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Lindor

Sacred Game Modder
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Lindor last won the day on February 18

Lindor had the most liked content!

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  • Interests
    Programming, Video Games, Mathematics, German Politics and Cooking

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  • Favorite pizza topping
    Onions, Garlic, Jalapeños, Rucola, Tomatoes, Mozzarella and Gouda with lots of Basilicum and Oregano
  • Why do you want to join DarkMatters?
    modding Sacred 2 is my passion
  • All time best video game ever played
    AoM:TT
  • Country
    Germany

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  1. I'm probably getting rid of the plaster splint next thursday. So far everything has grown back together pretty nicely, no operation needed. It's just annoying and the plaster splint is bad for the skin. Funny story: I have written part 1 of my final exam yesterday while having a broken arm I was EXTREMELY nervous. The exam counts 20% towards my final grades, part 2 will count 30% and part 3 50%. So glad it wasn't my writing arm which broke or otherwise this could have become way worse for me
  2. I don't know. That's a pretty absolute statement. Constitution and spell resistance can have quite an impact. Also Combat Reflexes can have a huge impact. I have a dryad with combat reflexes and shield lore, she can stand in the middle of an elite panther pak for hours and not get hit once. Not even bloodclaw seems to be able to hit her.
  3. Hmm with concentration, devout guardian focus and warding energy lore you got three skills just to efficiently use one spell. Even if it's one of the best buffs. Is that really worth it? It's fun arguing over that kind of stuff. An alternative would be swapping those skills for constitution, spell resistance and combat discipline. Then you don't have to choose between that and ancient magic, you can take both. That's just an idea for future readers, considering that you're already lvl 42+. If I had to choose, I'd take ancient magic as well.
  4. Both pages have been created by Flix, one in 2015 and one in 2017
  5. Why are there two pages for the same thing? https://www.sacredwiki.org/index.php/Sacred_2:Seraphim_Genesis_Set https://www.sacredwiki.org/index.php/Sacred_2:Genesis_Siderea
  6. type: BONUS_SPEED BONUS_SPEED_LIMIT spez: SPEED_ANY SPEED_ATTACK SPEED_ATTACK_MOUNTED SPEED_CAST SPEED_CAST_MOUNTED SPEED_MAX SPEED_WALK SPEED_WALK_MOUNTED SPEED_CAST_MOUNTED and SPEED_WALK_MOUNTED are not present in any game versions blueprint.txt. I got them by looking at the dll files. You can create a bonus with the SPEED_WALK_MOUNTED spez and attach it to your mount in creatures.txt to increase your mount movement speed. Or you can give yourself the bonus through other means, like e.g. armor or a skill. I once knew the difference between BONUS_SPEED and BONUS_SPEED_LIMIT, ut I have forgotten. The latter one is e.g. what in_in_eifer uses (inquisitor's frenetic fervor).
  7. I have broken parts of my arm in an accident and probably won't be as active in the next time.
  8. Well both. This has never been part of the game and is something completely new. Depends on your perspective. Something like this should work the way it was coded in the original game, but it didn't on PC, it only worked on console. Console and PC use sometimes different kinds of shaders so I figured I could backtrace the error, but I couldn't, there is no logical explanation up to this point why it doesn't work on PC. The game just won't accept SURFACE_FLAG_TENERGY for this itemtype no matter what you do. So instead I was able to backtrace the exact pixel shader which is responsible for the SURFACE_FLAG_TENERGY-effect and script my own shader which applies the effect to the surface which uses the shader. It's a workaround to get the game into rendering the FX without using the flag. Pixel Shaders take coordinates and textures as input and give you one or more rgba colors as output. Most of the time the input textures are specified in surface.txt, but sometimes, like e.g. for surface flags, it's hardcoded, so I had to guess the input textures. If you are however willing enough to experiment through all the different textures of the game to figure out exactly what textures SURFACE_FLAG_TENERGY uses (or if you're skilled enough to read it from the dll's), then there's (with one exception I'll talk about later) no difference between how it's originally suposed to work and this, so you could consider this a fix. If you just use my guessed textures, then there might be a slight difference and you could, depending on your perspective, this either consider as a mod or a fix. There's one difference however which I allowed myself to make as I would personally consider this a 'fix': The shader I use is responding to the alpha channel. For the original surface flag, it was 'all-or-nothing', meaning that it was hardcoded that beyond a certain alpha channel threshold of the input diffuse texture, the fx would gain a fixed amount of opaqueness, ~90% I'd say, and below that threshold it would not get rendered. My effect however directly gains the opaqueness of the input diffuse texture's alpha channel. Personally I'd conider this a fix, but you could very well consider this a mod if you're absolutely purist and want to push it to the extreme.
  9. Hmm. That would be a reasonable explanation why higher tier items have higher weightedprob. I guess we were wrong all along. Nice job!
  10. : I can confirm that the entire file is structured like that. If higher values made items more likely to drop, we would see legendaries all over the place. And: Maybe you simultaneously tempered with some other value like zrareexpectation or so? Because if weightedprob really increased the drop likelihood, we're in trouble. For ages everybody thought the opposite.
  11. Version 1.0.0

    15 downloads

    Following the idea of this post: I have exported a complete itemtype tier distribution for every itemtype existent, sorted by classification and weargroup. Basically it tells you what tier an item on average is that uses this itemtype. Might be very useful when you want to create new items based on already existing itemtypes. It's useful if you have an item tier in mind but no itemtype as well as the other way around if you have an itemtype in mind but no item tier. Exported using some lua code, not done manually. Itemtypes are based on latest EE. Have fun
  12. Full Itemtype Tier Distribution View File Following the idea of this post: I have exported a complete itemtype tier distribution for every itemtype existent, sorted by classification and weargroup. Basically it tells you what tier an item on average is that uses this itemtype. Might be very useful when you want to create new items based on already existing itemtypes. It's useful if you have an item tier in mind but no itemtype as well as the other way around if you have an itemtype in mind but no item tier. Exported using some lua code, not done manually. Itemtypes are based on latest EE. Have fun Submitter Lindor Submitted 02/13/2024 Category Community Patch  
  13. ... FLAG_HAS_WORLDOBJECT_RS = 16777216; FLAG_CLICKTHROUGH = 33554432; FLAG_EXCLUDEFROMNAVIGEN = 67108864; FLAG_NO_ANIM_OPTIMIZATION = 134217728; local newItemType = {} --------------------------------------------------------------------- -- Itemtypes --------------------------------------------------------------------- newItemType = { -- standard info renderfamily = "RENDERFAM_CREATURE", family = "FAMILY_CREATURE", subfamily = "SUBFAM_LIFE_HUMAN", classification = "CLF_DEFAULT", flags = "FLAG_HASHAIR + FLAG_HASBLINKANIM + FLAG_HASSOUND + FLAG_HASPREVIEWIMAGE + FLAG_NO_ANIM_OPTIMIZATION", weargroup = "WEARGROUP_SERAPHIM", -- 3d model + animation info model0Data = { name = "models/heroes/seraphim/c_sera_skin.GR2", user = "WEARGROUP_INVALID", }, -- logic bounding box logicBox = { minx=-9.623, miny=-8.72, minz=0.12, maxx=12.52, maxy=13.248, maxz=72.018, }, dangerclass = 0, } mgr.typeCreate(1, newItemType); ... If the flags are stored as global integers, why are the flags stored in the itemtypes as Strings? Did you ever wonder that? To me this looks like an exporting mistake. Did someone ever try to remove the quotation marks? From this: flags = "FLAG_HASHAIR + FLAG_HASBLINKANIM + FLAG_HASSOUND + FLAG_HASPREVIEWIMAGE + FLAG_NO_ANIM_OPTIMIZATION", To this: flags = FLAG_HASHAIR + FLAG_HASBLINKANIM + FLAG_HASSOUND + FLAG_HASPREVIEWIMAGE + FLAG_NO_ANIM_OPTIMIZATION, ? What happens?
  14. I have written a script that is averaging out the item tier for each jewelry itemtype so I know which itemtypes I can use when creating new jewelry of a tier. Sorted by itemtype: Sorted by tier (rounded): EDIT: I don't know if this is useful, but if we just use the items with fixed boni, uniques, sets, legendaries etc., we get the following distribution: 7147 sticks out, dntknw why EDIT2: This is the distribution I will probably use, this time the itemtypes are sorted (ascending) EDIT3: Changed my mind
  15. Uhmm.. I have jewelry with ome bonusgroups containing all kinds of boni. I go ingame and notice that all rings the combomaster sells have the same bonus. To make matters worse, some have more boni than the blueprint has bonusgroups. I don't know what is happening. I prepare a darkmatters post. Then I notice bonusgroups can be put on stuff through typification.txt. I thought that I had thought about this and the overhaul would redirect every existent ID to the new ID. CLF_RING has bonusgroupID = 261. ID is non existent pre-overhaul, but got taken post-overhaul. The redirection failed because of this, so all rings get a new bonusgroup. Notice to anyone using this tool: check typification.txt for leftover bonusgroup IDs after enabling. The game is trolling me.
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