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Messages - Bumbleguppy

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331
but as long as they're still actively patching the game, I don't wanna get to work on something that could be obsolete a few days later.

This is why I'm hesitating to add the game map to the mod I am currently working on :)

332
Ideas and Suggestions / Re: New mod project for Atlantis DLC
« on: 01 July 2019, 18:57:04 »
I've updated a new utility  in an HTML page to create value arrays for skills in ArtManager. I've attached it as a zip file.

I use this to create an array of values when I know how much I start with and end with and how many skill levels, the utility then calculates all the values between the min and max for the amount of levels I entered.

Enjoy!


Titan Quest Array Values Utility
Use this to create an array of values for database entries in the Titan Quest Art Manager database. Use these arrays for defense values or offense values or whatever takes a semi-colon delimited array of values.

To paste a semi-colon delimited array into a values slot in a file in ArtManager:
Simply double-click the NAME of the value, not the values entry for that property.
e.g. To add an array of physical damage value to a skill, go to the Offensive Parameters tab, then the Offensive Absolute tab, then the Offensive Physical tab. Double-click the name of the value, e.g. offensivePhysicalMin itself, not the values column to the right of the name. The little "Editing Variable" window pops up just like if you clicked the values, but all the "Array Editing Controls" buttons are grayed out. Double-click the "Value" slot next to the file name and paste there or enter the array into "Set All" text-box and click the "Set All" button and click "OK". Now you can click the values and the array is displayed as though you had entered each value normally.


Start Value
Enter a value in the textbox for the value you want the array to have at the start.
End Value
Enter the last value in the array, the highest value
Number of values
Enter how many levels the skill has e.g. 16 skill levels will mean a 16 element array.
No decimals (decimal format)
The default format for number values in ArtManager is "1.000000" or six decimal places. If you want values less than one included, uncheck this box.
Integers only
This checkbox strips all the numbers less than one from the values. This is useful for things like "Skill Charge Levels" for skills like onslaught or chance to proc skills like Dual Weapon Chances to Proc.
Number of decimal places
Values for skills that use damage over time like Envenom Weapon usually only have 1 decimal place (10ths) to get that extra point of damage per 3 seconds. You can have up to 6 decimal places though.
Reverse array
Reverses the values generated. This could be useful for decreasing cooldown on a skill for example.

Types of incrementing values buttons
Once you've entered your values and selected options, click one of the three buttons to create the array:

Linear Sequence
An equal amount is added each level until reaching the maximum value entered. Straight sloping sequence.

Parabolic Curve

Generates a faux-parabolic sequence (just the Bezier curve reversed) that starts out adding smaller vaues each level and increasing the amount added until the maximum is reached. A shallow slope to an increasing steep slope at maximum. Becauise the slope starts out so shallow, the minimum value is sometimes duplicated in the next value...edit manually I guess.

Bezier curve
Starts out steep and flattens out at max. Adds larger values per level at first and increasingly smaller values at max.

333
Ideas and Suggestions / Re: New mod project for Atlantis DLC
« on: 30 June 2019, 19:34:50 »
I discovered a niche techique for particle effects for buffs using a skill modifier.

In this mod, I reworked Storm mastery's Storm Nimbus into two skills instead of three.

First is Frost Nimbus which adds flat cold damage and +%cold. Then Static Charge which adds flat lightning and +%lightning.

Now the first skill had the Storm Nimbus particle effect on the player's wrist, right? But it contains the lightning effect  which I didn't want for a skill called Frost Nimbus.

So I used the effects/weaponenchantments/343_weapon_cold.pfx and halved the emission rate and changed the spark texture to a snowflake texture.

Next, I took the snowflakes out of the original Storm Nimbus wrist particle effect and halved the glow particle emission rate. I then added it to an fx and CharFx template dbr files.


I added the new cold CharFX to the frost nimbus skill charFxPakOtherNames and that adds the effect when you activate the skill.

Now here's the cool part...I added the new lightning CharFX to the skill modifier's charFxPakOtherNames slot.

Now when the skill is activated, both particle effects activate and both are layered on the same attach points.

Pretty clever.

Now when you only have the base skill the active particle is cold themed. But when you add points to Static Charge, the particle effect layers the lightning over the cold efffect simultaneously.

334
Ideas and Suggestions / Re: New mod project for Atlantis DLC
« on: 27 June 2019, 03:09:15 »
Those are sound arguments. I have noticed more lag playing lately myself, especially with a lot of monsters dying at once...almost like the ragdoll is pegging my computer.

Balancing a game like this isn't just mechanics, though you need to know those, but about having a game experience vision, creating a certain play style that gives an overall feeling or theme. Without that you just flounder and flap around.

This mod will be like vanilla only for petmancers. So the pacing and difficulty will be about the same as vanilla, but with pets instead of solo. I'm not planning on an XMax experience lol

Anyway, I am finding that Skinchanger petmancer takes a little more button-pressing coordination than I am capable of sustaining for a long game session lol

Casting Golems, then spamming Guardian Stones where I want, which don't last as long as vanilla but now there's a tier 7 cooldown timer reduction for the skill...basically a copy of Rapid Construction, so I can have three out at once.

The pet balance is pretty good right now, I will lose a Wood Nymph during boss fights, and golems don't usually get killed before their timer expires.

Here's a video of my Skinchanger vs. Epic Gargantuan Yeti just for fun




335
Ideas and Suggestions / New mod project for Atlantis DLC
« on: 26 June 2019, 04:55:30 »
Starting a new mod for the Ragnarok and Atlantis DLC, not sure exactly what it will be when it's done. Not even sure I will name it Legion of Champions, but probably.

I really don't want the Ordnance in this version, I never used them.

I am focusing on charms and relics with the new Tinkerer affix, it really inspired me to add custom completion bonuses as a better alternative to the pseudo-crafting of the Ordnance stuff. Player skill or even mastery bonuses for example. Nerthus' Mistletoe is now given by the King as three pieces that when assembled give +1 to random mastery.

Also improving epic and legendary items to help with skills more.

Anyway, here is a video showing my Skinchanger in Epic Egypt. I tried to get the tooltips for the relevant skills to show the mods new stuff.



Playing with Rune golems is similar to Menhir Wall, and it's a lot of  fun.

Still trying to get a good feel for the new Crushing damage added to Heart of Oak. I changed the combat equation for physical DoT to be int + str /2 instead of just flat int.

336
I think that the Bonescourge spawn animation works on Orthrus mesh if you want to spawn those.

337
What it means is that the file you added to buff bosses AND the bossgamebalanceattributes will BOTH apply to all bosses that have your file in them.

So you may find that bosses and heroes in epic and legendary are really really tough. If so, then you can tweak either your custom boss file or you can tweak the bossgamebalanceattribute file at your leisure.

I am going to leave my boss and hero files as I use racial defense to reduce pet damage to bosses and the attributepak template doesn't have racial modifiers so the bossgamebalance attribute file won't do the job I need in this case.


338
Update 2.7a came out.

It isn't typed out for Steam yet and GOG Galaxy won't let me copy and paste and I am not going to type out all the changes BUT this one:

*Boss and Hero monsters health now scale more strongly with number of players.

Check it: there is a new file in Database/Records/Game called bossgamebalanceattributes.dbr

It doesn't appear in the actual Boss or Hero files, and its location and name suggest it is applied to boss and hero type monsters in the game engine automatically.

It is the same template as monstergamebalanceattributes and petgamebalanceattributes, so it has 18 values in the buffs: 6 values for each player for 3 difficulties.

Here is the Offensive Parameters -> Offensive Absolute -> Offensive Lightning -> offensiveLightningModifier (%bonus) values:

0.000000;5.000000;10.000000;15.000000;20.000000;25.000000;65.000000;70.000000;75.000000;80.000000;85.000000;90.000000;110.000000;115.000000;120.000000;125.000000;130.000000;135.000000

So in legendary with 6 players, bosses and heroes do 135% more lightning damage now. Wow!

This is great and easy to access for modders. My mods had to add files manually to every hero and boss, it was so tedious and time consuming.

Of course now I have to remove all the boss and hero modifier files...

339
Heroes & Bosses / Re: Black Elf Debuff
« on: 21 June 2019, 01:05:18 »
Just FYI, looking at the skill in the database in ArtManager, the curse lowers physical, pierce, poison, vitality and elemental resistances. Pretty much all but bleeding.

340
Okay, so it's my setup that's all wonky then. Thanks.

341
My Viewer.exe stopped working and the issue hasn't been resolved.

I am able to use my THQ Disc version so it's not a big deal, but I really miss the entity listings in the animation frame bar.

I can open Viewer.exe and the list of resources loads in the left area, but clicking on a mesh doesn't do anything and no mesh will load in teh view pane.

Anyone else having this issue?

342
I would think so. Are there items in the map, like swords and armor?

343
Yeah, it works well. I once tried using the "IMport Level" but it imports the level to the middle of the map overview and not where it was in the original game. Copying and pasting the level files preserves all teh positioning and knitting with adjacent levels.

I updated the OP to include the Scenery and Underground .arcs to get the whole editor complete experience for XPAck3.

344
Only the terrain painting will be fixed. I will have to look into what to extract and archive for the scenery like wall objects and such.


If a patch changes the game map and you want those changes in your custom map, you will have to place the changed levels in your existing game map, yes.

I have had good results with copying the Level .lvl, .tga and the .rlv...three files represent the one level (map section) and pasting them directly into the matching directory in my custom map.

This works well when you screw up a single map level so bad you want to start over, too. ;)

So for example, if the devs add a rowboat or something to the NPC in Rhodes, simply copy the XPack/Levels/Area_01_Rhodes/Rhodes_CityFinal_01.lvl and the .tga (mini-map image) and the .rlv and paste them over the existing files in your map's Xpack/Levels/Area_01_Rhodes directory.

Then force save them in the editor, I like to nudge a proxy 1mm and back and then save just those levels I nudged in. Then build and the level is done.

I haven't looked into the other things for the editor for Atlantis yet, like proxies and such. I'll do that sometime.

EDIT: Yeah, you'll need to extract the Resources/XPack3/Scenery.arc and Underground.arc and place them in your custom map's Resorces/XPack3 directory and create the two directories in there Scenery and Underground. Then use ArtManager Archive->Build command to add them to the XPack3.arc in your custom mod. I jest checked it and it works.

345
Updated OP with relevant info and a fresh new decompiled map for the Atlantis update.

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