. This should prevent the battle from clashing with the "Quick Help" quest in the nearby village. . Swapped the designs between Tyrael (now in white & gold) and the other "male" angels (now in purple & gold). When Shadow players fight Tyrael they will be up against some new angelic moves, including a Cleansing Brilliance aura. Light Players will also have to contend with a revamped Malthael, who now uses a Soulstorm attack that will leech health and energy. More to come!
  23. If it's like the Dungeon achievement, you have to do them all in one game session. But I'm not sure, I never went for that one.
  24. The déjà vu is to be expected. In fact most of all of these models were ported over into EE some time ago.
  25. Well it only took a few hours to get my first bug report. Apparently I forgot to include the new Paladin model in the archives so there's hellacious clipping going on with her armor. I also inadvertently copied over some Addendum things I didn't like, such as the removed pants from Sopor Aethernis and leaving the Seraphim's face on the Sopor helmet. All this should be resolved in this little patch: https://drive.google.com/file/d/1MLZWxIFMwtTSp-_1pUr19wNfjEiO0n7e/view?usp=sharing Extract the content into your D2F v15 folder, before enabling the mod. If all is well after another week, I'll update the main archive.
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