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Flix

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Everything posted by Flix

  1. Got it. I'll send it back to you in a little while. I'm just going to copy a small chunk of text so I don't waste my effort if it doesn't work (but I'm sure it will). Thank you! That's great. I already have the decoded Polish texts, so if you can send it to me when you're done I can go ahead and encode it all right away. And sorry about the ornate language. Sacred 2 had very flowery and elaborate words for its combat arts, and I did the same with my creations for the mod. Yeah, I didn't anticipate that they would still shake the screen with screenshake disabled. I think it only happens with critical hits. The only way to stop it is to restore the old fireball fx yourself. If you're up for it, I'll tell you how: open spells.txt located in <installation folder>/scripts/shared . You'll want a better text editor than notepad. Search for "he_in_feuerball" . See the line that says: fxTypeSpell = "FX_GEN_FIREBALL_DRAGON1", You'll want to change it back to default so it says: fxTypeSpell = "FX_HE_FEUERBALL", Thanks for the compliments!
  2. In this case you'll have to create the missing folders yourself. When the Items Mod was integrated into the CM Patch the Genesis files were relocated to a zip file. You can override the glitched file in question by placing the new file in a "loose" folder (aka the way I do mods). Just make a "sets" folder and a "genesis" folder inside it, and put the file in there. Also, Silver Fox you blew my mind with revealing how the wings were supposed to look. I've only ever seen it as it is posted in my "showcase" picture above, no shifting or anything, so I never realized I was looking at a glitch. I remember you noting that something was wrong with them last year but I could never see what the problem was - even Pesmontis's own pics show the same "straight line" effect (which I now realize looks odd after seeing the correction). At any rate thanks. If by "dorky" you mean I get a heavy feeling in my chest and stinging in my eyes, then yes...
  3. Technically yes, but I don't have Fallen Angel installed on my system nor do I own a copy. Assuming the folder structure is the same, heck, it would probably work installed on top of Fallen Angel. I only changed a couple scripts.
  4. I've been playing with the set for the past few days (I actually added it to the Wiki), and I haven't seen any glitches or display problems. :/
  5. Yeah no problem.^^But how can I send you the Text File back ? I dont have or use Google Drive..... I have translated, for the beginning, mostly all Gold, Silver and Bronze Mods Names and 1 or 2 Tooltips. Can we first make a Test if the translation works at all ? I will test it if you make a *Alpha* Language Patch to give you feedback.^^ Just email it to me. bengeddes71@gmail.com I'll encode it and send you the new global.res . TeKaKo was doing a Polish translation for me, but it's been months since I heard anything from him. he actually finished it but it wasn't in Unicode format so the text was corrupted on my system. I couldn't use it, and I guess he was never able to redo it. In other words, unless you're able to translate (or you know someone who can), there's not a Polish language version, sorry. I listed all the changes to modifications in in the first post in this thread. I don't think putting it in chart form would help much. The texts that need to be translated are also in the first post.
  6. I added some info and a link to the English texts for translation in the first post. It would be great if you could help. I just need the translated lines. I can do the encoding. Oh, almost forgot PLEASE save the text file in Unicode format. I don't know if regular Notepad can do that. If you can use a good text editor like Notepad++ it would be best.
  7. Silver Fox once said to me that Alchemy is underrated, but not underpowered. Those that take the skill and know where to farm trophies will have a huge benefit. For this mod trophies are replaced with charms. Some of the effects are the same, some are new. Durations are the same but the power is increased a lot compared to the old trophies. Also some now drop generically (not requiring a certain enemy type) and some can even be sold from merchants (you will need the Alchemy skill to get them though). So an already good system becomes a potential powerhouse for players who take the skill. I've tried in various ways to make the oft-neglected General Skills more appealing.
  8. Alchemy charms have temporary effects like potions. They have shorter durations but stronger effects. I've been meaning to make a post explaining all about them.
  9. It is possible but I need someone to translate it to German. If you know of anyone who could do that or if there's a German Sacred community maybe you can let them know I am looking for someone to translate the mod to German. Thank you. I'm glad you enjoy the mod.
  10. I understand the feeling. Just trying to alleviate it. CM 1.60 has been in development from the moment 1.50 was ready to go. This was because there were still new issues being reported and they didn't want to delay 1.50 anymore (it is a special "tenth anniversary of Sacred" release). Registering on the Mantis Bugtracker is free. You can read all the issues that get reported and see how they get fixed.
  11. Thanks a lot for posting Skanatov! I hope to improve the mod based on feedback like yours. 1. Well, what other melee attacks from Diablo 2 would you like to have? 4 is a normal amount of melee CA's for Sacred 2 characters. I couldn't get Conversion to work with melee attacks, so there's not really much else I can think of. I can speed up Zeal, though I would probably reduce damage for balance. I think Vengeance looks good. It has more interesting visual FX than both the D2 original or any Sacred 2 hard hit CA, like Soul Hammer. I can increase the power though if it's not useful enough. Charge takes some getting used to, that's all I can say. It is hard to control but the damage burst at the beginning is useful - maybe it should be more powerful? As it is, it might be more useful as a traveling/escape skill. Smite is buggy, I admit I've had trouble with it too. Sometimes it won't fire and the Seraphim just kind of freezes. This is actually a pre-existing problem with Assailing Somersault that carried over to my new CA. It shouldn't require a restart of the computer though, just repositioning of the character. Is it actually freezing or crashing the game for you? 2. I've read similar stories about the Seraphim's Battle Stance doing the same thing. I fear this may be a hard-coded problem. I may need to disable party benefits from buffs. 3. Do you have the Community Patch v. 1.50 installed? I'll check the scripts and make sure I didn't mess up anything. Hey LuckyMole, thanks a lot for posting. 1. I've had this bug report before. I'll have to either change the Max. Hitpoints bonus to HP Regen % or else turn off the party benefits of the buff. I think most if not all party buffs may be bugged in a way I can't fix. 2. Maybe this is happening because you have a party member with a buff that benefits you. It's looking like these buffs just don't behave as expected. I've seen reports of party members' stats increasing constantly with Battle Stance. This may be the same thing. 3. See my response above. Make sure the Community Patch 1.50 is fully installed before installing D2F. The only way my mod could have broken these sets' textures is if I packaged the wrong surface.txt, which I did not. So I think it's an installation problem.
  12. Spells.txt is located in <installation folder>/scripts/shared . Back up the file first in case you mess up something. Open it with a proper text editor (I use notepad++). Search for "sk_ap_geistform" . You will see the line: fxTypeSpell = "FX_SK_GEISTFORM", Delete the text within the quotations, so there is just empty quotes like this: fxTypeSpell = "", Save the file. If you upgrade it to a buff you would have to do the same thing to the "sk_ap_geistform_buff", entry as well.
  13. I've never patched the game beyond 2.65.1 and I've never had a problem in 5+ years of playing since 2.65.2 only fixes one thing. If you're not playing in multiplayer and using the chat there's no problem.
  14. I can't really parse out what your problem is, other than you started many side quests, and you're upset at seeing all the silver circles. The solution is as SX255 says.
  15. Did you install the fonts? I feel like a broken record here. I'm still not sure if the fault is in my instructions (I.e., people don't understand what I mean when I say "the fonts needed for the interface are located in the pak/fonts directory of the mod") or if the problem is that the fonts don't function in certain setups. It is extremely unlikely that the fonts needed to view the text in D2F are already installed on your system. The fonts are: formal-436-bt.ttf exocet heavy.ttf exocet light.ttf To ensure that people can see the text I've provided the fonts for install on your system, so you don't have to track them down. They are located in the pak/fonts directory of the mod. Double click them and then click "Install." The font is now installed on your system, making the text of D2F appear in-game (hopefully). If I could get a straight answer on whether anyone with text problems has actually done this, maybe we can go on troubleshooting from there. The "fix" (I'm using exaggerated air quotes here) described above is less than ideal since the size of the text has been tailored to the new fonts. Changing them back to the vanilla ones will result in tiny text.
  16. Did anyone actually install the fonts that came with the download? Without knowing that I can't know whether they work or if people just aren't bothering with installing them and thinking something is bugged. The "fix" is just reverting the font changes back to the default - which is not really a fix at all.
  17. Yeah that's good quality. They're actually better quality than many of the ones we have now. If I'm not mistaken the main videos we have on the combat art pages were made by Mystix, and they look like a recording of a tv screen with the console version playing. Not exactly high definition. My only suggestions are: if you really intend for this to be on the Wiki, remove the copyrighted anime music, and the big text comments like "This is my fav!!" I've made videos for the Wiki independently in the past (on my own channel), and it was requested that instead we have all the SacredWiki videos uploaded to our own SacredWiki channel. Obviously the login info for it isn't public. So I was thinking maybe if we could get the video file itself from you, we could upload it to the Wiki channel. Then you could add it to the pages they belong to (if you're a Wiki member). Gifs aren't a bad idea either, but they'd be directly uploaded to the Wiki, and I'm not sure but I think either quality would suffer or else the Gifs would be too large a size. I can't really make the decision but we can see what the admins think about it.
  18. Well, it might be better to keep them as videos and add them to the SacredWiki youtube channel that we use for Sacred 2 videos. Can you upload the files somewhere?
  19. Alpha channels aren't separate files. They're part of the texture file involved in transparency.
  20. Textures for models are typically a combination of three types: diffuse, normal and specular. You can tell them by the suffixes they added to the files: _d, _n, or _s. Diffuse are the colorful maps that you see as the "main" texture. Normal are the "bump" maps - they give a sense of 3-dimensional texture. Specular are the "surface glow" maps. They are responsible for causing glows and shines. Another factor is that you need to also be able to edit the alpha channels for diffuse maps to make them truly invisible. I don't know how to do it in GIMP, though it feels like it should be possible. It can be done in Photoshop - Silver Fox has done it.
  21. Best bet would be to swap in the Dragon Mage model and textures. The base models are very close, so the animations would mostly work. Just make a "models" folder in "pak" and preserve the directory structure that you find inside the graphics.zip
  22. I would consider the Light path ending canon. Remember all the advanced technology is T-Energy based, and in the Light path you turn off the great machine and drain all the T-Energy from the world. It's easy to see how afterward, the world of Sacred 1 could develop from that. The Elves would lose their technological upper hand and therefore their stranglehold on the humans, and therefore their dominance over the rest of the world would be lost. From there all the events that we know from the background of Sacred 1 could happen. The elves splitting into factions based on Shadow and Light (nobility vs. inquisition becomes wood elves vs. dark elves), the Dryad land was cast into the Underworld as the result of some mage or demon (can't quite remember the reason). The Dwarves, only a legend in Sacred 2, come out and start adventuring in Sacred 1. The Orcs have to migrate from Nor-Plat down to the desert (again can't remember the reason, but it's in the lore). I know the details have been more extensively explained in the past, so the links between the two games are there if you would try searching the forums. And maybe actually reading instead of skimming.
  23. Really really excellent information here. I can see a big difference, though I will have to fine-tune to get a good balance. Removing it altogether is as you say, very strange. It's like I'm playing Soulbringer or Darkstone. I brought the opacity down to about 20% and had good results, though I might need to bring back a little of the fog so there's not so much pop-in. Quick tests show it looking promising: This probably deserves to be released as a mod or part of a larger mod. Huge thanks to you for contributing this knowledge.
  24. This is for the fog that obscures vision after a certain distance in all directions? If so I've got to try this right away.
  25. Well my friend I can't exactly say what features will appear in what version yet, but in the first post I'm maintaining a fairly accurate list of things I'm currently working on and planning.
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