jwiz 68 Posted December 4, 2020 Share Posted December 4, 2020 5 hours ago, Flix said: ... To balance the extra set bonus (and the overall power of these sets), I made some adjustments to the drops. Previously they dropped from level 20+, in Bronze or higher. In 3.0 the Mutation sets will only drop from level 70+, in Gold difficulty or higher. Why not 60+ in Gold diff? Link to comment
Flix 5,116 Posted December 6, 2020 Author Share Posted December 6, 2020 On 12/4/2020 at 4:12 AM, jwiz said: Why not 60+ in Gold diff? 75 was actually my first choice, which admittedly is a bit higher than the precedent (usually level 40-65) for higher level legendaries that only drop in higher difficulties. I picked 70 since the pieces drop in 10 level increments, and I liked the even numbers. ================================== Is there any interest in making the Shadow Warrior's Labyrinthine Warlord and/or the Dryad's Priestess of Doom upgradeable, the way that Sublime Guardian or Battle Daemon are? The idea is you would choose between two gold modifications, one transforming it, for example, into a magic-damage themed monster, and another into a fire-themed one. They would have different appearances and different special moves. Link to comment
jwiz 68 Posted December 6, 2020 Share Posted December 6, 2020 9 hours ago, Flix said: ... Is there any interest in making the Shadow Warrior's Labyrinthine Warlord and/or the Dryad's Priestess of Doom upgradeable, the way that Sublime Guardian or Battle Daemon are? The idea is you would choose between two gold modifications, one transforming it, for example, into a magic-damage themed monster, and another into a fire-themed one. They would have different appearances and different special moves. I won't be able to answer that as I hardly play the SW at all. Maybe Roderick can. But one other thing crossed my mind while perusing a certain doc. Would it be possible to bestow some mild aura chance upon the special mounts, like I.e weaken on the monitor, poison on the spider or fear on the hellhound, etc. that adds to the rider? 1 Link to comment
gogoblender 3,070 Posted December 6, 2020 Share Posted December 6, 2020 2 hours ago, jwiz said: I won't be able to answer that as I hardly play the SW at all. Maybe Roderick can. But one other thing crossed my mind while perusing a certain doc. Would it be possible to bestow some mild aura chance upon the special mounts, like I.e weaken on the monitor, poison on the spider or fear on the hellhound, etc. that adds to the rider? Sort of like those sunglasses from Sacred Underworld? Mild but appreciated gogo Link to comment
Flix 5,116 Posted December 7, 2020 Author Share Posted December 7, 2020 18 hours ago, jwiz said: Would it be possible to bestow some mild aura chance upon the special mounts, like I.e weaken on the monitor, poison on the spider or fear on the hellhound, etc. that adds to the rider? Think of a mount like an item that the player equips. Items can't grant active auras. I could add chance for weaken, chance for fear, etc. but they would apply the same as any other item modifier, at best. Some modifiers just don't work at all. =========================== I found a new FX for Dragon's Wrath. Red swirls instead of the old fire ring around the feet. Link to comment
jwiz 68 Posted December 7, 2020 Share Posted December 7, 2020 (edited) 3 hours ago, Flix said: Think of a mount like an item that the player equips. Items can't grant active auras. I could add chance for weaken, chance for fear, etc. but they would apply the same as any other item modifier, at best. Some modifiers just don't work at all Yeah, I thought as much but had hoped that the mounts had been implemented somewhat different, I'd love to see enemy_hurl on them too, but obviously even a collision detection does not exist with them. Edited December 7, 2020 by jwiz Link to comment
Lindor 438 Posted December 9, 2020 Share Posted December 9, 2020 (edited) Hey Flix, I noticed that an animation of the human mine worker NPC is broken and when he's trying to carry a rock, he's just hovering over the ground without a walking animation. I tried to locate the exact creature ID and animation but had no luck so far, maybe you or somebody else is quicker than me. Once somebody got the information, can you include a fix into 3.0? Edited December 9, 2020 by Lindor Link to comment
Popular Post dimitrius154 612 Posted December 9, 2020 Popular Post Share Posted December 9, 2020 1 hour ago, Lindor said: he's just hovering over the ground without a walking animation itemtype.txt: newItemType = { -- standard info renderfamily = "RENDERFAM_ITEM", renderprio = 0, family = "FAMILY_ITEM", subfamily = "SUBFAM_JOB_2H", classification = "CLF_JOB_2H", flags = "FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/objects/jobitems/t_job-mineworker-orc-orestone.GR2", user = "WEARGROUP_DEFAULT", }, -- logic bounding box logicBox = { minx=-7.084, miny=-6.343, minz=-3.942, maxx=8.531, maxy=6.299, maxz=4.613, }, dangerclass = 0, } mgr.typeCreate(11350, newItemType); Change _2H instances to _RH. Any better? 2 1 Link to comment
Lindor 438 Posted December 9, 2020 Share Posted December 9, 2020 21 minutes ago, dimitrius154 said: itemtype.txt: newItemType = { -- standard info renderfamily = "RENDERFAM_ITEM", renderprio = 0, family = "FAMILY_ITEM", subfamily = "SUBFAM_JOB_2H", classification = "CLF_JOB_2H", flags = "FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/objects/jobitems/t_job-mineworker-orc-orestone.GR2", user = "WEARGROUP_DEFAULT", }, -- logic bounding box logicBox = { minx=-7.084, miny=-6.343, minz=-3.942, maxx=8.531, maxy=6.299, maxz=4.613, }, dangerclass = 0, } mgr.typeCreate(11350, newItemType); Change _2H instances to _RH. Any better? Yep, that did it. Amazing dimitrius <3 1 Link to comment
Flix 5,116 Posted December 9, 2020 Author Share Posted December 9, 2020 Good catch. Will be fixed in 3.0. There's classifications for left hand, right hand, and two-handed job items. The correct animations aren't called unless the right subfamily is defined. 1 Link to comment
Flix 5,116 Posted December 11, 2020 Author Share Posted December 11, 2020 Some odds and ends for 3.0: - I'm bringing the Music Mod into the Enhanced Edition. It will be an optional module and likely a separate download since it's about 800mb. I'm taking this opportunity to remaster a lot of the tracks. Back in the day I didn't make use of compression when increasing the volume so there is a lot of clipping (clicking, crackly sounds) on the added tracks. - The "minimal" texture setting is no longer officially supported in Enhanced Edition. I'm retaining support for both Default and Elite textures in 3.0. This does increase the overall download size by an extra ~200mb, which I hope is not too much of a bandwidth burden, but I want to be inclusive of people who may not be able to comfortably run Elite textures. - I've updated some shaders on some uniques that didn't get new designs, but could use a sprucing-up. shader = fx2, is a nice alternative to the metal shader. It adds a bit of shine but also strong contrast which makes otherwise dull textures really "pop." Shield of Mirrors, Celioth's Ward, Osiris Scythe, The Arbiter Halberd of the Rocks, the three "Glaives" Celestial Magic, Shattersword, Bareneret's Judgment Something that was introduced to EE in 2.0 was reducing the extreme glow on some weapons that obscured the underlying design. I found a few more unique shortsword candidates. Before/After: Zepetl's Heartfinder, Blade of Severance, Silver Virtue Also, some of the magic staves that got a reduced glow in 2.0 are getting the lava shader instead, which transforms the bright glow into swirling, shifting patterns on the head of the staff. 1 Link to comment
Dragon Brother 619 Posted December 12, 2020 Share Posted December 12, 2020 18 hours ago, Flix said: - I've updated some shaders on some uniques that didn't get new designs, but could use a sprucing-up. shader = fx2, is a nice alternative to the metal shader. It adds a bit of shine but also strong contrast which makes otherwise dull textures really "pop." Something that was introduced to EE in 2.0 was reducing the extreme glow on some weapons that obscured the underlying design. I found a few more unique shortsword candidates. Also, some of the magic staves that got a reduced glow in 2.0 are getting the lava shader instead, which transforms the bright glow into swirling, shifting patterns on the head of the staff. Great changes. These def show off the weapon details better. I do recall not being a fan of how shiny some stuff could be in the game. 1 Link to comment
Popular Post Flix 5,116 Posted December 13, 2020 Author Popular Post Share Posted December 13, 2020 Some more odds and ends. I feel like I've been restoring missing NPC gear for at least 6 years now (what was anyone even wearing before)? The Broker Enadris (Orcish Byway, main quest) has his shoulder gear. His accomplice, Jaftar the human trafficker (Black Oaks, now a boss) will have a similar piece of armor. The Teacher Solael in Thylysium (Light Path, tells you to stick with Liosilath) has a pair of professorial glasses. There's a Shadow Path spy, Syrilar, in the main quest, with a similar pair of glasses now. While I was getting Solael sorted I noticed two of his fellow teachers obviously stumbled through a portal together and had a terrible accident which fused them together. Fortunately with a little High Elven magic, a newfangled sort called sector coordinates, the good gentleman were able to get sorted out, much to the relief of all. This next one is my favorite. It started when I found an unused Chef's hat. But who does this hat belong to? Surely the Chef Poul Brotheuse, a memorable quest NPC in Thylysium. But there was one problem: Chef Poul doesn't look like a Chef, like, at all. And yet I found an NPC scripted who must surely be him, name = "He_Story_Cook", Turns out this "cook" design is used for a random High Elf noble "Surgeon Lawaon" from a Shadow Path quest. Not to drag out the story any more, but I swapped Lawaon and Poul Brotheuse so that the former has the green-robed noble design and the latter is the Chef he was always meant to be. And now, for the first time, he also has his hat. 5 Link to comment
desm 329 Posted December 13, 2020 Share Posted December 13, 2020 Chef Poul Brotheuse himself must delight from this refreshing gear up! He is awesome, very well done Flix. 1 Link to comment
jwiz 68 Posted December 13, 2020 Share Posted December 13, 2020 (edited) Great job, but don't you get stir crazy over time hunting down all that missing gear? Edited December 13, 2020 by jwiz Link to comment
gogoblender 3,070 Posted December 13, 2020 Share Posted December 13, 2020 lol...never noticed how sullen and angry-face chef brotheuse looks... He needs to head to a bar sometimes soon after tonight's service gogo 1 Link to comment
Flix 5,116 Posted December 13, 2020 Author Share Posted December 13, 2020 10 hours ago, jwiz said: Great job, but don't you get stir crazy over time hunting down all that missing gear? Funny enough, I'm almost never setting out to find it. I just happen to notice it while I'm busy carrying out some other task. A lot of fixes happened that way. Link to comment
Hooyaah 2,823 Posted December 14, 2020 Share Posted December 14, 2020 It would appear that to see any of these great changes in-game, I will have to start using the EE. Link to comment
Flix 5,116 Posted December 14, 2020 Author Share Posted December 14, 2020 1 hour ago, Hooyaah said: It would appear that to see any of these great changes in-game, I will have to start using the EE. Yes, I haven't been sure how to say it, but I realized this past year that I can no longer mod for Community Patch 1.60, any more than I can mod for Community Patch 1.50, or 1.20, or the last official I&B patch. I've just come too far and built too much of a foundation with EE. Essentially everything that would have gone into another CM Patch release has gone here. 1 Link to comment
lacr 60 Posted December 14, 2020 Share Posted December 14, 2020 2 hours ago, Hooyaah said: It would appear that to see any of these great changes in-game, I will have to start using the EE Thee shouldst hast done so already! Link to comment
Flix 5,116 Posted December 15, 2020 Author Share Posted December 15, 2020 @dimitrius154 Can I ask your advice about regional music assignments? In CM 1.30 I reported that the Crystal Plane (snowy sub-region) was playing Xmas Island music, and somehow Czevak switched it to use Multiplayer Island music instead. I can't for the life of me figure out how he did that. I'd like to repeat the process because the dungeons in that region are still using Xmas music. I'd also like to change the overall music in that area to use the same music as the rest of the Crystal Plane. My best guess is the "musicProfile" line in region.txt. I can't determine what is what though. And it doesn't look like multiple regions are sharing music ID's. There are a lot of unnamed regions as well in that file. Can you tell me, are they used, and if so, is it possible to generate a list of region names that correspond to the ID's? It might be nice to make more areas have specific music if it's possible. Link to comment
dimitrius154 612 Posted December 16, 2020 Share Posted December 16, 2020 4 hours ago, Flix said: My best guess is the "musicProfile" line in region.txt. I can't determine what is what though. And it doesn't look like multiple regions are sharing music ID's. The assignment of music to regions and locations is executed via the interaction of the following files: scripts\server\region.txt - music profiles are assigned via the 'musicProfle' parameter. locale\{language}\soundprofile.txt and scripts\client\soundprofile.txt(I strongly recommend using the latter) - music profiles are determined here, the 'music' parameter is, in fact, music profle ID. And, unfortunately, persector.zip\*.r sector files - region IDs are assigned to locations there. 5 hours ago, Flix said: Can you tell me, are they used, and if so, is it possible to generate a list of region names that correspond to the ID's? I believe, all ID's from region.txt are used. You can find out the assigned region ID by utilizing Pesmontis' S2se editor: 1 Link to comment
Flix 5,116 Posted December 16, 2020 Author Share Posted December 16, 2020 Much appreciated! Now I understand what Czevak did. He changed the resources for the various music events assigned to profilename = "Region 16 - Snowland", in soundprofile.txt. I was able to switch it to Crystal Plane music. I suppose I could in fact even make brand new unique music resources for that sub-region. My next experiment would be assigning music to other regions in region.txt that currently have musicProfile = 0. I assume these are areas that just continue to play whatever music is currently playing, instead of switching to something new. I would need to make a new soundprofile entry with a new unique music ID, then assign that ID to the musicprofile in the region entry. Link to comment
Flix 5,116 Posted December 16, 2020 Author Share Posted December 16, 2020 @dimitrius154 After job items came up a few days ago I decided to do a survey of all job items. Of the 75 job item blueprints I found 18 that aren't present in weaponpool.txt. I do believe the only way for blueprints to be used by an NPC is through weaponpool/equipsets, so I think therefore that these items are completely unused by NPC's. Spoiler id = 108, name = "job_lh_fork", id = 343, name = "job_rh_football", id = 353, name = "job_rh_haybale_create", id = 352, name = "job_rh_haystack_carry", id = 345, name = "job_rh_metalbucket", id = 344, name = "job_rh_powder", id = 361, name = "job_rh_wood_chop", id = 369, name = "job_rh_crowbar", id = 371, name = "job_rh_makeup_pad", id = 620, name = "Job_rh_dagger_subdagger", id = 623, name = "job_rh_lockpicking", id = 624, name = "job_rh_blacksmith_sword_unfinished", id = 1593, name = "Job_fieldworker_haybale", id = 1594, name = "Job_fieldworker_haystack", id = 1607, name = "NPC_he_horsetrader_whip", id = 1609, name = "NPC_orc_horsetrader_whip", id = 1610, name = "NPC_lizard_horsetrader_whip", id = 1611, name = "NPC_hu_desert_horsetrader_whip", It could simply be that there are no appropriate behaviors, jobs, or animations available to take advantage of the items. It's probably worth looking into though. Link to comment
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