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Messages - Bumbleguppy

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Ideas and Suggestions / Re: Version 2 Development LOC
« on: Today at 01:46:08 »
I wish I could share my cake! My wife made my favorite dark chocolate with cherries mixed in and really thick creamy frosting, almost a chocolate ganache...but the thing is huge for us two old folks! I'm gonna get diabetes tonight! :D

I agree about keeping your mind young...there is a zen buddhist quote that goes something like: In the beginner's mind there are many possibilities, in the expert's mind are very few. I like that.

I keep gaming not because I am young or old, but because I am honest with myself. If you stop gaming because you aren't enjoying it anymore, that's okay. If you keep on gaming when your old because to NOT game would be lying to yourself and others....well, that's okay, too.

When someone only stops playing sports because their knee gets old and injured, I sometimes think that was the only thing that stopped them. Man, if I could play softball in the summertime again like when my breath wasn't so short, that would be heaven.

So today I went through the new mod and set up the numAttackSlots and numDefenseSlots again as my pets were milling around and that's what causes it to happen. The vanilla setting is 4, so if you have 5 pets, one pet can't attack as that number is what determines how many can surround an enemy. That means I have to include EVERY monster file in the game, even if that's the only change I make to the file. This is especially important on boss files!~

I updated the effect when Coredweller does his big fire shockwave and added an animation file based on his "Captain Kirk" two-fisted attack animation and updated the effect files so he shoots much bigger jets of fire from the vents on his shoulders complete with sound effects. Wicked!

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 July 2018, 21:39:27 »
Well, it's my 55th birthday today.

Guess I owe an explanation for being absent...

I had a bad time with family a couple months ago. My 80+ yr old mother, when i described this hobby and how many ppl were enjoying the results of all my hard work, immediately said "Are you making any money from it?"

After half a century, you'd think I would learn not to open my heart to her, even though I love her so. I was spun into a deep depression, all at once beating myself up as she taught me to do, and crying silently at the rejection of my joy. Sigh. I'm just stubborn I guess.

There's a reason I moved to the next state over to live out my days.

Anyway, I started tweaking the ragnarok version a little bit. I can't do it for long yet because I just start slipping back into despair. But it's getting better, my wife is the polar opposite of my mom and is very supportive. I joke about how some ppl's hearts break, but mine is made of gelatin and just sort of splats and squishes along afterwards. :D

My honey bought me some really awesome dashikis for my bday, I'm wearing a green one right now :D

New Projects / Re: Deities Mod - Early Development
« on: 13 March 2018, 20:35:49 »
If you want the wolves to use their Howl skill on spawn, place it in their Skill Tree with a set level > 0 and then place it in the "InitialSkill" in the skill config tab of the wolf file.

Why wouldn't the Phantom Skill show up? The only reason I know that would prevent that would be if the All Groups/UI Information/isPetDisplayable bit in the pet skill file was set to 0 instead of 1.

Place CallOfTheHunt in the summon skill's All Groups/Skill Config/skillSpecialAnimation slot. That correlates to the player animation in the PC animation file and will override the attackSpell default animation.

Oh hey, nevermind!

I didn't know this existed, it's a pretty nifty combination tool! ARC explorer and ARZ extractor in one interface. Neat!

ARZ is to decompile the database only.

ARC is for the .ARC files like Items.arc etc.

New Projects / Re: Hamunaptra Mod - Development
« on: 06 March 2018, 17:52:36 »
Weapons and armor can have particle effects attached to the mesh itself. You know the ones with sparks or a torch with a flame effect.

Particle effects can have a light source, the color/intensity and radius  can be set to anything. 

It wouldn't be too much trouble to have skills or equipment to create a light source for the player.

New Projects / Re: Deities Mod - Early Development
« on: 28 February 2018, 21:56:06 »
I liked "Rat Tail" because I was a big Final Fantasy 1 fan :D

New Projects / Re: Deities Mod - Early Development
« on: 28 February 2018, 16:40:23 »
(Sorry BG, i borrowed some of your charm names, they just sound too natural).
Talent borrows, genius steals ~ Oscar Wilde

New Projects / Re: Deities Mod - Early Development
« on: 23 February 2018, 23:03:26 »
Avatar of

Champion of  ( ;) )

Soldier of

I think just plain "Ares" is fine, just like vanilla "Nature" or "Spirit". No need for further explanation to the player.

Does the God of War need further explanation?!! You'll get a good explanation from the tip of my sword tickling your heart...STAB STAB

New Projects / Re: Deities Mod - Early Development
« on: 22 February 2018, 15:05:13 »
Please, save your sanity and use a text search and replace utility to do that.

New Projects / Re: Hamunaptra Mod - Development
« on: 21 February 2018, 17:34:46 »
Yeah, the game was not made to have choices at the basic foundation. Shame, because it's fun.

I wonder if you could use the Quest Editor to spawn three objects, for example like the gem pedestals outside Hades Treasury.

As soon as the player interacts with one, simply remove the other two with the Quest.

Does that make sense?

When talking to genie->
   Spawn three choice objects (make sure they have some tool tip or other identifying text)
When interacting with Object 1 ->
  Grant Wish 1
  Remove Object 2
  Remove Object 3
When interacting with Object 2->
  Grant Wish 2
  Remove Object 1
  Remove Object 3


New Projects / Re: Deities Mod - Early Development
« on: 17 February 2018, 17:23:43 »
Good Lord those Spartoi are magnificent! Truly inspired work.

This is shaping up to be a great mod!

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 10 February 2018, 00:42:59 »
I think I'm done with this.

I don't know why this game is crashing so I can't resolve the isuue.

I give up.

I'll probably develop something for TQ:IT for myself because I enjoy  this as a hobby.

This project is officially cancelled.

Sorry everybody and so long.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 10 February 2018, 00:32:36 »
Crash to desktop over and over.

I restored all the map around Athens to the original map extracted from the game install directory.

I deleted every satyr, centaur, ichthian and boarman monster file and restored the monster pools to include only vanilla monsters.

I pointed all the undead pools to the vanilla versions of each monster.

Still crashes every time.

The most recent was just killing a vanilla satyr mage. It was right near the middle of the balle ground on the right most side where there is a shrine between buildings.

Maybe the pets wanted to path to the satyrs there and something happened? I don't know.

I'm stumped again. No exception record either.

I installed visual studio and clicked debug after the crash. It's all greek to me but it does mention ntdll.dll again.

Verified the game files, uninstalled TQ and reinstalled.

Only thing left is to remove the custom meshes and animations for the pets, though they never crashed the game up until the Athens area.

I just don't know what to do.

A small voice in me says "Uninstall all the new Anniversary and Ragnarok versions and develop for the disc versions".

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 09 February 2018, 20:59:16 »
Warcamp near Athens, yes.

I went into the map and removed everything I added and also removed a lot of the ambient fires.

Removed the custom meshes from the Ichthians in the nearby swamp (which also loads when in the warcamp).

Removed some proxies that were in vanilla as well to thin out the spawns.

Seems to have been enough for now.

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