dimitrius154 630 Posted December 15, 2017 Author Posted December 15, 2017 Nope, not in spells.txt, but it's unimportant.
winston 1 Posted December 15, 2017 Posted December 15, 2017 (edited) I did some more tests with fightingdistance = 20, 35 and 65 and my character always finished his attack (possibly after running around for a short time, but never in circles ...). I start to doubt my former observations of the bug. Maybe I just saw my character running around and took that for an occurrence of the bug, because I expected the weird pathfinding to be fixed. I really don't know. I'm sorry that I couldn't help, but I'll keep an eye an the matter while I continue playing. Edited December 15, 2017 by winston typo 1
Flix 5,234 Posted December 18, 2017 Posted December 18, 2017 Hotfix link in first post is updated with a small package designed to be installed with the Generic Mod Enabler. I'm updating the change log now.
rm3000 85 Posted December 30, 2017 Posted December 30, 2017 (edited) Just to be sure that I didn't miss something, a quick recap: - install anywhere but \program files\ - create a shortcut and add -nocpubinding -skipopenal as parameters and [x] run as admin - install the (hotfixed) CM patch from - Back up original graphics20 - graphics24.zip, then paste zips from the archive to the pak folder of the game - finally, adjust options.txt d_gpuSync = 1, waitForGpuMode = 1, checkWorldPositions = 1, dxDetect = 1, enableMobilitySupport = 0, usePhysHW = 1, detail_physx = 0, Did I get that right? Did I miss something? Edit: and of course I did miss something. I remember reading something about the pickup radius and of course I can'T find it right now, could someone point me in the right direction please? Edited December 30, 2017 by rm3000
Flix 5,234 Posted December 30, 2017 Posted December 30, 2017 22 minutes ago, rm3000 said: Edit: and of course I did miss something. I remember reading something about the pickup radius and of course I can'T find it right now, could someone point me in the right direction please? It's in the patch notes: "Autocollect pickup range increased. To make the graphical circle match the new coded pickup radius, change the line "autoCollectRadius" to a value of "230" in options.txt (not required, but recommended)." 1
Jampula 10 Posted December 30, 2017 Posted December 30, 2017 That increased radius doesn't seem to be working on my side. First I tried the patch (with Enchanced Edition) without editing options.txt and tried to pickup items just outside the pickup circle, didn't work. Then I edited autocollectradius to 230 and circle didn't seem any bigger... Everything else has been working just fine. I doubt I made any mistakes but will test some more when I get my better computer back, it's a pain to test anything with my laptop as restarting the game is slow.
MingqiJin 0 Posted February 10, 2018 Posted February 10, 2018 (edited) physX Effects is not working, no particles. Edited February 10, 2018 by MingqiJin
Androdion 900 Posted February 10, 2018 Posted February 10, 2018 3 hours ago, MingqiJin said: physX Effects is not working, no particles. http://darkmatters.org/forums/index.php?/topic/23152-community-patch-160-bug-reports/&do=findComment&comment=6997514
desm 331 Posted May 11, 2018 Posted May 11, 2018 I didn't really have the occasion to play with cm0160hf but I have to say it's a great improvement! This Dragon mount is awesome, epic battle. Great job again guys and many thanks!
Charon117 50 Posted October 16, 2019 Posted October 16, 2019 Im looking for the file(s) responsible of removing the yellow shimmer on elites, so I can reinstate them. Am I right in the assumption that it is surface.txt ?
Flix 5,234 Posted October 16, 2019 Posted October 16, 2019 38 minutes ago, Charon117 said: Im looking for the file(s) responsible of removing the yellow shimmer on elites, so I can reinstate them. Am I right in the assumption that it is surface.txt ? It was a code change in one of the dll's I believe.
dimitrius154 630 Posted October 16, 2019 Author Posted October 16, 2019 38 minutes ago, Charon117 said: Am I right in the assumption that it is surface.txt ? Negative, a specific code section in s2logic.dll. And the shimmer is not only a texture, but a preset shader(yes, it's that ugly).
Flix 5,234 Posted October 16, 2019 Posted October 16, 2019 Also I'm not sure if the justification for removing it was ever provided publicly. The elite shader fx was overriding other shaders on enemies, namely any type of hair/fur and likely others as well. The reasoning was there were three other good indicators of elite status: the stylized circles around the enemy feet, the different name plate with gold text, and (often) different appearance (larger models, different textures).
Charon117 50 Posted October 17, 2019 Posted October 17, 2019 (edited) 1 hour ago, Flix said: Also I'm not sure if the justification for removing it was ever provided publicly. Yes, its in the changelog. Well, when 20 mobs are coming at you than .. 1. you cant see the stylized circles around their feet 2. gold text is only useful when you can check 20 mobs in one second, can accurately point your mouse towards the right enemy, and the nameplate accurately updates to what you are hovering over at the moment. 3. its only useful when the models are different. I can name 2 elites I know by visuals, the ice oger, and the alphawolf. The former because of his completely different armour set, and the latter because he is white, while other wolfs are black. Most other elites are indistuingishable visually from their normal counterparts. I understand why it was removed on the normal difficulties, because it pleases the eye and the the game wasnt difficult enough to make a difference. Good point there. But on EE Challenge mode with Super Spawn I need to tell at a glance how many elites are coming at me, and their position at any time. The golden shimmer was exactly there for this reason. It most likely got implemented for exactly that reason by Ascaron Entertainment. I dont have the trimmed elite textures though. Maybe that makes a difference. Anyway, I dont think the textures will be enough, and I really need to tell by a glance how many elites are in a pack. I will look for a way to change the models. Ideally, I would like to add a a subtle aura around the model to make them distinguishable at all times like this or this. Just ... less intense. It just really helps the tactical decision making. Edited October 17, 2019 by Charon117
lordvampir 5 Posted October 21, 2019 Posted October 21, 2019 Hi, all Yes, I also had a question (I haven’t been here a long time ago, however, as in the game), are there any updates planned for CM, as well as other major mods (for example, Diablo)
dimitrius154 630 Posted October 21, 2019 Author Posted October 21, 2019 I doubt the CM Patch proper is going to receive further updates. The mods, however, are.
lordvampir 5 Posted October 22, 2019 Posted October 22, 2019 That is, can we assume that cm160 is the final version?
dimitrius154 630 Posted October 22, 2019 Author Posted October 22, 2019 As a proper Community Patch, yes. All further fixes and additions are and will be part of either Diablo Fallen, or the Addendum mods.
Caledor 27 Posted October 23, 2019 Posted October 23, 2019 3 hours ago, dimitrius154 said: As a proper Community Patch, yes. All further fixes and additions are and will be part of either Diablo Fallen, or the Addendum mods. Why though? I thought some of those features were missing from the Community Patch only because of lack of time.
dimitrius154 630 Posted October 23, 2019 Author Posted October 23, 2019 11 hours ago, Caledor said: only because of lack of time Unfortunately, that was not the only reason. As things progressed, so did the division of opinions on what should be part of the release and what should not. Since both opinions had their objective merits, the decision was to split further development. As of now, I'm convinced the decision was a correct one. While I maintain the Diablo Fallen compatible set of files for further prospective use, I surely don't expect everything I introduce non-codewise to be accepted. For example: 1
Caledor 27 Posted October 23, 2019 Posted October 23, 2019 Of course it was the right decision. But as time passes and mods develop separately there's a chance to find agreement on new stuff. So what I'm asking is: how about looking back once in a while and see if among the new changes, there's some common ground that could be ported in CM?
Androdion 900 Posted October 23, 2019 Posted October 23, 2019 There was some talk about it in the "making ancaria great again" thread, but again there was no general consensus. Even players and general users had too many different opinions, so it's complicated. A new patch would have to be built from scratch to be as close to vanilla as possible and with only the code fixing, which is a huge task already. Then all the remainder of cosmetic changes, community created gear, etc. would have to be pooled as there's no general agreement as to that. Some asked about modularity on extra content but again theres was no consensus. So you see, easier said than done. And I'm an apologist for making a newer version mind you.
lordvampir 5 Posted October 23, 2019 Posted October 23, 2019 19 hours ago, dimitrius154 said: All further fixes and additions are and will be part of either Diablo Fallen, or the Addendum mods. Is this true of the `Sacred 2 Enhanced Edition`? Or can the current version of `Sacred 2 Enhanced Edition` be considered final?
Androdion 900 Posted October 23, 2019 Posted October 23, 2019 Not sure if the current one is the final version of EE, though the Diablo mod sure is. But since Flix makes both you're bound to find the same fixes on both mods.
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