Author Topic: A Few Bug Fixes And Some More  (Read 56130 times)

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Offline efko

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #15 on: 31 October 2018, 11:57:28 »
Very nice. Can you make more weapons? I have ideas if you are interested. My post about weapons was posted about 2-3 weeks ago somewhere on forum
discord: efko#5979
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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #16 on: 31 October 2018, 14:21:47 »
Thanks. Well as it's been mentioned in this mod I'm aiming more at fixing existing things rather than adding something new.

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Offline sauruz

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #17 on: 31 October 2018, 17:49:13 »
"NGDevTwo  [desenvolvedor] Há 7 horas 
Thanks for the bug reports.
Most of the other things were cut on purpose. But feel free to get creative with their resources. :)"

when a wild dev appear..not bad ^^
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Online nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #18 on: 01 November 2018, 22:27:39 »
Thanks again for the fixes. Implemented in EG without hesitation.
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?

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Offline Bumbleguppy

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #19 on: 02 November 2018, 01:26:51 »
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Seconded.

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #20 on: 02 November 2018, 16:43:46 »
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Seconded.
Done and done!
Spoiler for Hiden:
Fixed up yak's mesh & replaced oxes with yaks in particularly mountain & snowy areas in Orient. Which is not many actually, there was just one instance, featured above. Maybe going to place new yaks on their own later.

Revived a few unused common greek shields, gave them proper icons & added to the loot tables.
Spoiler for Some of the shields:






Aetolian aspis (the one with the omega pattern) in particular now has a chance to drop from some guards in Sparta, Delphi and Athens fighting scenes. Greek guards' MI, everyone!
All of it's coming with the next update.

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Online nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #21 on: 02 November 2018, 17:18:28 »
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
If it can help you somehow, check this thread:
https://titanquestfans.net/index.php?topic=696.0

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #22 on: 03 November 2018, 21:27:32 »
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
If it can help you somehow, check this thread:
https://titanquestfans.net/index.php?topic=696.0
Thanks. Nice job on cataloguing them unused goods. I'd honestly like to utilize the kite shields but they just seem too out of place for any Act.

Uplaoded the yak & shields changes.
Full list of added (and changed) shields can bee sen below
Spoiler for Hiden:

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Online nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #23 on: 03 November 2018, 22:16:35 »
Thanks alot, especially for the yaks! :D And those shields - thats alot of work!
About kite shields - maybe they could fit in China?
« Last Edit: 03 November 2018, 22:31:21 by nargil66 »

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #24 on: 04 November 2018, 15:40:14 »
Now that you mentioned it some of them do have patterns that look kind of oriental. I'll give it a thought

Next up for the mod:
Revamped the sling again (just cant get enough of that sweet sling editing time)
Adding more unused gear
Recreating a cut out cyclop breaking a tree quest scripted scene. Some obscure remnants of it are still in the database, just enough to give you a general idea. Will be incorporated in the Polyphemus vs soldiers encounter
Finding a way to utilize unused Dream pets
Fixing sloppy gear placement for a few corpse decorations' meshes

Spoiler for unused Dream pets:

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Offline Bumbleguppy

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #25 on: 04 November 2018, 16:00:19 »
Revamped the sling again (just cant get enough of that sweet sling editing time)
:D
Nearly spat my coffee, I feel ya brother.

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #26 on: 05 November 2018, 19:03:29 »
:D
Nearly spat my coffee, I feel ya brother.
Word. That's our modding routine.


New cyclop scene preview. Double trouble!
Spoiler for Hiden:

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #27 on: 06 November 2018, 08:59:56 »
Added kite shields, common tulip staves, couple o' swords & spears
Made a special chest & animation for the cyclop boss. That one was purely for fun I confess. Let me know what you think, should I include it or nah

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Offline sauruz

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #28 on: 06 November 2018, 11:52:21 »
you should put it, it looks fun :D and adds a litle of warming "boss incoming"
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline WNG

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #29 on: 06 November 2018, 13:33:00 »
It looks absolutely awesome :o

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