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Flix

FDM Moderator
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Everything posted by Flix

  1. Hello and welcome! The forum goes through phases of being quiet and being really busy, but love for Sacred is going strong! Good to see you here and tell Hooyah to get his butt back here too.
  2. I love that breakdown in Neurotica at 0:37. Also..HOLY DIVAH! You've been down too long in the midnight seaaaa....
  3. I'm so sorry I didn't respond sooner...somehow I missed this post entirely. It's like it just appeared there out of nowhere. I had intended to make a complete guide to making new items, but since the final step (naming the items in global.res) requires use of an internal tool made for the CM Patch (that remains private, out of my control), I didn't see the point. Anyone that has the editor knows how to make new items anyway. However, I can give you a basic run-down for a brand-new item: Create models/textures/icons, using whatever 3D modeling and/or image editing programs you use. Models and textures can be given unique names, icon names should correspond with the itemtype number (see below). Models need to be exported to gr2 format and textures can be either tga or dds. Create a new surface ID in surface.txt defining which textures will be used for the item. Special surface shaders and fx can be set here. Create a new item type in itemtype.txt. This tells the game exactly what the item is classified as (helmet, sword, etc...item classifications are defined in typification.txt) and what 3D model, surface ID, and icons to use for the item. Create a new entry in iteminfo.txt, using the item type number. This will tell the game what material it is made from (defined in material.txt) and how much space it takes up in the inventory. Create a new blueprint for the item in blueprint.txt. This creates the item based on the item type number, and defines properties like bonuses, character class restrictions, item tier (unique, legendary, etc.) and whether it's part of a set. If creating a set, add a set blueprint in blueprint.txt. This defines which blueprints are part of the set and what the bonuses are. Add item to the appropriate drop tables in drop.txt, using the blueprint ID. Name items by editing global.res. This part is secret. I think that about covers it.
  4. And here I was wracking my brain trying to figure out if I could name some of the more wand-like staves as "Scepter of such-and-such", when I had two perfectly good scepters staring me in the face! Thank you guys, this is why I need the community (one of many reasons), if it was just me on my own sometimes I think everything would be named "Bird Club" and " Fire Bonker."
  5. I'm not sure how silly or easter eggy I want to be, with song titles and the like. I love the mythology ideas though! For better reference the clubs are retextures of these rare models: And for the axes I can't decide which two of these four to work with (all have cool models and rusty textures that could be used/improved upon): The axes that don't make it into the set, I would like to make uniques or even legendaries (there are no legendary 1h axes).
  6. I haven't touched droplists yet with this latest batch of weapons and shields. I will probably treat them roughly all the same (adding them to all appropriate droplists with similar weighted probs), and just rely on the higher item tiers (14 and 15) to make certain items more rare. Bringer of Light is only in two droplists: 1472,{ -- Droplist_all_weapon_from_rare 1448,{ -- Drop_weapon_1h_sword So it seems like it's missing from: 1528,{ -- Droplist_ab_set_unique 1383,{ -- Drop_Weapon_byskill_Sword I don't know if that was intended or not, but it probably explains the rarity.
  7. It could be split up to go into the individual sections on the regen page with a little work, but it should probably be kept together as it is basically an extended explanation of a single formula. That being the case, I'd make it a linked guide.
  8. Yeah, shoot me a PM with the blueprints, or post 'em, whichever you like. I'd be thrilled to add them. Lightsabers are in the category of "I want to add more but have no ideas whatsoever." This is a perfect response to recieve. I'll have to change the ID numbers no doubt though. I'm curious to see if you add the additional damage through bonuses or with the "allotment pmpfi" line in the blueprint. I've been doing the former, but it seems like I could take advantage of the latter, except I think doing it that way is dependant on what types of damage come on the material.
  9. OK here's some things you can help me name. I want to make them uniques, yet feel at a loss for a good name or interesting concept. Also, if anyone has a cool name for a new lightsaber please post them. Pesmontis is also making progress with a double-light saber wielded with two hands - any names for that would be welcome as well. Bonuses too. I also have some dual wield sets only semi-complete. There's an axe one, a mace one, and one for fist weapons that all need some ideas for names, both for the weapons and some jewelry (I've got no pics yet but they're not wildly different looking from anything in-game, so even general ideas are fine).
  10. It's been quiet for a few days but I'm making an update to say that work is going strong. I'm in the process of implementing about 60(!) new unique weapons, shields and jewelry, not including some new item types added as random drops. So far all the basic work is done. Models, textures, icons and itemtypes are in place. I've got about half completed with names and and bonuses. Everything still needs to be added to drop lists and then tested of course. Pesmontis is being a big help as usual. He corrected the Thunder of the Sereish sword model so we get another S1 item imported to Sacred 2! He also made a really big badass staff model that I will post after I perfect the textures. I may post some items soon that need names or bonuses if I'm drawing a blank. When I post them, bonuses can be up for discussion too, since sometimes I get stuck on my "favorites" and don't always see all possible combinations and uses of bonuses on an item. I'm also setting a release date: Sunday March 23 will be the first official release of the Community Items mod. Anything not done by that date will go into the next versions, but there should be a huge amount of content regardless.
  11. That's interesting. Over time I've learned to just hit the quick save button almost constantly to avoid losing any progress.
  12. Oh, that is better. I think Imgur was trying to trick me into thinking I had to upgrade my account to use anything other than square and large thumbnails. One problem with going back again and changing the thumbs again is when I go to edit the post, I can't just change the image text from an "s" to a "t" though. Instead of the text, the image just displays. Like this: Is there some way to turn that off in the editor so it just displays the text? Otherwise I'd have to go back into imgur get the bbcode again for each one and paste it in (again).
  13. Hmmm...now that I look at the shield...it's tier 12! That means it's rare-quality, not gold-text. So it would behave as you said. It still should be on more droplists however. I wonder if I should also change the tier to 13 so it's a proper gold-text unique? I'll see what I can do about adding some random staves.
  14. Oh, I know that sword. I think I saw it in one of Knuckles' standard armor chests. I've never seen it drop though, so I'll check on it and add it to the drop lists if it's not there. krollslaw=coleslaw ? lol
  15. Pesmontis it's not late at all, it's right on time, as I just finished up searching through all the files. Now, I get to decide what should be implemented and how. If you recall, this was my original intent for the next step of the mod, to add various single unique and legendary items. I was going to draw upon the more exotic models already present in-game, but finding these unused models is even better. I have a big folder full of planned weapons and shields, so over the next couple weeks they should start pouring in as I create them. In a couple instances, I may just implement some of these unused or NPC item models as normal/magic/rare items instead of uniques. In some other instances, I may just ignore them other than noting them in this thread. And unused items definitely were researched...the CM Patch team implemented Fist Weapons, Recurve Bows, Throwing Potions and Scythes, and looked into adding the Lashes. I guess these individual items slipped past their notice.
  16. I think I found an Unlock Item that isn't documented on the Wiki, and wasn't made to drop freely with the CM Patch. It's called "unlock_shield_tower_gruni" in blueprint.txt, and it's only present in one droplist (shields) in drop.txt, so it won't drop freely. It's called "Grunwalds_Schutz" there. So, I think what I'll do is try to add it to all the proper droplists so it will drop like other shields and unlock items currently do. By the way, it looks like it uses the same model and textures as this normal shield: Also, if you go back and look at the very first post in this thread with the shields, what I've done is add that first Round Shield and the 2 "Elf Shields" to the blueprints for normal, magic, and rare shields. So they should drop and be sold as random items now. I wasn't inspired enough to make uniques from them.
  17. Updated the first post. Added a link to the Unused and NPC Items thread. As they get named and created I'll add them to the first post of this thread. Also changed some images and made them smaller, in anticipation of adding many more in the future.
  18. Ok, that actually worked pretty well once I fine-tuned it! Thanks to you my image-heavy threads now all use small or medium thumbnails to they load much faster and are not so sprawling. I had another thought: is it possible to make the forum width resize dynamically to take advantage of wider monitors? Just as an example this forum has a wide layout that I've always enjoyed. It fills up widescreen displays but doesn't require them (it actually allows to be smooshed down very narrow before it give the horizontal scrollbar).
  19. Oh I see what you mean. Clicking the thumb sends the user straight to the Imgur page. I guess that will work ok. Maybe what I have in my imagination just can't be done. Thanks Schot.
  20. Posts here were moved from this topic so as to share this lesson with everyone now and in the future. A couple things I would love: 1) Signature displays at bottom of post, not directly below post text. This could help make all the empty space (caused by the height of our avatars/titles) at the bottom not seem so odd and empty. 2) Thumbnails for external images. I always upload to imgur, and the forum resizes big images, but they still end up displaying as large as possible, so a multi-image thread takes a long time to load (it also ends up taking up a lot of space). Is there some way to allow for thumbnail display instead? With external images, I suppose I'm actually equally concerned with all the screen space the images take up as much as the load time. I'm on DSL so for me every page with a picture on it is "open it, do something else for a while until it loads". But with the all the space they take up, it really bloats the size of posts and threads, when it could look much neater with thumbnails. Plus, having to scroll down the bottom of a thread to try to read a new reply, when images keep popping in one by one, keeps pushing the bottom of the thread down so I can't ever read the new posts or hit the "reply" button, without just stopping the page from loading. Well, the problem there is that the image will only display on Darkmatters as the thumbnail size. Clicking it won't show the user the full size, the thumbnail just pops up again. There's also no functionality on the boards here that directs the user to the imgur page with the image. I've always wondered why you can't even right click on an image to get a context menu (this always happens - image just pops up as if you had left-clicked it), which I have thought was strange behavior. Also, in Firefox at least, even when the full size image pops up, there's no "save image" or "view image" ability.
  21. With Focus skills you have higher CA levels. Also the Regen per Hit/Attack-Defense/Spell Intensity gear could be swapped for damage gear. I dunno how much of a difference it would make but as long as you're dedicated to spell damage and spell damage only, a triple aspect DM is not unfocused. Less powerful than a High Elf and most other dedicated spell casters for sure though. Most other characters, seem like gods to me, with decent gear and proper leveling. One or two seconds of repeated castings of Incendiary Shower, Nameless Guardian dies. Cast Tangled Vine, just run to the corner while it kills Khral. DM on the other hand always seemed at best evenly matched against bosses to me. It's hard for me to gauge how powerful your DM should be since I don't take level 86 characters to Platinum. At that stage I'd be fighting the Octogolamus in Gold. What I remember is this: In Silver, using the Dragon Mage's combat arts against any boss was nigh impossible. They would just take no damage off. I always had to use the Berserk form. As I progressed into Gold (level 75) the Berserk slowly became less powerful and more prone to losing health, and the Combat Arts seemed to swell in power. By Platinum (level 115), the Berserk was almost to weak too use anywhere, while his Combat Arts could finish off any mob or boss easily. When starting Niobium (level 135), this seemed to be the status quo.
  22. Amazing to see that old design. It's hard for me to imagine anything other than what I've been looking at for 3 years now.
  23. A triple aspect DM is not a bad idea, but when ALSO taking Staff Lore and using modifiers to help weapon-based combat, you're basically making a quadruple aspect Dragon Mage, which is way too unfocused. To make weapons worthwhile with the DM you have to put everything towards that goal. A triple aspect DM as described in other posts (With all 3 Focuses and Lores, Armor Lore, Combat Discipline, Concentration, and Ancient Magic) will do fairly well. The only trouble I had with such a build was at lower levels, when Dragon Berserk was a much safer and more devastating way to fight.
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