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Charon117

Sacred Game Modder
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Posts posted by Charon117

  1. 5 minutes ago, dimitrius154 said:

    The idea is to compare all strings with same IDs, then retrieve a report containing IDs, where strings differ.

    I can make a container with all strings that differ, no problem.

    9 minutes ago, dimitrius154 said:

    It would be kind of nice to be able to set a condition, as of how many separate words the string in question should consist(to weed out pesky skill, CA and property names) to be included into said report.

    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 ?

    Unbenannt.thumb.png.c5e8f6468b107ea08109fa9f5e602977.png

    • Thanks! 1
  2. 8 hours ago, dimitrius154 said:

    The edits are made on a txt file generated by decoding the global.res by Sacred2 reader/writer. The editor used is Notepad++.

    ... and then encoded back, I get it.

    8 hours ago, dimitrius154 said:

    Sacred2 reader/writer decodes in UTF-8, according to the listings. Notepad++ states that the encoding for generated files is UCS-2 LE BOM. If the encoding is changed to UTF-8, the file fails to encode. So it should be UCS-2 LE BOM.

    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 ?

  3. 12 hours ago, Flix said:

    EE 2.4 global_En_texts:  https://drive.google.com/file/d/1tFCLxg4u1Va_hmKm8p8MX8ExbBlyCkg1/view?usp=sharing

    @dimitrius154 Why not just run a compare against the two files? You'd have to browse through all the changes either way.

    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).

  4. On 4/25/2020 at 9:55 PM, dimitrius154 said:

    Mr. @Charon117, I have a request, if You're interested:

    We have this here global.res decoded in a form of a txt file. All text strings are accompanied by a generated numerical ID. Would You consider writing a utility, that compares two such text files, and generates a report, that contains instances of differing texts for matching numerical IDs?

    I need the decoded file to look at in order to make a judgement.

  5. 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.

  6. 12 minutes ago, Flix said:

    I just can't fathom why that would be; so few lines in mere handful of scripts were changed between 2.3 and the 2.4 test release.  I would have to compare each script in turn, assuming I even see the issue at all, which I haven't yet.

    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.

  7. 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.

  8. 50 minutes ago, Flix said:

    This is intended behavior. It's not a bug, It's a result of correcting her AI and summoning FX. 

    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.

  9. @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*

  10. 1 hour ago, Flix said:

    Yes sorry about that.  That is a side-effect of adding new bonuses to jewelry.  In this case, the re-roll was triggered from adding Speed (Attack, Casting, Movement) and Armor bonuses to jewelry.

    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.

  11. 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.

  12. 17 minutes ago, Flix said:

    It's not the TW3 song. So I suppose the desirability depends on whether the point was to specifically add TW3 music or just to replace the old track with something else fitting (which IMO I have done).

    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.

  13. 6 minutes ago, Flix said:

    hat's a definite risk especially considering that I'm continually developing the mod and you seem to base your changes on older versions.

    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.

  14. 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.

  15.  

    thumbnail3.png.88313b66112e1219e669033deaf796fb.png

    EE

    Charons Changes

    This is a simple collection of changes to the current version of EE. Basically if Flix works too slow and/or I really want to have some changes in the game right now I collect them here.
    Changes which Flix rejects also accumulate here. This can serve as an up to date feedback and suggestion sheet for EE as well.

    This mod will be held relevant and up to date to the current EE version. If the current EE version changes or fixes stuff features can get removed or updated.

    The current EE version is 2.4 Test.

    DONT use this mod if the version numbers dont match exactly.

     

    Features:

    • Flix Music Mod: Swapped out 071_bg_swamp_day2.ogg for Aen Sheide from the Witcher 3. If you dont have Flixs music mod is simply overwrites the vanilla one.
    • LL% global values reduced to 10% of its former values. So if you had max 5% LL% per hit, now you get a maximum of 0.5%. If dimitrius can make LL% depending on remaining hp% we can reevalute LL%.
    • RpH% values globally reduced to 30% of its former values.
    • Switched out "Hireling_distance" AI behaviour with "Hireling_brave_ex" for improved AI behaviour with ranged weapons.

     

    Please discuss these changes in the main thread, rather than here:
    http://darkmatters.org/forums/index.php?/topic/21916-sacred-2-enhanced-edition

     

    Features that have been taken over:

    • Giantbat logic box and modelsize size reduced
    • "doublehit_attack_ca" damage multiplier in spells.txt fixed

     

    Installation:
    1. Download the file.

    http://darkmatters.org/forums/index.php?/files/file/722-ee-24-test-charons-changes/

    2. Point the Modmerge Software [1.01]+ to the extracted folder.
    You can get the Modmerge Software here:
    http://darkmatters.org/forums/index.php?/topic/23956-beta-modlauncher-and-modmerge-software-dl/

    Compability:
    This mod is only compatible with the EE version specified, but could theoretically also be applied to any other build.

    • Like! 1
  16. Yo, looks like im late to the party.

    There seems to be only positive voices about the Community Edition, and the ones complaining are missing. So let me picture for you what it might look like on the other side.

     

    First of all you have to realise that modders and players are fundamentally different.

    Players are people who are currently trying to grasp the concept of the game, and have much difficulties doing so.
    Modders are people who already grasped the game well enough and are running out of content. So they make more content, because they enjoy it so much.

    Introducing more mechanics and content ontop of a player just convolutes and confuses him, hence the saying "Why do I need this ?". And it is a good argument. We all started running in baby shoes to get where we are today.

    I only started to use other peoples modding content once I felt comfortable enough with the game, and had my fair share of experience with the base game. I moved up once I "understod" the game, some people never reach that level of understanding.

     

    Secondly, Community Editions are always bad and FECAL MATTER&#33; on. And for a good reason. Take a look at this development chart.

    Unbenannt4.png.a8c491e1473af708de6687ea7ecca73f.png

    Community Editions are usually the first step in a full game development cycle. Thus they feel the least polished experience of them all. And people are right, because thats exactly the case.

    People dont like the CP, but praise Enhanced Edition, without realising that one is just further along than the other. But their judgement, as plebeian as it is, is not wrong.

     

    One of the things in my oppinion which went horribly is that the CP didnt distinguish between Code and Content, and thus mixed both together. A horrible mistake. While it is impossible to completely seperate Code and Content, a better effort could have been made to distinguish between the two. Something I am still requesting should be made.

    A direct impact of this is that the CP flooded the spawnable items in an almost vulgar manner. If I know that if I play 72 hours of a game, and wont be able to complete a single set than something went horribly wrong. Drop Tiers get mixed up, unique items with garbage stats spawn, and regular items are more powerful than unique ones. All of this was the consequence of the unhalted "restoration" of developer items, which were clearly unfinished, and unimplemented. Critique of the well designed vanilla progression getting destroyed by CP wasnt made without reason. A well desinged split between content, and code could have minimised that kind of repercussion.

    In my oppinion this is also the biggest gap that modders and players would need to fix in order to move forward. I have high hopes that bigger mods and modders would one day make a well designed rebalance and spawning of all items currently in the game, but it will be night to impossible to do this for 2 - 3 people. For such things you need dedicated testers, and a mass of players to rebalance your game. Most mods never make a full development cycle, because the mass of users are missing to kickstart the process, in order to aquire more users, which test your game even more, etc ... .

     

     

    So for this reasons I think it would be a good idea to split the CM Patch into a code and content part.

     

    And since so many CP people are here, does anybody know if the CP installer does anything else outside of the Sacred 2 Gold folder ? If not, we could simply start to synthesize the parts we need.

     

    But meh, what do  I know ;).

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