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czevak

Sacred 2 CM Patch Team
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Everything posted by czevak

  1. That would not be hard at all. The pictures have a square format anyway, but does a square frame around a rounded button inset really look that good?
  2. Would you like it this way? Or would you guys prefer a type of more modern framing?
  3. Hmm...makes me wanna redo this to be much more noticeable for the CM-Patch. Nice find chattius!
  4. We did that to suppress an exploit of the CA. The solution we found is not perfect yet and we plan to improve this issue again for one of the coming releases. @Etherian: Not exactly "new" as such. But we revised the blades according to the poll some time ago. Size related base attributes, Katanas are now named correctly, Lightsabers are Willpower based now and can now drop regularly (Random Uniques from Bosses) and there is a Random Epic Lightsaber as reward for a very taxing quest series. Once you pick up one yourself you will notice a little something extra has been added for the right atmo. You will read the rest in the patchnotes.
  5. CM-Patch Version 0090 has entered internal testing rounds. We estimate a "Release to Masses" to hit at least on October 11th. Stay tuned.
  6. Okay. I think I am gonna put my money on a "Server side hiccup" then. Enjoy your legally duped stuff.
  7. So a wall glitch, eh? Could be. But the item duplication seems very unusual. Do you have any screens? And yes, was it with cm or without. (I think I remember you playing without cm...)
  8. This is the yellow one: newBonus = { -- name = "sb_off_lifeleech", rating = 35, basedonskill = "SKILL_INVALID", type = "BONUS_LIFELEECH", spez = "", spez2 = "", usagebits = 65535, minconstraints = {15,9,0}, difficultyvaluerange0 = {0,4,55}, difficultyvaluerange1 = {1,5,65}, difficultyvaluerange2 = {2,6,80}, difficultyvaluerange3 = {3,8,100}, difficultyvaluerange4 = {4,10,125}, } mgr.createBonus(382, newBonus); and this is the golden one: newBonus = { -- name = "uni_def_heal_on_hit", rating = 46, basedonskill = "SKILL_INVALID", type = "BONUS_LIFELEECH", spez = "", spez2 = "", usagebits = 65535, minconstraints = {15,13,1}, difficultyvaluerange0 = {0,3,28}, difficultyvaluerange1 = {1,4,37}, difficultyvaluerange2 = {2,5,46}, difficultyvaluerange3 = {3,6,55}, difficultyvaluerange4 = {4,7,70}, } mgr.createBonus(643, newBonus); As you can see, they are a bit different. First, the yellow one is marked as offensive bonus (sb_off) and is sorted into the respective bonusgroups for such weaponry. The unique (gold) modifier is somehow marked as defensive (cant say why). The ",1}," at the end of the constraints means it can only be applied to items of silver difficulty and above. The valuerange is lower for the unique modifier, which is why it has lower +%. That are the differences I can make out so far.
  9. I answered that in some other thread already, I think. The color is depending on the constraint of the corresponding bonus in blueprint.txt. It is a dev handselected value like the item colors, weighed by how rarely they should occur and what the minquality of an item should be to get such a modifier. That is also why you will never see a yellow or gold modifier on a junk (grey or white) item. For example: newBonus = { -- name = "uni_relattr_str", rating = 30, basedonskill = "SKILL_INVALID", type = "BONUS_STATS_REL", spez = "STAT_STR", spez2 = "", usagebits = 65535, minconstraints = {10,13,1}, difficultyvaluerange0 = {0,50,100}, difficultyvaluerange1 = {1,65,130}, difficultyvaluerange2 = {2,80,160}, difficultyvaluerange3 = {3,100,200}, difficultyvaluerange4 = {4,125,250}, } mgr.createBonus(640, newBonus); Is a gold bonus (+% Strength). It has a constraint quality of 13 (minconstraints = {10,13,1},). Changeing that number to 15 will make it orange and even rarer... The Bonus is applied to items trough bonusgroups, in this case: newBonusgroup = { id = 37, name = "UNI_relattr_str ", bonuslist = { 640,}, } mgr.createBonusgroup(37, newBonusgroup); Items with that particular bonus include for example marthas javelin. Hope this sheds some light into speculations.
  10. I think this color thing got "fixed" when we introduced the neutral aspect mount again. You are playing with the cm-patch, don't you?
  11. Esta muy bien...or somethin like that. Thank you so very much!
  12. So there is no one around with the spanish or italian localization? I would also take anything else I don't have right now. (So far we have Russian, German, English (UK) and French.)
  13. Hehe would be nice to play and see what an orange bonus would do...this is possible you know. Gold Mod in blueprints.txt: newBonus = { -- name = "uni_off_chance_doublehit", rating = 45, basedonskill = "SKILL_INVALID", type = "BONUS_CHANCE_DOUBLEHIT", spez = "", spez2 = "", usagebits = 65535, minconstraints = {15,13,1}, difficultyvaluerange0 = {0,22,50}, difficultyvaluerange1 = {1,24,55}, difficultyvaluerange2 = {2,26,60}, difficultyvaluerange3 = {3,29,67}, difficultyvaluerange4 = {4,32,75}, } mgr.createBonus(651, newBonus); The interesting line for textcolor is (like for the items) the minconstraints. Change the middle number 13 to 15 to make it orange.
  14. I got the models and they look very nice. I think I will make a seperate deployer for this as mod, until we have access to ingame texts to make dimitrys exceptional work into a nice new set.
  15. I can confirm, turning of UI-scaling greatly improves the loadtimes after a tab-out. However it is difficult targeting checkboxes and sliders with this, since I got a widescreen display and the mouse is then not where the cursor appears. Inputmager error also still gets written into the console.
  16. I could cry. Why do I alway get an error when I try to dl the french localization. Now it is an Internal Apache/tomcat server error HTTP status 500 I get from zippyshare... Could you reupp it on rapidshare? That would be very nice of you.
  17. Version Info should be displayed in a tooltip if you hover your mouse over your cm-enable- or cm-disable.exe.
  18. Didn't I already correct that one? Have you seen this with the recent version of the cm-Patch, or was it just the screenshot in the wiki? EDIT: I checked. It is already corrected to "Absorption Warding Energy: Opponent -X%". I guess you would want to make a new screenie for the wiki.
  19. Thank you guys. I was not able to get the file woody PNed me about, so we are still missing french and of course the spanish localization. Other locales are also welcome of course.
  20. I think he really wasn't talking about loadtimes ingame, but the time it needs to display again after tabbing out and back in again. This takes in fullscreen mode incredibly long. (It may be different from machine to machine depending on the graphics adapter.)
  21. If you are sure the buff ended out of itself and you did not get "debuffed" by an enemy, then you could try setting: spellClass = "cSpellGenericBuff", because the spellclass could have some timer itself. It controls most of the spells effects anyway, so you might want to check if all your boni stay the same after changing this. cSpellGenericBuff might not be able to handle and understand all of them.
  22. That's new to me, never heard of something like this. In fact, I run two versions of Sacred 2 with Addon on Win7 and XP machines and never encountered such problems. I often have to switch to the browser or my email, but never had slowdowns. Perhaps you should try the windowed mode (options -> graphics). CU Marcus I can confirm this, marcus. There is a long time load until you are able to see anything than a black screen after alt tabbing out and back into a full window instance of Sacred 2 Ice and Blood. The console reports someting like: InputWrapper: unable to acquire device... This does not happen in windowed mode however, and you are able to see the lost loadingscreens again in windowed mode.
  23. After enabling christma island mod, you see the first Kobold in Thylisium. After talking to it, you have to talk to th captain (he is not a cobold!) and ship over to the island clicking on the respective boat on the worldmap....or SHIP! Yes. Nautical term... *g*
  24. Ah, thats okay woody. I really just need the rest. (I think I should update the call...)
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