Flix 5,162 Posted February 24, 2018 Share Posted February 24, 2018 On 2/23/2018 at 10:49 AM, dimitrius154 said: There's a principal matter of space within dlls. I can't reverse the single mount system - the s2logic.dll space, gained from applying it, is used up by the following fixes. Therefore, updating the patch proper without introducing the content rejected by some is not possible. The only thing not possible to add are those fixes that took up the space in s2logic.dll where the dual mount system used to be. There's no reason why any other fixes should not be candidates for inclusion in another patch release. Don't act like a patch update isn't possible without removing horses and the mount interface, it's infuriating. Link to comment
dimitrius154 614 Posted February 24, 2018 Share Posted February 24, 2018 (edited) 49 minutes ago, Flix said: The only thing not possible to add are those fixes that took up the space in s2logic.dll Take a look at the attachment. A third of the fixes requires s2logic.dll 49 minutes ago, Flix said: Don't act like a patch update isn't possible without removing horses and the mount interface, it's infuriating. What I'm stating is that the better part of the fixes would not be present. Patch 1.60 Addendum changes.txt Edited February 24, 2018 by dimitrius154 Link to comment
Hooyaah 2,961 Posted February 25, 2018 Author Share Posted February 25, 2018 I have noticed that the Modifier "Combat Trance" appears regularly on the Seraphim's Standard armor sets. It also appears coupled with other variable modifiers on jewelry items. Link to comment
dimitrius154 614 Posted February 25, 2018 Share Posted February 25, 2018 6 hours ago, Hooyaah said: I have noticed that the Modifier "Combat Trance" appears regularly on the Seraphim's Standard armor sets. It also appears coupled with other variable modifiers on jewelry items. I think, I know the reason - a typo: usagebits = 65473, when it should be usagebits = 65472, in bonus definition. 1 Link to comment
jwiz 68 Posted February 25, 2018 Share Posted February 25, 2018 Just a few more equiment errors, see attachment. (why should a Dryad be able to equip wings or a battery ?) more_s2gs_log.txt Link to comment
dimitrius154 614 Posted February 25, 2018 Share Posted February 25, 2018 56 minutes ago, jwiz said: why should a Dryad be able to equip wings or a battery The creature ID is that of the Dryad character, it seems to be a chest related issue. The rest are common equipslot mismatches. Link to comment
jwiz 68 Posted February 25, 2018 Share Posted February 25, 2018 A 'few' more errors & mismatches from a swamp run. May contain doubles. more_s2gs_log.txt Link to comment
dimitrius154 614 Posted February 25, 2018 Share Posted February 25, 2018 Good, four more entries corrected. Link to comment
jwiz 68 Posted March 16, 2018 Share Posted March 16, 2018 I dont think we had these already, see encl. more_s2gs_log.txt Link to comment
Flix 5,162 Posted March 16, 2018 Share Posted March 16, 2018 Those are a little puzzling. The goblins use those staves and shields. They seem to have the right equipslots in their creature entries. Link to comment
dimitrius154 614 Posted March 16, 2018 Share Posted March 16, 2018 Must be different itemtypes. Creatureinfo.txt entries for the itemtypes in the log do indeed miss the appropriate equipment slots. Link to comment
Flix 5,162 Posted March 16, 2018 Share Posted March 16, 2018 What am I missing? I see EQUIP_ID_WEAPON_R there. newCreatureInfo = { type = 7060, walkSpeed = 50, runSpeed = 130, fightDistMin = 25, fightDistMax = 30, gender = 1, agegroup = 1, validEquipSlots = "EID_WEAPON_R + EID_WEAPON_L", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 0, dangerClass = 4, weight = 50, eBloodEffect = "BLOODFX_RED", } mgr.creatureInfoCreate(newCreatureInfo); Is it maybe the "CLF_MAGESTAFF_R" for the staff that's causing the clash? Link to comment
dimitrius154 614 Posted March 16, 2018 Share Posted March 16, 2018 (edited) Nope, it's that the creatureinfo.txt from D2F v9 is different from the one in the patch, regarding entry 7060. Entry 5193 is the same, though. Edited March 16, 2018 by dimitrius154 Link to comment
Flix 5,162 Posted March 16, 2018 Share Posted March 16, 2018 So it's a fix I made for D2F but neglected to port over to the CM Patch... dang. Link to comment
jwiz 68 Posted March 17, 2018 Share Posted March 17, 2018 (edited) TRIGGER: ENTER!cEventCreate::_handleUserData() getSignature(bpid=1394 equipTgt=1 slot=0) failed (creatureRef=2361 type=8 063)! cEventCreate::_handleUserData() getSignature(bpid=1394 equipTgt=1 slot=0) failed (creatureRef=2411 type=7561)! Blueprint ID = 1394 Name="EMPTY" What's that? A dummy ressource? Edited March 17, 2018 by jwiz Link to comment
Flix 5,162 Posted March 17, 2018 Share Posted March 17, 2018 51 minutes ago, jwiz said: TRIGGER: ENTER!cEventCreate::_handleUserData() getSignature(bpid=1394 equipTgt=1 slot=0) failed (creatureRef=2361 type=8 063)! cEventCreate::_handleUserData() getSignature(bpid=1394 equipTgt=1 slot=0) failed (creatureRef=2411 type=7561)! Blueprint ID = 1394 Name="EMPTY" What's that? A dummy ressource? Yes, it's a dummy blueprint. It's used for some weaponpool entries where they wanted an NPC to have a split chance between spawning with or without weapons. And itemtype 8063 is a human peasant that they gave a completely empty equipset to for some reason (equipset 33). Link to comment
dimitrius154 614 Posted March 17, 2018 Share Posted March 17, 2018 1 hour ago, Flix said: It's used for some weaponpool entries where they wanted an NPC to have a split chance between spawning with or without weapons Interesting. I wonder as to why would someone come up with such a hack, since the "ContentProb" parameter seems to be working. Link to comment
dimitrius154 614 Posted March 17, 2018 Share Posted March 17, 2018 The trick here is: mgr.addWeaponPool { -- NPC_crystal_skeleton_shield dbid = 1140, prefDmg = 1, prefDmgProb = 0, content = {3224,}, contentProb = {50,50,}, Link to comment
Flix 5,162 Posted March 17, 2018 Share Posted March 17, 2018 6 minutes ago, dimitrius154 said: The trick here is: mgr.addWeaponPool { -- NPC_crystal_skeleton_shield dbid = 1140, prefDmg = 1, prefDmgProb = 0, content = {3224,}, contentProb = {50,50,}, And that works? So much simpler. Link to comment
dimitrius154 614 Posted March 17, 2018 Share Posted March 17, 2018 (edited) It does. As a sidenote - I've discovered, that the living armor officer constructs from Blood Forest were missing their capes. [EDIT]Hmpf, actually all officers do. This cape thing is attached to a non-existent bone. Edited March 17, 2018 by dimitrius154 Link to comment
jwiz 68 Posted March 17, 2018 Share Posted March 17, 2018 Some more, seen enclosed. Seemes that the rabbit cultists cant wear their chests too. more_s2gs_log.txt Link to comment
dimitrius154 614 Posted March 17, 2018 Share Posted March 17, 2018 It's a pity one cannot visit every single location in one go. Link to comment
Flix 5,162 Posted March 18, 2018 Share Posted March 18, 2018 7 hours ago, jwiz said: Some more, seen enclosed. Seemes that the rabbit cultists cant wear their chests too. more_s2gs_log.txt Interestingly enough, that "chest" armor is all the little rabbit accessories: the bunny ears and feet. The rest of their outfits are just recolored robes that are part of their base model. There's some redundancy there too, since the equipment is assigned both as an equipset AND as fallback equipment in the creatureinfo entry. One of them works, at least, since even though the cultists are missing the chest slot, the rabbit ears and feet display in-game. Link to comment
dimitrius154 614 Posted March 18, 2018 Share Posted March 18, 2018 13 minutes ago, Flix said: The rabbit ears and feet display in-game. There are two creature entries for Easter cultists: 11869 and 11870. Both can't equip chests. The reason for the proper model display are their fallback equipment entries. Link to comment
jwiz 68 Posted March 18, 2018 Share Posted March 18, 2018 Some goblins have paid a visit to the desert tribes, it seems. more_s2gs_log.txt Link to comment
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