Jampula 10 Share Posted November 2, 2020 On 11/1/2020 at 8:08 PM, Flix said: Not often enough, sadly. I try to keep the combat arts up to date at least. The Bestiary is several versions behind though. Okay, no worries. Link to comment
Flix 5,184 Author Share Posted June 9, 2022 Barbarian changes in D2F v15 Frenzy: "Double Attack" mod now scales with level. Most double hit modifications are (slowly) scaling now in D2F. Whirlwind: Has improved animations on foot and while mounted on the Hellhound. These come courtesy of Dmitriy and add a much welcome level of polish over the old spinning animation which was taken from the Dryad. Video! Leap Attack: Grunting vocal removed because this SFX is also hardcoded for other player and enemy spells. I wanted to keep the yell since it's practically iconic but the SFX was showing in too many other combat arts. Basically anything that jumps or anything using the Destroyer spellclass was making that yell. Stun: FX changed from green to yellow to indicate physical damage. I generally like to keep spell colors matching the damage and/or the aspect theme. In this case, the yellow stun nova fulfills both. Howl: Has new FX similar to earlier versions of the mod. I much preferred the original nova with sharp defined borders and now I've been able to add it back without conflicting with Frost Nova. Rare 2-handed Hafted Weapons will no longer spawn with bonuses for other classes. I had assigned 1h hafted bonuses in previous releases. Instead they are now guaranteed to have an extra silver socket on Silver difficulty or higher. Metal shader on Dendaren's Tactical Genius and random variants toned down. Too shiny before. Adanis (Barbarian classquest final opponent) is now a boss-level undead named Hadriel and received a complete overhaul. In v15, every class quest ends in a boss battle now. The previous opponent was a generic skeleton who transformed into a generic lich. Now he is a lich that transforms into a corrupted angel. He is very deadly with a "Bloodfire" aura that cause magic/fire damage and leeches life. 1 Link to comment
Lindor 539 Share Posted August 31 What the... On 6/10/2022 at 12:17 AM, Flix said: How in the name of kane did you make this? I mean - I recognize FX_GEN_WENIGER_HEILUNG, but, the fire, and having multiple spell FX on a single cast, not just the fire, also the blue and red beams comig out of the head, and, and, and, and, and, and, THE WINGS! You attached some recolorized FX to the wings model multiple times, didn't you? Is it one of the FX_WHIT? Mind = blown. I'm an amateur. 1 Link to comment
gogoblender 3,223 Share Posted August 31 6 minutes ago, Lindor said: What the... How in the name of kane did you make this? I mean - I recognize FX_GEN_WENIGER_HEILUNG, but, the fire, and having multiple spell FX on a single cast, not just the fire, also the blue and red beams comig out of the head, and, and, and, and, and, and, THE WINGS! You attached some recolorized FX to the wings model multiple times, didn't you? Is it one of the FX_WHIT? Mind = blown. I'm an amateur. "multiple times" ... is this a outsidethe-box imaginative step up? Is this effect up in a video somewhere ? Now that you've spotlighted attention on it id love to see the effect live...over all ..i get a huge menace of Balrog feel, with nostalgic of a seraphim's spaghetti wings from Underworld plus D and D's famous panther with tentacles on top. (I dont remember that name now! :O) This is exciting gogo Link to comment
Flix 5,184 Author Share Posted August 31 1 hour ago, Lindor said: How in the name of kane did you make this? ... Mind = blown. You give me too much credit. The wings are actually just part of the model that Pesmontis helped import. The wing designs are pure texture work and manipulating the surface entries. newSurface = { name = "tyrael-id6", texture0Name = "maps/npc/Tyrael/tyrael-dark-shield_d.tga", texture1Name = "maps/npc/Tyrael/tyrael-dark-shield_sg.tga", texture2Name = "fx/color.tga", texture3Name = "fx/bloodlust_fx.tga", flags = SURFACE_FLAG_TRANSPARENT + SURFACE_FLAG_DOUBLESIDED + SURFACE_FLAG_SHELLFX, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); The Bloodfire Aura uses FX_GEN_WENIGER_HEILUNG around Hadriel, and it causes pulses of magic and fire DOT, which is causing the FX halos around the Barbarian being hit. The aura also causes life leech, which is creating the orange lines between them. So really it's not so much manipulating FX as it is using what the game already naturally does to create the desired look. 1 Link to comment
SLD 365 Share Posted August 31 8 hours ago, gogoblender said: Is this effect up in a video somewhere ? Now that you've spotlighted attention on it id love to see the effect live Sounds like you should play D2F then I heard a new beta version was coming out by the end of july... oh wait in 2hrs it's september here? So I guess no new beta version... But there's always a good reason to play D2F Link to comment
Flix 5,184 Author Popular Post Share Posted August 31 57 minutes ago, SLD said: Sounds like you should play D2F then I heard a new beta version was coming out by the end of july... oh wait in 2hrs it's september here? So I guess no new beta version... But there's always a good reason to play D2F I keep finding more things to mod in Van Helsing. In July I thought I had one or two more things remaining, then I realized I could mod quests after all, and then I didn't like that so many set pieces didn't match visually, then I found some bugged banter and dialogue triggers... I don't dare switch focus until it's released but I do intend to return to D2F soon. 1 1 Link to comment
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