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czevak

Sacred 2 CM Patch Team
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Posts posted by czevak

  1. Hi there,

     

    we are currently implementing Failitia into her own brand new questseries (Deemed "The Impostor"). So far the mainframe is worked out, but we need creative ideas for the specifics.

     

    The plot so far:

    The player is meeting a questgiver(or -ess) which is concerned about a rogue Seraphim named Failitia. She may have heard of terrible deeds or sth. (your choice) and wants the player to investigate. In the course of the quest there are two intermediate stations (subquestgiver) to visit until the Seraphim Failitia is reached. She explains that the Other Failitia is ruining her reputiation due confusion of names and wants the player to do away with her, violently. The player seeks out Failitia in her lair and talks to her (prefight dialog). Then the fighting begins (or not if you want to go a bit to and fro for a while thats fine too). Report to Failitia (which one may be depending if you are playing shadow or light ;) ) and claim your reward.

     

    What we lack at the moment and thus direly need is the entire dialogue text (Text and Captions to go with) and finer detailed plotlines. Feel free to change things and suggest other stuff too.

     

    I hope you like this opportunity to implement some creative work of yours into Sacred 2. :)

  2. The scriptcleaner tool was replaced by an improved s2reset tool, suitable to remove all previous versions of the cm-patch, forcing the replacement of altered files with original one from 2.65.x.

     

    This tool can be used to reset messed up CM versions to Ice and Blood 2.65.x for a clean fresh start.

     

    Link as always under Troubleshooting in the first post.

  3. Okie doke, well I just tried that and started the game. The menu buttons like "Single player" "multiplayer" "options" etc. etc. are showing :P So that's progress. But when I go into a game, none of the text is showing for any of the items, or anything. Unless that's how it's supposed to be? Thanks for the help so far :)

     

    Edit: Oh by the way I already am on version 2.43.0 build 1671 with the US patch. I say this because you mentioned above for me to download the UK version 2.43 patches once this little issue is good to go. So just letting you know so it won't cause any other issues or whatever involving patch versions that I may need to get.

     

    No, that is not what it is supposed to be. I dont know yet, why the game would accept the new localization in the Mainmenu, but not ingame. Can you upload a debug.log?

     

    Once the ingame texts work fine, it might be possible to install Ice and Blood, since you already have v2.43. It is a bit risky though and I dont want to push you into buying the UK addon.

     

    Also keep in mind, that you will permanently be playing on UK servers, and thus your current closed net account (if you have one) will no longer be accessible to you unless you wipe and reinstall your original US version without Ice and Blood.

  4. Ah okay wolfie. Yeah that sounds about like you nailed it on the head there lol. Thanks for the explanation! That clears that up. And czevak I looked in the options.txt file and didn't find any en_US in there :/

     

    Okay. Then Change:

     

    if not locale then 
    locale = {
    }
    end

     

    to

     

    if not locale then 
    locale = {
    language = "en_UK",
    speech = "en_UK",
    }
    end

     

    and see if that forces proper text and speech to appear.

  5. Lmao, oh yeah huh :P Guess I was just trying to fully confirm it or something haha. Guess my only option is what is written above, but like I wrote before no success, guess I have to wait for czevak response. Why was that expansion only for the Eu version anyways? :P

     

    Sorry, I got preoccupied by other stuff. :)

     

    Go to the folder:

    (Vista or Windows 7)

    (yourdriveletter) default: C:\Users\<YOUR_USER_NAME>\AppData\Local\Ascaron Entertainment\Sacred 2

    or

    (XP)

    (yourdriveletter) default: C:\Documents and Settings\<YOUR_USER_NAME>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2

     

    Have a look at your options.txt. Are there entries with "en_US" in it as well? Change those also to en_US. Retry.

     

    Hope it works.

  6. We decided to release another 9x version, as a hotfix for the 0090. The magic hiding places, waterfountains and other effects should work again, as well as the lighting in dungeons.

     

    As marcus already mentioned, we prepared means of support for editing of international language file data.

     

    Also, from now on, it is no longer necessary to disable the previous version first. All coming releases have upgrade functionality. Just install it over your current v0090.

     

    Download as always in post #1.

  7. There is a way, it involved a fair bit of hassle such as editing registry settings...so the guide was removed from the site in the end. It may still be on the official forums though.

     

    Oh well that's nice to hear lol. I made a thread on the official forums asking if anyone knew how to do it the other day, but no responses yet :)

     

    As far as I understand it, you need to change both registry keys "language" and "speech" in the Ascaron Entertainment/Sacred 2/ Register of your registry from en_US to en_UK.

    Then rename the locale/en_US folder of your Sacred 2 installation to en_UK.

    Start the game to see if everything is all right. (If you see Text on your menubuttons all went well so far.)

    Then go and download the patches you need to get your "UK" version to v2.43 and try to apply them.

     

    Tell me if any problems or errors occur. If you succeed to v.2.43, let me know and go happily to buy Ice & Blood (of course you need to change the closed and open net lobby server address, but this is already explained here on the forum).

     

    If this goes well, I will make a patcher for the conversion of US to UK. :oooo:

  8. Hi everybody.

     

    Thank you for your hard work on this community patch.

     

    I have one question about the fist weapons.

     

    I have tested yesterday the animations attacks with 8 fist weapon differents (I mean 8 differents skin in inventory) with a seraphim combat arts pelting strikes and assailing somersault.

     

    3 of them got the same animation than 1 handed swords, the 5 that remains have the same animation but it's still different than the unarmed animation with the same combat arts tested.

     

    Is this intended or is this a bug ?

     

    Good luck for the next patchs !

     

    This is going to be the case until we have fixed the Highelves fistweapons animation (we hopefully have it done by the release of CM v0100). I had to substitute for working animation classes in order to implement them.

  9. Why do half the fist weapons now require hafted lore?

     

    It is really only 1/3rd of all fistweapons that get assigned boni from hafted weapons. (The blunt model ones.) The other 2/3rds get either boni from the Shortswords (bladed fistweapons) or 2H Swords (spiked ones) and are thus dependent on their respective lores.

     

    Just keep looking for them. They will drop sooner or later. :D

     

    I will adjust the bonus for the Seraphim shield for the next release. I did not check all random bonuslists for unappropiate boni (there are a lot in there).

    I'll change it into a useful defensive bonus for the seraphim.

    Any suggestions or whishes for that?

  10. Also, I found one of those random unique seraphim shields and It had bonus for grim resilience. I assume thats not meant to happen?

     

    Meh...I guess there is a random bonus in there and the modifier got selected from the shield-bonus randomlist. I guess I should change that. :)

     

    Edit: Are you sure it is a unique shield? If it is the one I think (it looks like it should be part of the endijians set, which it was originally made for), it should be a rare (yellow) one.

     

    Maybe the dropchance setting change affects something after all. o.O

     

    What exactly did you change?

  11. I don't remember to make a guardian drop a lightsaber...

     

    No, but I put in a random unique lightsaber with high quiality constraint. This means it should only be dropped by very high dangerclass bosses and creatures.

    (Well there is always some infinitesimal low chance to find an legendary or unique in a barrel or chest, so it might be found elsewhere occasionally.)

     

    On the unlockables: Thank you for this information. I don't think altering the dropchances per balance.txt affects the item quality. There is something strange about those unlockables. I will re-open the bugtrack on those, then.

  12. Hey, czevak, I remember this coming up before. With the unlock items, are they meant to drop as legendaries or uniques, because they are legendaries for me...I think you wanted them to be unique didnt you?

     

    Yes, this came up once, but I did not find a particular reason for it. All testdrops I did, went into the unique faction.

     

    Please do tell me the following:

     

    Did the unlock items drop as regular drop for you, or did you "unlock" them with the codes?

     

    On what difficulty, level etc. did this happen?

     

    On another note: There is a small bug in v0090 causing the magic hiding places to disappear from the game. I am working on it and it will be corrected with 0100. Thats a promise. :)

  13. FYI... There's an icon in the upper right portion of their page that allows you to switch the language - the default is German, but it also comes in English...

     

    The link to the page in English is http://www.megadev.info/EN/Tools-mdt-Tools...ameManager.html

     

    Looks like it might be a promising tool.

     

     

    The tool also comes with a set of savegames and chests featuring all avbailable sets, uniques and legendaries ingame.

     

    Someone might say it is cheating. :)

  14. Is there any chance of a change list czevak?

    German changelog is online in the german sacred2 forum, translation may take a while.

     

    CU Marcus

    Thanks marcus. Looks like its time to pull out google translator :)

     

    Edit: Well, read it, seems theres alot there...I'll wait for a properly translated version.

     

    Or you could read the changelog presented by the patcher after applying it. :)

     

    EDIT: We got a report in the german forums, that PhysX runs smoother/without crashes with v0090. Anyone else noticed something like that?

     

    (We resolved some issues with PhysX debris models during the cleanup of debug.log errors, and this might be the source of this PhysX improvement. I really hoped that it might do this. :) )

  15. So is this going to be included in the next CM patch? In case no one has mentioned it, we who are lacking in modding skills, really appreciate you and the others doing all that modding work and research. It keeps the game fresh and even more interesting. :woot:

     

    Yes it will be included in the next release, which will be v0100 in about two months.

     

    The upcoming release is v0090 and has been already finalized for internal testing.

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