contra 8 Posted August 14, 2020 Share Posted August 14, 2020 16 hours ago, dimitrius154 said: First you finish the "Isla Ancar", then you finish the "A Roof Over the Head" in the Blood Forest, the you return back to Isla Ancar. Guess, I can't rely on quest text pointers. [EDIT] Methinks, you've tampered with quest.txt. Thanks for the info provided, it's done. 1 Link to comment
contra 8 Posted August 14, 2020 Share Posted August 14, 2020 The game often crashes and exits. I don’t know what information need to provide. Is it helpful? Quote 源 Sacred 2 - Game Client 摘要 已停止工作 日期 2020/8/14 21:47 状态 已发送报告 描述 错误的应用程序路径: D:\ValveSoftware\Steam\steamapps\common\Sacred 2 Gold\system\sacred2.exe 问题签名 问题事件名称: APPCRASH 应用程序名: sacred2.exe 应用程序版本: 2.65.2.0 应用程序时间戳: 4be45a9b 故障模块名称: tincat3.dll 故障模块版本: 3.0.115.12 故障模块时间戳: 4918345e 异常代码: c0000005 异常偏移: 00031b88 OS 版本: 10.0.19042.2.0.0.256.4 区域设置 ID: 2052 其他信息 1: 2beb 其他信息 2: 2beba6fb4680d73a8c78ca7c24ccdb46 其他信息 3: 146e 其他信息 4: 146e76a22a53215b6219e5ad140768df 关于该问题的额外信息 存储段 ID: 5df05ef27f03d16bbd4f380db2d8212f (2111968381746290991) Link to comment
dimitrius154 612 Posted August 14, 2020 Author Share Posted August 14, 2020 26 minutes ago, contra said: tincat3.dll Interesting. The only way I ever had that library crash the game is by having Pesmontis World Editor active while playing. Something is interfering with the dll appelation, probably antivirus software. Link to comment
Flix 5,116 Posted August 14, 2020 Share Posted August 14, 2020 13 minutes ago, dimitrius154 said: by having Pesmontis World Editor active Did he actually finish that tool then? Link to comment
dimitrius154 612 Posted August 14, 2020 Author Share Posted August 14, 2020 38 minutes ago, Flix said: Did he actually finish that tool then? Not to my knowledge. I stand corrected, not "world", but "sector" editor. Link to comment
Zodiac-Mindwarp 24 Posted August 14, 2020 Share Posted August 14, 2020 So I started a fresh single player game. Then went into Multi-Player to level up some, but there are no quests available. Is this a glitch or is it intended? Link to comment
Popular Post dimitrius154 612 Posted August 14, 2020 Author Popular Post Share Posted August 14, 2020 (edited) 1 hour ago, Zodiac-Mindwarp said: Is this a glitch or is it intended? Working as intended. Freeplay and Deathmatch modes have no quests available, since many of the quests now have attribute and/or skill rewards, and those Multiplayer modes do not save quest states, thus allowing to exploit reward gains. Edited August 14, 2020 by dimitrius154 2 Link to comment
Zodiac-Mindwarp 24 Posted August 14, 2020 Share Posted August 14, 2020 43 minutes ago, dimitrius154 said: Working as intended. Freeplay and Deathmatch modes have no quests available, since many of the quests now have attribute and/or skill rewards, and those Multiplayer modes do not save quest states, thus allowing to exploit reward gains. Thanks for the reply Dimitrius. I must have missed it in the list of changes. By the way, does Superspawn 2.4 work with the Beta? Link to comment
Popular Post dimitrius154 612 Posted August 14, 2020 Author Popular Post Share Posted August 14, 2020 16 minutes ago, Zodiac-Mindwarp said: By the way, does Superspawn 2.4 work with the Beta? Technically, yes, minus the Cursed Priests accompanying the Stone Warriors, since the Superspawn's spawn.txt does not contain the necessary entries. 2 Link to comment
Zodiac-Mindwarp 24 Posted August 14, 2020 Share Posted August 14, 2020 Thanks again Dimitrius 1 Link to comment
contra 8 Posted August 15, 2020 Share Posted August 15, 2020 On 8/14/2020 at 10:50 PM, dimitrius154 said: Interesting. The only way I ever had that library crash the game is by having Pesmontis World Editor active while playing. Something is interfering with the dll appelation, probably antivirus software. Most of the time, the game runs normally, and I found that the crash is closely related on some areas. I haven't run all the maps yet, the locations I have found are as follows. FYI. 1.Bengaresh Desert, In this cave, Percent probability of crash: 100% 2.The Cursed Forest, Areas from Waypoint Halko's Manor to summefield, Percent probability of crash: 95% 1 Link to comment
dimitrius154 612 Posted August 15, 2020 Author Share Posted August 15, 2020 1 hour ago, contra said: Bengaresh Desert, In this cave, Percent probability of crash: 100% Issue confirmed and resolved(I think). A typo in the pointer table. https://drive.google.com/file/d/1v-Uj_IJq8SvHELavgCeKYEMIObWI_sgE/view?usp=sharing Mod archive has been updated. 1 Link to comment
contra 8 Posted August 16, 2020 Share Posted August 16, 2020 I have no time for playtesting today as I am busy with mundane tasks. But took the time to experience it anyway, and oh, it's perfect. Thank you for your positive response and hard work. 1 Link to comment
Popular Post emperorsthunder 2 Posted August 18, 2020 Popular Post Share Posted August 18, 2020 After 10 hours of testing the new beta: CM_patch + elite_texture_trimmed+addendum. (I reinstalled the game) (I used the character editor to boost every character to 200 and I edited the balance.txt for faster legendaries&sets acquisition) 1.Shadow warrior's combat art modifier won't show up after leveling up. (Maybe it's because of the character editor? But other characters have no problem filling up their modifier gauge.) 2.Dragon mage's rightmost two ring slots aren't functional. 3.Inquisitor's new set the dark mechanicus's sprites are missing.(Or is it because I installed the mod in a wrong way? I just js activated elite texture trimmed mod and copypasted it on top of cm patch.) 4.I got reckt in the marsh a few times as an high elf, the bleeding animation resumed after reanimation. 5.The blacksmith forge HUD lost the downmost square sprites. 6. I just got one of the terminator piece for my temple guardian, the armour sprite is kinda out of shape. 7.Jedi mind trick's sprite is missing. 8.You can't attack with dragon mage in raptor form(Left click), you can only use one of his two raptor skills. 9.The legendary sereish steel of thunder has enraged damage bonus, I'm just wondering if this is necessary since the weapon has a huge percent leech. 10. Some weird crash in the heat of the fight with the unknown guardian after the s2core.dill patch. 11.Sometimes the set bonus HUD will got stuck in one page so you can't really see some of the set bonuses there. 12.Nowadays some of the particle effects like levin array&energy blaze on an enemy group can trigger an fps explosion. 2 Link to comment
dimitrius154 612 Posted August 18, 2020 Author Share Posted August 18, 2020 (edited) 2 hours ago, emperorsthunder said: After 10 hours of testing the new beta: I'd like to acquire the saves displaying the bugs mentioned, so that I might replicate them. Issue 2 confirmed. A somewhat stupid mistake. Issue 5 confirmed for dual gold slots.Hmm. Issue 8 negative. Unless you use a legacy save with a weapon the DM can't technically use. Issue 10 requires a Windows event log crah entry for analysis. Issue 11 - quite possible, that they've never coded it to expand. Edited August 18, 2020 by dimitrius154 Link to comment
dimitrius154 612 Posted August 18, 2020 Author Share Posted August 18, 2020 (edited) Issues 2, 3, 5, 6, 7 are fixed. Mod archive updated. The rest require extra input via saves of chars affected and a CTD crash log. Edited August 18, 2020 by dimitrius154 1 Link to comment
emperorsthunder 2 Posted August 19, 2020 Share Posted August 19, 2020 @dimitrius154 Well,I have just tested the new patch. Quote Issues 2, 3, 5, 6, 7 are fixed. Yes, those bugs worries us no more. Issue 1 is gone, I could now choose combat art modifications for shadow warrior,I have no idea what triggers it in the first place. Issue 8:I tested further, now I know why we have different results. If I transform into the raptor with a staff,everything seems fine. If it is done with fist weapons, however, the left click damage calculation still proceeds,yet the animation of the raptor is just not there. Issue 12: I kinda set up an nvidia profile and outsourced the ingame anti-aliasing, the game is in a much better shape now. Well, the major ones on the list are now gone, I'll try to explore more before another minority report. Link to comment
contra 8 Posted August 19, 2020 Share Posted August 19, 2020 When Temple Guardian wearing Terminator Honours SET suit, the loading screen has no Character animations image, and the set armor(Herbert-Priestly Pattern Hub Casing) have no attributes, Link to comment
dimitrius154 612 Posted August 19, 2020 Author Share Posted August 19, 2020 1 hour ago, contra said: When Temple Guardian wearing Terminator Honours SET suit, the loading screen has no Character animations image, and the set armor(Herbert-Priestly Pattern Hub Casing) have no attributes Would you be so kind as to provide the character save file? Link to comment
dimitrius154 612 Posted August 19, 2020 Author Share Posted August 19, 2020 (edited) 4 hours ago, emperorsthunder said: yet the animation of the raptor is just not there. Fixed. 4 hours ago, contra said: the loading screen has no Character animations image, and the set armor(Herbert-Priestly Pattern Hub Casing) have no attributes Fixed. [EDIT] And another slight change - @BRSamael's UI modification for the skill window has been included. Mod archive updated. 4 hours ago, emperorsthunder said: kinda set up an nvidia profile and outsourced the ingame anti-aliasing Sacred 2 anti-aliasing solution is very laggy and not very effective. The DSR solution, that is now part of both NVidia and ATI card software, provides superb image quality without any lags I could detect. Edited August 19, 2020 by dimitrius154 Link to comment
contra 8 Posted August 20, 2020 Share Posted August 20, 2020 On 8/15/2020 at 3:10 AM, dimitrius154 said: Working as intended. Freeplay and Deathmatch modes have no quests available, since many of the quests now have attribute and/or skill rewards, and those Multiplayer modes do not save quest states, thus allowing to exploit reward gains. Is this necessary? I created a Multiplayer character. The Quest state of its Singleplayer mode cannot be saved, it can still get the attribute/skill points at quest rewards, and character saved, which can obviously be obtained repeatedly. for example, VIPs in Ancaria, When "Welcome Money" process is completed, quest rewards 1 skill points, I tested it can be obtained repeatedly. The reverse is also true. If you create a Singleplayer character, you can repeatedly obtain attribute/skill points in the Multiplayer Game Type Campaign mode. I attached two HIGH ELF character save archives for everyone to test, one of them is UNSKILL status, survival bonus is 98.9%, and others Main Campaign Quests has been completed, survival bonus is 100%, I keep its initial process, there are no additional illegal skill points attribute points. Sorry for my poor english. above uses Google Translate, https://mega.nz/file/jNJwQYYa#s69mSL9UqbZT9OKd-9YLPf7ENKXSt_aV63mNwGlrLschttps://mega.nz/file/7FY2iISa#WQwoBiegfdHK-ooMiDDqN_3VOvZJfCF-B_wNkWeMs7g Link to comment
dimitrius154 612 Posted August 20, 2020 Author Share Posted August 20, 2020 17 minutes ago, contra said: Is this necessary? I created a Multiplayer character. The Quest state of its Singleplayer mode cannot be saved, it can still get the attribute/skill points at quest rewards, and character saved, which can obviously be obtained repeatedly. for example, VIPs in Ancaria, When "Welcome Money" process is completed, quest rewards 1 skill points, I tested it can be obtained repeatedly. The reverse is also true. If you create a Singleplayer character, you can repeatedly obtain attribute/skill points in the Multiplayer Game Type Campaign mode. Yes, it's a well thought out feature. The reason you're still able to use the exploit is due to setting char level via the savegame editor. Your chars do not have a list of saved quest states for those upper difficulties. The clean test would be a Singleplayer Niobium char with a saved "Paths of Fate"(VIPs in Ancaria) trying to complete the same quest in a Multiplayer Campaign Mode. I do, however, detect another oversight. The Eye of Agamotto is missing the second texture part. Link to comment
dimitrius154 612 Posted August 20, 2020 Author Share Posted August 20, 2020 Another Mod archive update. The issue of unique mount wards missing textures is fixed. Link to comment
contra 8 Posted August 21, 2020 Share Posted August 21, 2020 (edited) Recovery Elixir has separate item qualities. I think this is an oversight. I compared the description of other potions in blueprint.txt and revised it as follows. Is it correct? newBlueprint = { id = 657, name = "potion_green_big", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {110,0,2}, lvljump = 0, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "", specialuseonly = 0, bonusgroup0 = {795,1000,1,1,0}, bonusgroup1 = {1212,1672,1,1,0}, itemtypes = {2911,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(657, newBlueprint); Edited August 21, 2020 by contra Link to comment
dimitrius154 612 Posted August 21, 2020 Author Share Posted August 21, 2020 14 minutes ago, contra said: Recovery Elixir has separate item qualities. I think this is an oversight Hmm, yes, should be 0, not 5. Mod archive updated. Link to comment
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