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Messages - Bumbleguppy

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1
Technical Support / Re: PS Editor (Effects Editor)
« on: 27 November 2022, 22:15:50 »
After having to revert my graphics drivers because the latest AMD drivers refused to see my second monitor, the original THQ PSEditor stopped working, just errored and quit.

So I went back to the Steam version and, although the application loads up okay, nothing in the editor worked. I discovered what directory it was HARD CODED TO LOAD AND SAVE FROM (really?? a file picker in Windows is so easy to implement, this is outrageous. If I had made this I would have been fired).

So @lixiss used the word "permission". And I thought "permissions"? So I "ran as administrator" and the Steam version actually worked! WTF?? I have to run PSEditor as administrator? WHY??

So I could work with and see the emitters and grid lines, great. The background color no longer saves to the pseditor.cfg file like with the original THQ version, guess that was also too much trouble to port over to the new versions. Oh well.

Anyway, I wanted to post this in case someone ends up from a google search in the future. Along with the other helpful tips in this thread, try running PSEditor as administrator and see if that does the trick.

2
Wow, nargil66 gifted me a new boss mesh that I just HAD to use right away! And it's not even Christmas! :D




3
So I have ported over what I could salvage from my Atlantis mod and I'm hammering out the bugs from that and have started development on a new version.

Haven't added the game map yet, but I hope to some day if just to make some QOL changes for petmancers (Sciron's camp is crazy for pet pathing madness...where'd everybody go? Auuughh!).

Added a couple new quests so far.

Already used a new skill type template from Eternal Embers for the Champion Heart amulet skill for Warlock where every kill has a chance to raise a poison zombie and it's pretty fun. Thinking about who could use a skill that causes their victim's corpses to explode which would also be fun.

Too much to mention here in the OP.

4
Great! Honestly, I couldn't remember so you were my guinea pig :D

5
Okay, here's a link to TQVaultXL_1.1.4:

https://mega.nz/file/AsoHWJ6J#cp-b5SG9U24t30U0yd0XmnoeKg-ycZi1qqNzz6ozXuM

Everything else I have is post anniversary edition

6
If you start TQVault again, then the config dialog pops up and has file pickers for all the game paths. Mine barfs on the character save files so I'm confident this is pre-anniversary lol

I also found a zip of TQVault XL that doesn't come with an installer, let me know if you want to try that instead.

7
I found the v1.17 Fan Patch:

https://mega.nz/file/Vh4iULwR#wupniqzk4YqqJBYT7YAygLYeP5eWpIDkD7dIY6xU7u4

And this is the oldest vault installer I could find on my old drive:

https://mega.nz/file/Eo5XxChK#IyfhfkpsVkgjlhqW1-OD1nNcgcVG_QepWH6bqXr0d-g

I don't know if it's the original sorry

8
I know that there isn't any LoC version out there that works since Ragnarok, sorry.

9
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 06 November 2022, 18:40:25 »
I started playing around with a mapless mod and I came into this thread and I feel like a kid in a candy store "Ooooo...I want that, and that and that!" :))

10
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 03 November 2022, 20:55:04 »
@sauruz could you dm me the version that worked? The one from github throws a couple .dll error I can't resolve.

Of course all the old versions don't work on eternal embers, I mean I got up to Ragnarok decompiled but it then barfed.

11
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 31 October 2022, 19:33:26 »
I hear that!

Me renaming folders and creating a convoluted system I will never remember how to use: THIS TIME IT'S GONNA BE GREAT!  :))

Two months later: What the hell is this?!  >:(

12
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 30 October 2022, 23:44:11 »
finally my files will be organized

He said, vainly...  :)) :)) :)) :))

13
Forum News and Info / Re: Birthdays
« on: 18 July 2022, 16:12:06 »
Thank you  :))

14
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 18 June 2022, 19:03:25 »
When I first saw this technique, I was thinking the same thing, changing the scale of the model dynamically to make the transitions flow in a way that was easier on the eye, less jarring.

I just assumed it couldn't be done lol

The truth is that I couldn't do it :))

But you did it you sonofab*tch, you really did it :D


15
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 17 June 2022, 16:50:04 »
Okay, that is pretty amazing nargil.  :))

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