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Messages - Prosoro

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46
New Projects / Re: Hamunaptra Mod - Development
« on: 12 August 2019, 16:33:07 »
lol Nargil you crack me up man.  Yeah the added monsters definitely make gameplay more fun and frantic.

Tonight added two more:

- Tomb Keeper (Caster, Lightning and Sands of Sleep, mummy summons 3 at a time up to 9 max)
- Mummified Horror (Brawler melee type, dual wield, extra strong)

-Also new hero: Akkem, Crypt Guardian (Gatekeeper for Lost Crypts.  First encounter, so if you can get past him then you'll possibly be able to manage the rest of the dungeon)




47
New Projects / Re: Hamunaptra Mod - Development
« on: 12 August 2019, 08:21:52 »
Thanks Sausuz ;) same to you.  Looks like you'll be in the beta testing phase soon for act 1!

48
New Projects / Re: Hamunaptra Mod - Development
« on: 11 August 2019, 02:45:53 »
Hey guys, here's some of the results from my late night efforts over that last while  :D

I'm sure there's more that I've missed and didn't write down too hah.  @WNG uhh sorry no news regarding playtesting at the moment.  Quest work is my main focus for now

Build 1.2 Notes

Gameplay
•   Fixed pathing issues across map areas where terrain stitches
•   Fixed and reworked some problematic tomb entrance/exits
•   Added more shrine proxies to maps and dungeon locations
•   Portal for Memphis city is functioning
•   Added various maps to correct zones for remote teleportation to town
•   Added more rebirth fountains
•   Added new loot-clickable – Webbed Remains
•   

Quests
•   Implemented first side quests for the Kedesh Encampment beginning area
•   Drafting new quests for wilderness/towns

Maps:
•   Added new terrain based dungeon to Sakkara region – Buried Tombs (working name)
•   Completed final level to Buried Tombs including boss chamber
•   Reworked and updated Necropolis of Sakkara region
•   Reworked Western Wilds road leading from flooded temple location to Darktread Caves
•   Expanded lower levels of the Forsaken Tower dungeon
•   Updated and polished Forsaken Tower levels and transitions
•   Updated Collapsed Catacombs layout and entrance transition
•   Changed entrance to secret within Collapsed Catacombs
•   Added new terrain based, lower ‘Lost Crypts’ challenge dungeon beneath Collapsed Catacombs
•   Added secret entrance to Lost Crypts in a certain cave
•   Fixed Secluded Cave entrance layout
•   Further tweaks to the Kedesh Encampment beginning area
•   Added various new expac 3 effects
•   Updated Cavern of Nephthys cave
•   Revised spider lair within Darktread Caves
•   Finished last sections and revised transitions to lower cavern for the Flooded Temple of Sobek dungeon (working name)
•   Reworked the eastern tombs and Secret Supply Chambers of the Necropolis of Sakkara to fit better with gameplay flow
•   Added exit ladder to Secret Supply Chambers

Monsters:
•   Added new undead mummy hero – Ptahsethos, Scourge of Sakkara
•   Fixed and gave new aura to undead mummy hero – Dustcorpse
•   Added new mummy caster – Rotting Priest – Afflicted
•   Added new mummy melee – Grasping Mummy – Withered (Ambush)
•   Added new mummy melee/caster – Priest of Ra - Burning
•   Added new elite mummy group – Exhumed Medjai
(variants: Vanguard (melee spear),  Executioner (melee sword)   
•   Updated Shambling Undead skeleton groups with appropriate skills/attacks/health
•   Added new ‘Spawn of Anubis’ monsters – Anubite
•   Added new spider types – Sand Trapper and Sand Hunter
•   Updated mesh and added new summon skill to Spider boss – Lhiddris, Terror of Darktread
•   Sorosyn, Profane Priestess and her serpent cultists have relocated to the Flooded Temple of Sobek

Itemization:
•   Added and tweaked new monster infrequent – Crown of the Osirian Priests
•   Added new monster infrequents – Lhiddris’ Barbed Carapace, Lhiddris’ Bracers, Lhiddris’ Visage



Lastly, here's a new cover I made using the Lost Crypts as the background. Enjoy!   






49
Other Modifications / Re: MODDING TUTORIALS A-Z (PDF)
« on: 01 August 2019, 07:55:09 »
Awesome collection of valuable resources here Nargil, thank you sir!

50
New Projects / Re: Hamunaptra Mod - Development
« on: 27 June 2019, 03:15:59 »
Hahah well the workload feels the same sometimes Id wager  :D

Apart from being fast moving undead, what skills would fit with these guys? And if they had a potential monster infrequent drop what would it be?

51
New Projects / Re: Hamunaptra Mod - Development
« on: 26 June 2019, 14:41:26 »
Fast run animation? Yep definitely!

52
New Projects / Re: Hamunaptra Mod - Development
« on: 26 June 2019, 14:12:19 »

Hey guys,

Lately among other things I've been working on adding in some elite mummified soldiers inspired by these guys:






aaand here's my where I'm up to at the moment - still more iteration to do but am happy with how they're coming along  :D





53
Other Modifications / Re: Enemy 'hitbox' issue
« on: 20 June 2019, 16:05:52 »
Using this one atm - Creatures\npc\newmisc\secrguardf01.msh

54
Other Modifications / Enemy 'hitbox' issue
« on: 19 June 2019, 04:02:10 »
Hey all, last night I was testing a priestess boss (human female pc mesh) and found that none of my ranged attacks were hitting her - my arrows kept aiming toward her feet   ???

Anyone know what needs to be tweaked in order to fix her hitbox? Am guessing its in the character variable list..

55
New Projects / Re: Hamunaptra Mod - Development
« on: 15 June 2019, 12:36:45 »
lol yeah its brutal atm, so many spawns casting sticky webs at you!  ;)

Sorry pictures not the best quality

56
New Projects / Re: Hamunaptra Mod - Development
« on: 15 June 2019, 12:21:37 »

Speeeyyydahz - Run! is it worth disturbing the nest??  :o



...testing a now revamped spider lair and boss

57
New Projects / Re: Hamunaptra Mod - Development
« on: 11 June 2019, 10:18:46 »
If you missed this post: https://titanquestfans.net/index.php?topic=994.0 ..the mod woes thankfully are no more  :)

As for this evening I think it'll be devoted to writing and adding lore!


58
Hey guys  :)

There have been pathing issues encountered within certain Titan Quest mods since the Atlantis DLC happened.  Well, here's some good news!

The devs at Pieces Interactive have helped me solve this problem and I'm happy to say things are working as they should be.  So all credit to them!
 
I'll outline below what was done but first I'll just preface this by saying - these things tend to be case by case as no two mods are the same.  So depending on where you have things located etc and the nature of your modding, such things aren't always 100% the same for everyone.

As for me, the first sign of something abnormal was when building my current changes in the Art Manager.  In the build process pane an error showed up;
Spoiler for Hiden:
Then, loading up the game I found my character could not move.  Following this I also noticed no new changes were showing up ingame - I tested this by placing monsters/objects by my character spawn location and seeing if they were there ingame.  Nope.

 > At this point I'll just mention that yes I'm aware others in the modding community prior to this post have found alternate fixes - see this thread by Sauruz: https://titanquestfans.net/index.php?topic=974.msg11485#new Of course I tried these methods myself but still my problems remained.  As I've said all mods/setups differ etc etc.

I then had a thought to toggle the console while ingame and was met with a long list of errors:
Spoiler for Hiden:


The "unable to open file" from this and the "unsupported version..." from the Art Manager build step had me thinking it's something, at least in part, to do with my directory path locations.  Ultimately I was still stumped and reluctant to mess around with things incase I made it worse.  Sometime later the guys at Pieces provided some much needed insight.

The fix.
The new Atlantis DLC comes with an updated version of the MapCompiler.exe.  This is located in the Atlantis installation directory.  Therefore, the Art Manager needs to point to this new map compiler version when you are building levels/changes for your mod.  To verify this, in the Art Manager go to "Tools > Options" and ensure that the "Tools Directory" is pointing to the root directory of your Atlantis installation. (In my case, mine was still pointing to the old Immortal Throne directory, hence the aforementioned error messages)
Once this is correct, build your mod in the Art Manger and the process pane should build as normal and ingame pathing will be fixed  ;)


 

59
THQ Nordic / Re: Titan Quest Atlantis released
« on: 03 June 2019, 09:33:48 »
that's like saying the devs don't want their players to play with mods..

Nope, all its saying is that they're gonna make sure the base game is optimized.  Sure they want their players to enjoy mods but their priority is refining the base game which the majority of people play - so complaining about your experience with xmax is somewhat irrelevant in this thread. 

Of course I'd love it if they considered mods in each official update/patch..  ;D

60
THQ Nordic / Re: Titan Quest Atlantis released
« on: 03 June 2019, 01:46:01 »
edit: last time i tried, Atlantis was terrible with xmax

The devs are patching for the base game experience, not xmax. 

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