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czevak

Sacred 2 CM Patch Team
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Everything posted by czevak

  1. I did some digging and now I am sure he was taling about this one: http://destiny.enjoymmo.com/index.php
  2. Sorry, there are no unique fistweapons, but there is a random epic one.
  3. It might very well be the case. Marcus is the man for this, but I know he fixed an awful lot about the classquests. Just try it!
  4. @Thorium: No Sacred 2 seems to only do tga. Tried every key on the board with ctrl. Only ctrl+print worked.
  5. Yes. Thats the one. Depending on difficulty and level this one may suck you dry in a few seconds time. At least its what I experienced with my test-run toons. (They may not be optimally built and furnitured... ) On what diff and level did you slay her?
  6. Yes she is a pure summoner/spellcaster. I scripted her behaviour that way. (Mainly because the mages with defense option keep hitting you blindly without using their spells once you engage them in close combat.) All her CAs are new. The generic lightning is the one I kept mostly orginial. The rest is made up from scratch. Especially her lifeleeching aura is a spell never seen this way before ingame (and it is quite wise to get out of the area of effect once she cast it ). Hmm strange about the icon though. My testtoons all got it, even when they have visited/killed the dragon before the appliation of the cm-patch. Have to test this a little more I see.
  7. I made it so, that once the grunwald dragon icon appears on your worldmap, Failitias icon is also activated on it. I was not able to create a new place/region id for the worldmap to know when to display the icon, so I used the dragons as a copy. If this does not work, there may still be something wrong. Furians tip is very accurate, btw. He may have peeked into our bugtracker, the little scallywag.
  8. Built a new scriptcleaner tool based on drache.jpg. I hope now I've got all distibutions covered with this one. There is also a new improved version of the Sacred2Launcher Tool. Updated links in first post, as usual. @Furian: Thank you I will forward the Bloodforest thingy to marcus. I am currently working at the poison lord. When did your keyboard get stuck specificly? Was there any visible connected CA he cast?
  9. Hmm..guess I will have to change the scriptcleaner keyfile to drache.jpg then. Oh well..back to the drawing board.
  10. It should be present in the root folder of Sacred 2, not in any sub-folder. (eg. Programs\Ascaron Entertainment\Sacred 2\) Please give a list of the files you have in that folder. Maybe it is different in differently localized distributions... EDIT: Just checked, there are german annotation on the keymap.jpg, so it is lilely it might be different on int. versions. *doh* Do you have any files at all in that folder, that I could use for an updated int. scriptcleaner?
  11. Well if it skipped spells.txt Failitia wouldn't work properly anyway, since she got a load of new spells. The Mapicon for Failitia it is more or less obvious, since it is a small boss pictogram, like the ones for Gar'Colossus, Octogolamus and the other main bosses... On the scriptcleaner error: Did you by any chance delete or rename the keymap.jpg from your Sacred 2 Fallen Angel folder? I used this file as keyfile for the versioning, since it never changed during Ice & Blood history.
  12. What is exactly the problem with Enhanced Perception? On different news: Has anyone encountered Failitia and lived to tell the tale yet?
  13. Thorium tried to decypher it for us, but I haven't heard from him in months. He said something about it being a hashtable of some kind.
  14. Crash problems with the Mini- or Worlmap: There seems to be a strange GUI Buffer overflow when accessing them while some/many UI-Windows are open in the game, so close them first. Also it seems wise to wait a moment for things to settle when ingame loading spikes (some towns, regions) occur, before opening any maps or the questlog. We had that issue recently described by a user of the CM and he seemed to be able to delay/stop the crashing by following these rules.
  15. So everything is running smoothly with the new release? *being-curious*
  16. I'm getting interested in this. As I understand it, if you play on the closed servers you can't use the community patch... is that correct? How to phrase this positively? Question: To play on the closed servers can only be done with Ascaron provided patches, yes? Yes, our CM-Patch is inofficial improvement and thus not available on closed net servers. With the recent v0080, all shrinkheads that exist can be found ingame.
  17. @Spunky,loco and DB: The issue with the One-Hits in the crystal plains, emerged from the crystal boars. There was one out of three types of crystal boars that had a way too high reflection bonus (modifier value = 1000 instead of 100!). I cannot tell how this boartype looks exactly, I just fixed it. There may still be a cryptic death problem in the area with toons just "falling" to the ground like dead, even when just standing around and no attacking monsters. I don't know what causes this, and I have never experienced it myself. I just heard of it happening. @gogo: To find Failitias Dungeon on the Map, you have to pay visit or have visited the Grunwald Dragon. Then look around on your Worldmap. @neuromantik: With resetting to "original state" I meant reverting him to his state he had when playing with a unchanged Ice&Blood Installation.
  18. First off: We never had any issues with the abovementioned so far. Simply remove the old cm-patch with the disabler and enable the new version. We can never be 100% sure on the queststates, since they are sometimes troublesome and marcus changed a lot with this release (most of which is tested). However Marcus will happily fix anything that gets broken. Isn't that so marcus? You can make a backup of your savegames to be on the absolute safe side. (Then you can try the cm patch and remove it again if any gamebreaker Questissue shows up. Copy'n'Paste back your backup and you can play like nothing happened. But I doubt you will need it.)
  19. Version 0080 is up! As always look for it in the first post of this Thread. Changelog (besides Quests): Scarabs have correct attack and defense values now. Elite-Coboldhunters give correct amount of experience. Pandamoniums Pride: fixed wrong bonus of helmet, switched setboni for 3 and 8 pieces. White Griffon and Facetteleon got reset to orginial state (One-Hits). Middle and Large Healing-Potion can be bought at the traders; they heal and stack now properly. Reduced the number and improved the quality of shields at traders. Removed stray Enemies in unaccessible regions. Weakened the Envoy of Death Boss of the Quest "The Lost Crypt". Defense Bonus of Endijians Wings is now correctly based on Shieldlore. Adornments of the Ancestors (HE) now has LL%. Problem of paralyzed toons with Gar'Colossus, Scorpion, Khral, Carnach, Octagolamus and some others has been fixed. HE: Duration of "Raging Nimbus" now extends with Level. Dryad: "Tangled Vine" got slightly hinger Basedamage. Life reg of "Goldenglade Touch" has been slightly reduced. Reactivated death animation of all Bosses. Amended wrong dropchances of some Set Items. Complete makeover of Gar'Colossus. His CAs now work properly for the first time ever. Added a little gimmick. Have Fun. Fixed an animationproblem of the DM when wielding a 2H Sword and casting Morph-Spells. Fixed mysterious One-Hits in Crystal Planes between 2nd and 4th Soulstone. Fixed an exploit with Drayd and Dragonmage. With the implementation of the new Boss "Failitia", all shrinkheads can finally drop ingame. Traps at the Big Machine and in the Crystal Planes now give experience. Accidentally buffed Enemies in 0070 have been reverted to original state.
  20. Okay, I thought this is pretty obvious. STR = Strength.
  21. Here, have a look yourself: newTypification = { id = 29, name = "CLF_FISTWEAPON", stat = "STAT_STR", modreal = 1000, modfocus = 0, modbasepoints = 750, bonusgroupID = 89, weapondamagespread = 60, fightdistance = 35.000000, } mgr.createTypification(29, newTypification); newTypification = { id = 83, name = "CLF_FISTWEAPON_BLADE", stat = "STAT_STR", modreal = 1000, modfocus = 0, modbasepoints = 750, bonusgroupID = 87, weapondamagespread = 140, fightdistance = 35.000000, } mgr.createTypification(83, newTypification); newTypification = { id = 82, name = "CLF_FISTWEAPON_SPIKE", stat = "STAT_STR", modreal = 1000, modfocus = 0, modbasepoints = 750, bonusgroupID = 91, weapondamagespread = 90, fightdistance = 35.000000, } mgr.createTypification(82, newTypification);
  22. Thank you, I found a wrong duration in a spell the mist apparently nearly never really used before I tweaked him. (I did not alter anything on this one, but apparently exactly this was the problem. )
  23. Yes I know he is somewhat too tough in 0070. I think I already reduced his spelldamage again for 0080, but I will re-check it to be on the safe side. (I tried to fix the observation you just stated, him being absolutely useless/laughable at lower difficulties and admittedly have shot over some boundaries...this is tricky stuff, and by then I knew not half of what I know today about the spells and their tokens.)
  24. I did not test it right now. This is just a direct draft from my brain, based on what I know and what I know might be possible. Sorry I forgot to mention: the creature stuff is in Sacred 2\scripts\server\creatures.txt and you find the things on itemtypes in the Sacred 2\scripts\shared\itemtype.txt. Search for the quoted entries, try it and let me know how it went.
  25. Hi, you need to change the model as well. I tried to implement this for the CM Patch. You can try to replace the original mount with the model of the hippocampus but keep in mind that the saddle and bristles might not fit and/or produce some strange graphic errors. The Hippocampus you can visit ingame is the following creature: mgr.createCreature { id = 1842, itemtype_id = 9709, name = "hippocampus_npc", behaviour = "questCreatures", dangerclass = 2, groupmaxcount = 1, elite_creature_id = 1842, probabilityforelite = 0.000000, rank = 20, tenergy_creature_id = 1842, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, speakertype_id = 1, faction_id = 7, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, } Its Itemtype is: newItemType = { -- standard info renderfamily = "RENDERFAM_CREATURE", renderprio = 0, family = "FAMILY_CREATURE", subfamily = "SUBFAM_LIFE_ANIMAL", classification = "CLF_DEFAULT", flags = "FLAG_HASSOUND + FLAG_PERPENDICULAR1 + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/npc/ridingcreatures/hippocampus/v_hippocampus@special.GR2", user = "WEARGROUP_INVALID", }, -- logic bounding box logicBox = { minx=-31.82, miny=-42.417, minz=1.103, maxx=30.962, maxy=66.331, maxz=119.662, }, dangerclass = 0, } mgr.typeCreate(9709, newItemType); Problem is: The HE's original Flying Dragon Mount is set in the same source directory. It has a full set of Animations, which the above hippocampus has not. I don't know if it will work correctly, since the meshes of these two models aren't identical. You can try to exchange the itemtype of the following HE mount (Storm-Aspect, Inferno would be id = 1745, arcane would be id = 1744,) with the 9709: mgr.createCreature { id = 1747, itemtype_id = 9996, name = "Mount_hippocamus_storm", behaviour = "Mount_generic", dangerclass = 0, groupmaxcount = 1, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 1747, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, } and then change the above mentioned itemtype as follows: newItemType = { -- standard info renderfamily = "RENDERFAM_TRANSPORT", renderprio = 0, family = "FAMILY_TRANSPORT", subfamily = "SUBFAM_TRANSPORT_HORSE", classification = "CLF_WARHORSE", flags = "FLAG_HASSOUND + FLAG_PERPENDICULAR1 + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_DJINN", -- 3d model + animation info model0Data = { name = "models/npc/ridingcreatures/hippocampus/v_hippocampus@special.GR2", user = "WEARGROUP_INVALID", }, -- logic bounding box logicBox = { minx=-31.82, miny=-42.417, minz=1.103, maxx=30.962, maxy=66.331, maxz=119.662, }, dangerclass = 0, } mgr.typeCreate(9709, newItemType); That should allow you testing the Mount with the Highelve.
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