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Charon117

Sacred Game Modder
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Everything posted by Charon117

  1. New version: Just a picture updated. Thread moved out of Beta. Minor swaps. The Modmerge Launcher got uploaded to Darkmatters and Nexus. And with this I declare the project closed until further notice. Thanks to everybody who supported this project, and to Darkmatters for hosting these people and the forum to hold their discussions. Have the best time in your life ! I love you all <3
  2. @gogoblender Modmerge Launcher uploaded to Darkmaaters http://darkmatters.org/forums/index.php?/files/file/725-modmere-launcher/ and Nexus https://www.nexusmods.com/sacred2/mods/25
  3. Version 1.02

    19 downloads

  4. So, happy with WinMerge @dimitrius154 ? Should I close this software project, or keep it open ? Is there still something you want me to work on ?
  5. I can make a container with all strings that differ, no problem. I have to admit you lost me there. But if you are looking for a fancy-schmancy-colorful comparasion tool than look no further than WinMerge. Actually, now that I mention it, what should I do that WinMerge cant ?
  6. ... and then encoded back, I get it. Yes, sublime text says its utf-16 LE with BOM. .... Ok, so I managed to deal with the madness which is not utf-8 encoding. ... Yeah ... so what comparasions do you want to have ? Edit: Also can somebody give me a different global.txt, as an example for what to compare for ?
  7. 1. I assume you are working on this with a hex editor, and not on the generated file. 2. I assume you can generate different encoding formats. The file in question appears to have 2 byte wide char, instead of 1. Typically Unicode. 3. We need to agree to an encoding format the file will come in. Different formats will just lead to garbage. I prefer UTF-8. 4. Usually the header of the original hex file should give you the encoding, but can never be trusted to be correct. We would need to know which hex encoding Sacred 2 is using ( or in what encoding you are working in the hex editor with).
  8. I just checked it again, and the game just runs so much smoother as 2.3 than 2.4. Could be a dead end, but did you make any changes to the netherworld minion ? Thats the only thing I can think of. Also, this issue could be exclusive to my setup, or my playstyle.
  9. The only lead that I can give is that copying 2.3 over a 2.4 installation fixes the issue, which means it can be narrowed down to 8 files. Then run a diff on all of those files. But what it ultimately is ... is something I cant be helpful with.
  10. A few things to write out: Minions in Sacred 2 are next to useless. May it be because the AI is not the best, may it be because you cant see their hp, their stats, their weapons. Sometimes they attack, sometimes they dont. Sometimes you see how much damage they take, but you dont even know what it means because you have no clue about their max hp. All of this makes them bad for "game" play. Minions are nice if you can summon them, and forget about them, but thats the extend of their pleasureable gameplay experience, Having a pet feels nice because somebody else is fighting alongside you. Having a pet feels nice because they confuse enemy pathing, and you can enjoy bad pathfinding for your enemies for once. Having a pet feels nice when they unexpectly distract bosses. So by all means, if you have an improved AI implement it, but not if you buy that improvement by completely destroying the gameplay of having a minion you can forget about. I already find it distracting to constantly check my hp, which is conveniently not located near my spell bar. To constantly check if a buff is activated or not, just to resumon a next to useless minion breaks the very reason why you got such a buff in the first place. The second thing is that 2.4 decreases performance, It feels like the game is constantly loading and deloading textures, an issue which is not present in 2.3. For these reasons I wouldnt play 2.4. But you will see that propably when you release 2.4 to other players.
  11. But ... everytime she dies I have to resummon her, just like the dopperlganger. Whats the point of making her a buff, if she is just like a spell. The reason I use her is because she doesnt take a spell slot, and I dont have to pay attention to her status. Also I am getting a lot of screen-laggs-behind issue with 2.4, which isnt present with 2.3. So dunno what you did but thats also an issue.
  12. @Flix The Netherworld pet buff gets deactivated everytime she dies, something which the 2.4 Test version introduced. I will revert to 2.3 until that gets fixed. *Advertisemen* One of the advantages of the Modmerge System that I can switch versions with all my individual changes in 9 seconds. *Advertisement End*
  13. All my 26 jewelry slots I wear are useless now. Well let the hunt start anew. The mod I need most in quantity and quality at least is something I can buy at npcs. Feedback so far: The diverse mods for jewelry really looks good in the game, instead of having to see endless Skill attributes you dont have skilled. The Sakkara demon seems to have received an improvement, but it still lacks a lot of motivation to attack things. I tested it once amongs kobolds and undead in the starting region, and theconstant repathing to something he cant reach still makes him very sad. At least he moves faster now, whih makes him look like he could be usefull someoday. Is it intended that the Netherworld pet buff gets deactivated everytime the pet dies ? Its pretty annoying, and since it is a buff, I assume it is unintended behaviour. The improved speed scaling with difficulty hasnt had as much of an dramatic effect as I feared it would. It is a reasonable, nice addition to the mod. Running on Challenge mode on Platin doesnt feel very challenging so far, especially not if you consider I am running around with 26 useless pieces of junk, but that could just be the starting region.
  14. When comparing your recent version of 071_bg_swamp_day2 and TW3 Aen Sheide I cant help but feel like Aen Sheide is clearly superior. The other version sounds good for the first 20 seconds, then you realise it is stuck repeating the first 20 seconds for 6 minutes. No hights, no lows, just the same plank plank over and over again until it stops. Ofcourse music taste is highly subjective. If you are stuck with good, but short music tracks, you could think about combining many short tracks into one long track, since I dont know how somebody would be able to add "more" tracks to the Sacred 2 code.
  15. We love you Flix <3. And also for your music mods. But I get what you mean, the original motivation was to replace the annoying monk drums, but in the meantime TW3 Aen Sheide has really grown on me.
  16. Fixed an comment which wasnt commented out to disable all AI behaviour. Redownload is necessary.
  17. @desm @Flix Showcase upgrading from EE 2.2 to EE 2.4 using the modmerge system.
  18. Is this how 2.3 + 2.4 is supposed to look like ? Also all my rings got rerolled. Im not starting exactly naked, but still :p.
  19. Have you taken a look at this: http://darkmatters.org/forums/index.php?/topic/24040-ee-24-test-charons-changes-msc/ ? That should solve it. Also the 2.4 Test version doesnt include a SuperSpawn and Challenge option. Im unsure if this will pose a problem, but I will take a look.
  20. Hm ... I have just realised that my own mod could interfere with future EE changes. For instance I fixed the ranged mage AI behaviour long ago, but the recent 2.4 optimises AI behaviour, where my own changes could interfere and would make proper feedback next to impossible. Eg. my own mod is mostly changes and fixes based on the current EE version, If the main content changes, then my own mod would have to change too. Now individually fixing this is not a problem for me, the problem arises when I would want to distribute my own mod for other people, which might include out of date changes based on a EE version which has been fixed in the meantime ... hm ... how to solve this ? I could make 2 mods, one called Enhanced Single Player, focusing on Enhancing the Single Player experience. And I could make another mod called EE Charons Changes, which would temporarily include the changes I make to the current version of EE. --- @Flix I saw that you reduced the logicbox of "CLF_T_MONSTER_SMALL", additionally to "CLF_GIANT_BAT", in itemtype.txt. Good thing, I would have missed that. Can you elaborate a bit about it ? --- Hm ... you reduced the modelsize of quite a few enemies.
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