Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 218098 times)

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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #90 on: 24 April 2019, 17:51:14 »

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #91 on: 25 April 2019, 00:00:03 »

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o


^ Literally just went through all of this crap too ..sigh.  Thankfully it's working now.
~  Anything new for TQ? Experience what Unearthed Studios NZ has been up to with the release of Eternal Embers! - Website: https://www.unearthedstudiosnz.com/ ~


Lurking no more..

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #92 on: 25 April 2019, 00:26:55 »
Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))

Now i understand your pain about the darn cyclops boss door in LOC.

Its easier to extend and make a new cave then make a new lv.. duo of the entrance/stairs tango....egh ..Atlast its working, but it takes alot of time. Dont forget for some reason when i made the new door the main entrance of the cave auto closed lol.

I jumped of joy when i made the stairs working   :))


Well time to focus to another story.

What i did on last hours

-Made new textures of the cretean arachnos ( the purple ones), still need do the dbrs
-Made 2x types of black windows spiders
- New monster type....Rock and Soul Golens
- Found a good ambient music for the labyrinth.
-Remade the tyrant of Crete Tomb, well i mean, changed the monster proxies and added more objects to have more "royal tomb" look.

Also made a ghost that appear when you defeat the statues/ champ Automaton..
If you wonder how a ghost looks without the glow in the mesh



Looks pretty scary to me
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #93 on: 26 April 2019, 12:48:24 »
I should stop publish videos..but i cant O:-)



Trying to figure out the issue on souls golem mesh  ???, on my other pc is working fine tho

edited : fixed the wrong ambient sound in the cave
« Last Edit: 26 April 2019, 13:43:11 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #94 on: 29 April 2019, 00:30:47 »
Didnt move much in this weekend, duo of some party events :p O:-)

Anyway, i could fix the stupid Golem texture error, it toke me a whole day and the answer was so obvious lol. I can say this is what modding is about i am right :)

Tomorrow i will focus on statues automatons , gorgons and minotaurs under the labyrinth. Also the undead horse as well.

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #95 on: 30 April 2019, 02:16:07 »
What i did so far.

Gorgons in crete are done, they are about the same as in Athens but , they have more tricks to use.

-Implemented the 1st statues  around Tyrant tomb, careful where you stand now :)

-Clean some pools, i mean, look at this proxie
 
UG_unified_gorgonundead.dbr, it have twice the same skellie pool, (?),idk whats the real reason behind it, so i copy one pool and created a new one, it have chance to appear  gorgons + skellies in same pool,  >:D

-Looked the  Tyrant of Crete, i didnt change much in skill tree, made him bigger, replaced the skellies that appear during the batle, oh he deals poison dmg now..like you heard in the story... he was poisoned ..now he will try poison you!  :))...i will try to change his base equipement, just for looks.

-while i was working on his tomb, added "Leoric" music from diablo 2, it just fits so great :)


Tomorrow i will start to look at Labyrinth.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #96 on: 01 May 2019, 18:38:29 »
A new sneak peak against the Minoan Forces



Changing the undead horse and laby pools as we speak.


About the progress, i say in the 1st post the release was about between March and April, but as you see its not ready yet, i couldnt think it would take to long, but each day i have  more ideas to put. I hope in this month (May) will be ready to play around :)

On Last days i did:

All Crete zones got their own custom music,
Minoan Labyrinth its a end area, i mean it will be difficult, intense and fun!
Fixed few monsters animation/textures here and there.
Replaced the magma/frost automaton textures.
Couple of more things but i forgot :)
« Last Edit: 01 May 2019, 18:45:30 by sauruz »
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: Titan Quest - Titanomachy Mod ( Development )
« Reply #97 on: 01 May 2019, 19:54:45 »
Great job so far sauruz! Your enthusiasm, fresh ideas and productivity are to be admired. I don't play much anymore, but will definetly try this after first release. Keep up the good work my friend  O0

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #98 on: 02 May 2019, 01:23:39 »
Great job so far sauruz! Your enthusiasm, fresh ideas and productivity are to be admired. I don't play much anymore, but will definetly try this after first release. Keep up the good work my friend  O0

Very Thanks Nargil, this means alot to me.



Trying to figure out why my new glows for my gorgons arent showing up, minotaurs/automatons are working normally.


To everyone, i know by the videos, are showing a brutal/difficult batles,but no worries, everything will be balanced :)

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #99 on: 02 May 2019, 11:23:54 »
still trying to figure out the gorgons glows issues  >:( >:( :(

Anyway, you know the unique undead_revenants proxies in labyrinth ? yeah i redone their pools and made a new ones, that contains the strongest and deadliest monsters in crete :)

I shouldnt spoil this , but in last stage of labyrinth you will hear this song



why this song ? 1st its finest  in terms of TQ music, 2nd the name fits great in Mod theme :)
« Last Edit: 02 May 2019, 11:55:29 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #100 on: 03 May 2019, 11:54:46 »
Last Night was a nightmare, trying to make breath attcks to some of my monster, with no sucess, if you can help me check this thread.
https://titanquestfans.net/index.php?topic=945.msg10873#new


Now about mod progress.

Labyrinth is done.


Im deciding if i will change the Knossos landing map area or will be remains the same, any tought ?

Next week i think i will start change some main bosses in act1.


Anyway, i will be off this weekend duo of work.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #101 on: 06 May 2019, 14:04:10 »




Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #102 on: 07 May 2019, 00:10:20 »
Found the reason why my monsters were dealing hight ammount of dmg..lets say i put a extra "0" in wrong places :)

Re-change the Minotaur boss batle room

Improved telkine skill tree and summons :)

Added a new  Telkine Friend
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #103 on: 07 May 2019, 13:52:06 »
Lights Out!

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #104 on: 08 May 2019, 19:17:36 »
Had a break on edit files and had a pleasant adventure in the editor.

-Expanded the cyclops dungeon, this time i didnt had much problems lol, yes it have stairs :), idk why, maybe the dungeon is small and more easy to edit ? i dunno, lets hope i have this luck on the future

-Added a side area in one of Megara´s beach, i fell the beach zone is way to small and short. Plus is nice thme zone that can be more explored



Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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