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Messages - Prosoro

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@sauruz man Im impressed with your work and how quickly you are producing new monsters  :D love the new spiders and Limos.

Regarding human enemies yeah I do sort of agree with this since vanilla Titan Quest doesnt really have human enemies.  For me I think its more a case of missed opportunity due to restrictions placed on Iron Lore.  The game had to be more 'casual friendly' and not garner a high age rating in order to reach larger audiences etc. So who knows what they might have done - I guess we can look at Grim Dawn to answer that question tho  8) 

But then again perhaps their absence is what adds that extra uniqueness to TQ.  For my mod though Ive enjoyed adding human enemy factions such as Outlander bandits and fanatical cultists.. I feel they fit within Hamunaptra.

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

Lol ofc ofc  :)

Streaming and cool TQ videos / Re: Twitch Streaming Fun
« on: 15 March 2019, 09:48:08 »
Lol so you're saying it seems a good build in most respects Botebote77? Or just weird how it works?

Idk honestly my main focus with this one is on getting recharge reduction and decent cast speed.  Im hunting for Mantle of Amun Ra to increase this but current chest provides good resists and +2 to all Skills which is nice.

As for the staff, Hades Scepter is not bad and buffs the Volcanic Orb but id like to try Eye of Osiris or Moros Nyx if I could ever fimd them! :P

Streaming and cool TQ videos / Re: Twitch Streaming Fun
« on: 15 March 2019, 08:42:28 »

Streaming some TQ:AE, hoping to find some shiny legendaries!


New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 March 2019, 03:11:26 »
Ohhh a new mod added to the list!  :D good stuff Sauruz, I'll have a good read later on when I'm not at work

Art Manager / Re: Adding Custom Music and Ambient Sound tracks
« on: 08 March 2019, 06:02:28 »
Hey Sauruz,

Yeah I did have success eventually  :)  and have been meaning to update this with how I got it to work.  When/if I get time tonight I'll post something here

New Projects / Re: Deities Mod - Development
« on: 03 March 2019, 08:21:37 »
Agreed the 'godly aspect' is missing.. but damn he still looks mean! Nice work bro wish I could re-texture items lol I'm sure I could but just haven't tried as yet

New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 21:49:40 »
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item

There is Alexander's Cuirass which has a cloak and is very greek-themed.  I'm not very familiar with Ragnarok items though so possibly could be something better there.

A thought I had Nargil is that perhaps he also needs a Pauldron (shoulder guard) to help attain the more badass look? Some Suggestions for this;
Ferrus Gnosi Armor - golden twin Lion shoulder guards
Razorback Harness - huge pauldron and has a gladiator look to it

Also maybe try another helm but re-colour to suit... I've always thought Dieneke's Helm looked super agressive -

Also, man you are a machine! Seems like you've been doing a lot if work on Deities.  The new custom UI art looks awesome, especially Hecate  ;D

New Projects / Re: [CustomMap] Oakfall WIP
« on: 02 March 2019, 09:24:22 »

Great effort with that mountain cliff section, you could add some height fog there as well to give the player more of a 'being up high' feeling.
Once you have spent enough time with the Editor and its tools what are your plans Buri? Curious to see what your future project(s) will be  8)

Is there an possibility to open the original Titan Quest map so it can be modified?

Yes I believe there is but I've never done it so am not sure sorry

New Projects / Re: [CustomMap] Oakfall WIP
« on: 28 February 2019, 15:12:40 »
Hey Buri welcome to the forums  :)

Great to see your progress and that you are delving into the TQ editor - keep at it!  For traversing from overground to underground you need to place and link two portal entrances.  The first you've already done with that latest screenshot of the tomb entrance.  Now you only have to create the dungeon itself and add the opposite portal.  To do this:

a) In the Editor switch to Layout Mode and click Region > Add New Grid > then click on Source > Maps and add a name for easy reference.
b) Click on your new dungeon grid and enter Editor Mode, then click on the Grid Icon which is on the top tool bar next to the Door Icon.
c) Now under 'System' you can select a dungeon tileset from the list, for example try greece\athenscatacomb01
d) Add your floors and walls to the grid followed by an entrance feature in the Feature List
e) Once this is done click on the Door Icon, you'll see the entrance portal highlight (usually yellow).  Click the ellipsis then click on the highlighted yellow space - you should see a number code appear.  Now switch to your Terrain map where the other 'above ground' portal entrance is and do the same process using the second ellipsis.  So you should end up with two number codes.  Now hit Link.

That's basically how to link portal entrances... but there are some things to note.  Firstly, if you get an 'Invalid Link Error' message, just save your current work, exit and reopen the Editor.  When you try to link things up now it should work fine.
Secondly, some portal entrances don't match correctly with others.  It usually depends on which tilesets you're trying to link. Generally its best to use the matching sets, such as Greek tomb entrance to Greek grid tileset, but even then sometimes it just won't link.  So you have to play around to find one that links correctly. 

Hope this helps  8)

Modifications / Re: Creating new Teleporters for your mod
« on: 28 February 2019, 09:41:07 »

Yeees! finally lol and all because I interpreted a part of that tutorial wrong!

Spoiler for Hiden:

When it says to 'open your copy' of teleportmap.dbr for Step 4 I took this to mean I had to make a custom copy (or in other words a second teleportmap.dbr) in addition to the first one.  So I did that and made my changes to my new renamed teleportmap.dbr - wrong!  That's why nothing was showing up.  You only import the teleportmap.dbr into your records, then open THAT one and make your new changes.   ;D

Relief I tell you lol

Thank you WNG for your help

Modifications / Re: Creating new Teleporters for your mod
« on: 27 February 2019, 23:54:47 »
I had another look last night, saw that some of my .dbrs were in the the wrong place so fixed that to match the tutorial in Step 4 for the teleportmap.dbr.

Theres still something not right though and I believe it's to do with the zones and Step 7.  In the editor when I toggle zone view, instead of my custom zones all the TQ vanilla zones come up.. ? Sigh

Modifications / Re: Creating new Teleporters for your mod
« on: 27 February 2019, 01:22:27 »
Thanks WNG  :D

I'm at work atm but will chat later on if you're free.  Also yeah have been using that same tutorial but alas am having problems

Modifications / Creating new Teleporters for your mod
« on: 26 February 2019, 23:49:30 »

Not sure where to put this.. buy anyway

Teleporters.  I'm working on getting these to function properly atm with all the UI elements in place.  Currently I've got one on the map that activates and has correct tags, but the UI is still vanilla and it doesn't allow me to teleport to and from my new areas.  So not much success tbh.

So wanted to ask anyone over here if they have done this successfully before and did they use the wiki guide or other resources?

I'll continue working this out tonight

Texture & Skin Modding / Re: Beware...
« on: 26 February 2019, 07:11:36 »
Nice work there Sauruz! well done indeed  8)

Art Manager / Re: Adding Custom Music and Ambient Sound tracks
« on: 24 February 2019, 10:32:19 »

Yeah so in the AM I have the .mp3 file in Assets.  Built this.  Then in the Database tab created a new 'InGameMusic' directory, imported an existing vanilla event music theme .dbr, made my own copy then opened it and added my new .mp3 file to the appropriate field which I understand is 'eventmusicname' variable in the Sound Properties section. 

Built this and exited AM.  Copied changes over to installation directory.  Opened up Editor up and in the Layer tool went to 'sounds' etc, opened the Database list for music/sounds and scrolled through this, still nothing showing.  Also put CAPS for the custom .dbr file so that if it does show up I won't miss it.

So is that basically what you have done BG? You've got music showing up in that list??

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