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tom.morrow

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Everything posted by tom.morrow

  1. Thanks for that link, I will definitely study that cheers
  2. How big is it, what does it weight? Can it be from a meteor strike instead? Sometimes, when meteors strike, the earth around get exposed to weird conditions. An extremely interesting find grats
  3. welcome here's round #1 http://youtu.be/Boo9llCz4CM aaand here's round #2 I know gogo loves those ^^ ( cute new avatar, gogo ) cheers There cannot be a crisis today, my schedule is already full.
  4. well... I guess he ment "find/replace may have unexpected results, lets take cover" lol nice pic Flix Edit: hahaha, just noticed: one of'em just fell asleep on that chair.!
  5. woohoo I'll go fix the gargle blasters, 3 rounds for starters should be about right
  6. welcome As far as I'm concerned, if they manage to add randomness in questing, in the main quest too a very well thought of and working AI for all the npc's and critters an "easy" way to mod the game reopen again the SC and HC servers and manage to remove the bugs then they may rebundle s.2 and sell it back to me.! But no region-loading or side-scrolling or limited-area crap, not for me, no thanks. If I wanted such a game I would play nwn or some such.! They don't have to go to extreme lengths to create a great game Neither do they have to dive deep in their pockets. Burn me, they have a great game, just iron out the bad spots.! sorry for my ranting, click ignore button below regards /* You are not expected to understand this */
  7. Welcome Lucidarium AFAIK the link we have on one topic in the forums to that "tool" links to an external site, and the link to DL it from there has a virus or some such You could always backup manualy your savegames and archive them from your savegame folder to some other folder of your choice best regards Reset your char to level 1. There are too many high-level chars online...
  8. Nice, Wood Elf was my fav. class in s.1 Exploding arrow IIRC the wood elf was designed to be able to go melee, she even has an interesting bored animation when equiped with a "stick"
  9. . . One interesting thing: a couple textures have names with Mascarell
  10. True, this is a general behavior of the editor, it affects posts and PM's need to use the link button for it to function right
  11. Brad, that link is a bit messed, it links right back to your 1st post in the thread. Just a heads-ups no biggy cheers
  12. Are you working on JPG's or on the original versions DDS? I just used your 3 example JPG's, saved and watermarked them on top another, but maybe the convertion to JPG had already lost needed data for a good result. I know I could have gone and found and extracted the DDS but im using irfanview, which doesn't load DDS, something about needing a plugin or other... And, yeah, doing 600 of them one by one would be a pain, batch convertion for the win! EDIT: you're right, the in-game shot looks way better than teh flat base icon
  13. . Here's a quick test I did . . I overlayed one on top of the other, starting with the last and working up, as a watermark, 50% transparency And another, starting with 1st image and overlaying each on top with 80% transparency I think the 2nd turned out way better but I suppose you already tried this and found the result lacking in quality I hope a member more experienced in imaging may shed some light best regards Remember Sacred1 bug #4624...
  14. I wonder if an unexpected / unusual build would succeed in keeping boredom at bay all the way through the end. Something like a pure caster Dryad or SW, "I-never-have-physical-contact-with-a-foe" thing Or maybe the other way around, an HE with "I-will-carve-my-way-by-only-my-dagger" It sure would be hard in the higher modes, maybe even impossible
  15. what is the Sacred Tool again ? EDIT: . My bad, its that tool from that other thread you posted. this is not the other thread tho this thread is about modding a specific game-file Maybe a Mod would be so kind to delete my post and move yours to a better location .
  16. Make sure the game is not running and move everything from your save folder into another folder of your choice Once you startup the game again you should be on a clean slate best regards
  17. . . Interesting...! All the questions you raise, have at one point or another, crossed my mind, have been somewhat explored and some documented at the end of this post. To make sure I understand you right, here is a snip: . user = "WEARGROUP_DEFAULT", . This, I think, is what you refer to as "implicit". In contrast, another snip: . wearergroups = {'WEARGROUP_SERAPHIM','WEARGROUP_CENTURIO','WEARGROUP_INQUISITOR','WEARGROUP_HIGHELVE',}, . This, I think, is what you refer to as "explicit". But the line-in-question does not react, in a positive way, to the upper forms. Neither to any of the following settings: . specialmountfor = 1,2,3,4,5,6, specialmountfor = {1,2,3,4,5,6,}, specialmountfor = {'1','2','3','4','5','6',}, specialmountfor = {'1,2,3,4,5,6,'}, specialmountfor = {"1","2","3","4","5","6",}, specialmountfor = {"1,2,3,4,5,6,",}, . It is accepting only a single value [0..x] which seems to be a direct refference to an itemtype ID, which gets to be its allowed rider, or, in case of zero, indeed a special value. Actually, that single spec is what distinguishes the common mounts from the exclusives. In definitions, the common mounts lack that very spec, making it get a default value of zerro. When setting this value of an exclusive mount to zero, or removing the spec altogether from the structure, you effectively turn it into a normal mount. One without any CA's of course, since exclusives do not specify having own CA's. It is possible the creator has made a hidden value, designed to act as a wildcard. Having set itemtype's "CLF_ICON" structure like this: . user = "WEARGROUP_DEFAULT", . and blueprint's "tradeitem" structure according: . wearergroups = {'WEARGROUP_DEFAULT',}, . thus enabling the mount for all users, I made sure the only place affecting exclusiveness was the iteminfo's specialmountfor spec. This I tried a couple times, shifting only that value from 5 (H.ELF) to 1 (seraphim) and back. The test results were as expected. Since that was now the only place affecting user, I tried if any of the following values is a wildcard: . specialmountfor = 7, specialmountfor = 8, specialmountfor = 9, specialmountfor = 10, specialmountfor = 11, specialmountfor = 255, specialmountfor = 65535, specialmountfor = 4294967295, . all to no avail. If there is a value acting as a wildcard, I have no idea how to locate it. regards Planet 'Bob'?! Can't we just call it 'Earth'?
  18. . It certainly gives a feel of professionalism. Sadly his stats say that he hasn't logged for over a month. And apart from importing and exporting, I would very much love to chat a bit about working with a 3d model. A few hints to get me started would be welcome. cheers
  19. No worries at all there buddy, I know how hard it is to catch up on a few hundred lines of code and rambling... Eh...?! a "wildcard" is something defined and used by the game engine, as such its a predefined thing for the scripts. In many ways it is constant with special meaning to the game itself. I dont have the means to induce another constant into the game code and force the code to recognize it And even if I had, I doubt it would fare well to do so. As for the actual block, you are right, in essence it is the restrictions imposed by the encrypted global.res. Given access to that, one could make the needed 84 named resources and build the whole thing up. It would be quite a pain building 84 new blocks of script in itemtype and at least 5 times as many across 5 other files. Quite a pain compared to a wildcard solution, if one existed, but still possible given access to names. Overclocking CPU: 3,0GHz...3,2GHz...3,6GHz... OOPS, I broke your CPU!
  20. I have a specific thing in mind and need some basic guidelines. Does anyone have 3D modeling experience? cheers One spatula to flip them all...
  21. . I'm sure you already considered this and probably even wrote it somewhere but what came to my mind is that Horses are flexible creature mounts with regards to who can ride them. Are you able to borrow/replace data from the horse mount? . Quite a brilliant observation, if I may say so. Indeed I did. The result was that the special mount got treated as a normal hose: It got shifted to the left mount slot (reserved for normal horses) and the user Combat Arts were removed, to be replaced with whatever that "horse" would have defined as his Combat Arts. Having non defined per se, the result can be observed at the bottom 2 pictures of THIS POST DA WEEP GRANNA WEEP NINNY BANG!
  22. . . There is a quick answer to both those questions and quite a long explanation. Sadly SX255, the quick answer is: no. Since each mount (each specific one) needs at least 1 named resource and I assume it needs 2, because creatureinfo is in a way like blueprint and creatures also need names and mounts use both those file-structures. My partial success, which I reffered to as "mostly failed", is using 2 uniquely named items, erasing them from existance and highjacking their names to build 1 mount. I tried with 1 instead of 2, but it failed, which I believe is due to the above explanation. So, for example, if I wanted to make 1 new sabertooth for DM and dryad and HE, I would need 6 names in total.! If I wanted to make 1 sabertooth for each character class I would need 12 names. If I wanted to make all non-aspect mounts available to all classes I would need... :opens calculator: I would have to use 84 unique name resources, cut this in half if I am wrong in my assumption. Anyway, even if only 1 named resource is needed for each, my progress is limited, much the same way as Flixs' new DM sets are, namely, there can not be a blueprint of a new type without access to a name. Actually that was the whole point of the 1st ever post I made in this thread. To poll the community if anyone in any way has found a way around this that I could not think of ( due to being biased by the research, it happens sometimes that I fail to see the woods because they are hidden by all the trees ) That also is the reasons, apart from your request, to why I went into such detail re-doing all my mods and documenting every detail aswell as my reasoning for each step. I know its a pain to read through all the research. Anyone who wants to get a general idea, can skip all the intros, jump to THIS POST that outlines the final changes and continue from there. I'm not giving up on this.. there may still be hope.! best regards This may take a while, get yourself some coffee...
  23. ( somethings wrong, I cant post code sections, they either kill my browser or never update the post !.! ) The more I think about this, the more worms pop out :s This is a general idea. I know its way to complex but once good thought through, its should be able to handle or incorporate quite alot: Target Types . Single Target . Multi Target . Area (non targeted) Targets . Self . "Single Target" . Character (PC or NPC) . "Single Target" . Party . "Multi Target" . Foe . "Single Target" or "Multi Target" . Ground . "Area" . Ground or Foe . "Single Target" or "Multi Target" or "Area" Damage Base . Weapon Based . Magic Based . Hybrid State Affecting (self or Foe or Area of Effect) . Buffs . Heals . Curses . Raise Dead . Turn Sides . Lure . Repell . Unarm . Root . Stun . Debuff . Energy Shields . Relocating . Cooldowns . Regen Times . . ( I'm sure there are more ) . . Duration . Fire & Forget . Short Timer Based Buffs . have "Targets" . have "Duration" Damage . have "Targets" . have "Damage Base" . may have "State Affecting" . may have "Duration" Stationaries . may have "Targets" . may have "Damage" . may have "State Affecting" . may have "Duration" . may have "Buffs" Followers . may have "Targets" . may have "Damage" . may have "State Affecting" . may have "Duration" . may have "Buffs" Summons . Stationaries . Followers
  24. . Some Combat Arts will fall into multiple categories, that should be no problem You could break buffs into permanent temporary where permanent would be:something that you initiate and it stays that way until either you turn it off or you get de-buffed and temporary would be: any other buff that has either a timer or a state condition (keep running, Forrest) and stops once that timer or condition expires EDIT: On second thought, based on the "state condition" you may aswell go ahead and list all buffs as temporary since the permanent ones can be "turned off" or debuffed, which are "state conditions" :evil grin: As you mentioned, the relocation category with all the running / jumping / porting / levy Combat Arts EDIT 2: More thoughts comming up: As I see it, Combat Arts should have a "category list" attribute for example Shadow Step: It would, at all times, fall under (or be included in) the category "relocation". Also,at all times, it should be included in a category for "Non-target-required" or "target-either-foe-or-ground" Combat Arts It's Bronze Escape mod would fall under (or be included in) the category "buffs" aswell as both Silver mods and the Golden Mend mod, all those "are" buffs now, the Bronze Phase Shift would fit into a "self cooldown affecting" and the Gold Explosion into "Area of Effect" Which leads to an expansion of the categories (again): "target foe" can be used only on a foe "target ground" can be used only on ground (not sure if such one exists) "target-either-foe-or-ground" can be used either on foe or ground "ground-or-foe force able" normally used only on either a foe or on ground but can be forced the other way by holding CTRL (example: Seraphims' Assailing Somersault) "regen affecting" affects general times "specific regen affecting" affects regeneration time of specific CA's or aspects "cooldown affecting" affects general cooldowns (not sure if such one exists) "self cooldown affecting" affects cooldown of self (through mod) :even more evil grin: I may have opened a can of worms here, sorry mate. best regards Oh my god, you killed benny!
  25. . . This is one of the few things I could have told you beforehand. I kept meaning to really examine what you were doing with the scripts but I guess I missed the need for that info. For example, when making the new Dragon Mage set Auspicious Powers, I won't actually have to mess with itemtypes.txt or surface.txt. I'm just going to direct the blueprint to use the proper itemtypes that are part of the Leather Standard Set, apply the bonuses, and name it in global.res. No worries, I had arrived there since before my 1st post, as I mentioned there the need to name a resource. I just had to prove it, so backtrack the whole process by scripting (again) and documenting the changes and results, since a few asked what I had done so far. Mounts are a bit more complicated, more expanded upon. As you can see, they are build with info in at least 8 files as they combine event sounds and creature data on top of the standard itemtype / blueprint / texture data-chain of static items. And, I have a suspicion that they actually require 2 named resources, as they require 2 icon sets, but make use of only 1 of each.!.! The explanation should be that they are described / created through 2 itemtype data-chains, one for the static / tradeitem and another for the creature. On a side-note, how is the naming-resources request initiated? How far have you gotten on it? Have you had any feedback? We can PM about that if you preffer. Dont forget iteminfo.txt entries and the icon sets to make this all work. Since what you do are whole new itemtypes, each of them need those. For example, without the iteminfo entry, your item may drop but will not be pick-able Just a another thing to keep in mind You fight like a dairy farmer!
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