Author Topic: A Few Bug Fixes And Some More  (Read 56192 times)

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Online nargil66

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Re: A Few Bug Fixes And Some More
« Reply #90 on: 20 October 2021, 19:26:27 »
Awesome! This is going straight into the next EG version. Thanks a bunch :)

There is small visual bug with quick fix for Stonebinder's Cuffs. Just change their shader from IridescentSkinned to StandardSkinned to show their texture properly in DX11. Hope that helps

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Offline Medea Fleecestealer

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Re: A Few Bug Fixes And Some More
« Reply #91 on: 21 October 2021, 09:11:22 »
Have you considered putting the mod on to Mega or Moddb so players not using Steam can enjoy your work as well Endymion?

https://mega.io/

https://www.moddb.com/

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Offline Endymion

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Re: A Few Bug Fixes And Some More
« Reply #92 on: 21 October 2021, 16:25:57 »
Hotfix 10/21/2021

Items
  • Fixed critical oversight with Atlantis artifact formulae that made it impossible to create artifacts. Made some adjustments
  • Changed shader for Gorgon Cuffs & Stonebinder's Cuffs model to display properly on DX11
Skills
  • Adjusted Halo of Dawn fx


Awesome! This is going straight into the next EG version. Thanks a bunch :)

There is small visual bug with quick fix for Stonebinder's Cuffs. Just change their shader from IridescentSkinned to StandardSkinned to show their texture properly in DX11. Hope that helps
Much appreciated!

Have you considered putting the mod on to Mega or Moddb so players not using Steam can enjoy your work as well Endymion?
There's a Google Drive link in the thread header as an alternative for non Steam users.
I've never gotten to Moddb but it might a good idea to expand there

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Offline sauruz

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Re: A Few Bug Fixes And Some More
« Reply #93 on: 22 October 2021, 19:05:06 »
Few notes in case you didnt look yet.

-Satyrs_warriors_02 have a mess up weapon loot table paths.

-Wraiths heroes ( greek ones) both energy and hp potions dont scale in epic and legendary ( only have in normal difficulty)

-mantids cant use their calculate strike skill , because requires a weapon to use.

-Cerberus acid breath do more dmg in normal than in epic and legendary( the values are upside down)

-Spiders and tropical spiders dont have armor in epic and legendary.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Ninakoru

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Re: A Few Bug Fixes And Some More
« Reply #94 on: 23 October 2021, 16:33:20 »
A I was making my mod Itemization Quest, I found LOTS of bugs on monsters and monster skills. I made a complete inspection on all monsters and monster skills.

Let me know if you are interested in all this stuff, because I have several dozens of animation and skill fixes.

Some about skills:

The default passive skill for all monsters...

records\skills\monster skills\defense\armor_passive.dbr

supposedly covers 1000 levels, but only up to 650 are implemented.

Skill "Mantid Feast" as bleed max value but not min value, as a result there's no bleed damage, because there's no range in this type of damage only the min value works.

records\skills\monster skills\attack_melee\mantid_feast.dbr

offensiveSlowBleedingMax,0.000000,
offensiveSlowBleedingDurationMin,3.000000,

As said before "Mantid calculated strike", used mainly by some crabs, will not work because of weapon requirements:

records\skills\monster skills\attack_melee\mantid_calculatedstrike.dbr

Sword,0,
Axe,0,
Bow,0,
Spear,0,
Mace,0,

Tropical spider toxic bite will not work because has energy cost and spiders don't have energy.

records\skills\monster skills\attack_melee\spiderwidow_toxicbite.dbr

skillManaCost,0.000000,

Another skill, "Monster charge" that won't work due to weapon requirements:

records\skills\monster skills\monster_charge.dbr

Sword,0,
Axe,0,
Spear,0,
Mace,0,

Some about animations:

Serpentoids, Enbalmed Priests, Coral Guardians not being able to use auras and buffs because wrong/useless animation:

records\xpack3\creatures\monster\serpentoid\anm\anm_serpentoid.dbr

bowBuffSelfAnim1,XPack3\creatures\monster\serpentoid\anmvanguard\serpentoidvanguard_attalpha.anm,
bowBuffOtherAnim1,XPack3\creatures\monster\serpentoid\anmvanguard\serpentoidvanguard_attalpha.anm,
sHandedSpellAttackAnim,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attgamma.anm,
dHandedBuffSelfAnim1,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attalpha.anm,
dHandedBuffOtherAnim1,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attalpha.anm,
dHandedSpellAttackAnim,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attalpha.anm,

records\xpack3\creatures\monster\embalmedpriest\anm\anm_embalmedpriest.dbr

sHandedBuffSelfAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
sHandedBuffOtherAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
sHandedSpellAttackAnim,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_attalpha.anm,
spearBuffSelfAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
spearBuffOtherAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
spearSpellAttackAnim,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_attalpha.anm,

records\xpack3\creatures\monster\coralguardian\anm\anm_coralguardian.dbr
----
bowBuffSelfAnim1,XPack3\creatures\monster\coralguardian\anm\coralguardian_staff_buff.anm,
bowBuffOtherAnim1,XPack3\creatures\monster\coralguardian\anm\coralguardian_staff_buff.anm,

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Offline Endymion

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Re: A Few Bug Fixes And Some More
« Reply #95 on: 23 October 2021, 23:02:24 »
Few notes in case you didnt look yet.
Thanks. Will look into it for the next update, whenever I'll have time for that

Let me know if you are interested in all this stuff, because I have several dozens of animation and skill fixes.
For sure, that'd help a lot!

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Offline Endymion

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Re: A Few Bug Fixes And Some More
« Reply #96 on: 27 October 2021, 11:11:50 »
Something I've been doing

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Online nargil66

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Re: A Few Bug Fixes And Some More
« Reply #97 on: 28 October 2021, 14:20:41 »
Awesome :) I assume it works as two skills in one? Maybe a base item + affix can grant both

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Offline Endymion

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Re: A Few Bug Fixes And Some More
« Reply #98 on: 29 October 2021, 00:39:09 »
Haha you know it, implemented it via item + affix.
Yeah it's a two parter, it's probably less hassle to do via a pet but I felt it was cooler to do the hands on approach (pun alert). Though that skill alone requires 3 new separate animation and a new attach point in player model

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Offline Illu1121

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Re: A Few Bug Fixes And Some More
« Reply #99 on: 17 November 2021, 09:14:18 »
Hello! A new hero has arrived!

One question, one suggestion and 2 minor bugs that I spotted (AERA base game).

1. Question

Does this mod affect negattively the game's performance? I currently am playing on low end laptop so this info is crucial...

2. Suggestion

How about contacting the devs and helping them with this mod? This way they won't have to work much more to eliminate the more glaring bugs? Only a suggestion ;D

3. Two minor bugs (AERA game)

1. The Golden Belt artifact sometimes lacks a completion bonus. Also Bat Fangs/Lupine's Claws (memory writing...)

2. Deep Sea's Trident (Triton's MI from Corinth) assigns a wrong sound to it's granted Thunder Strike while you have an active buff (ie Storm Nimbus). In this case the assigned sound is that of Nimbus's activation sound.


Quite off-topic, but are the sets below in PC version loottables/droppable? If not, is there a chance for you to add them?

- Cretaceous's
- Solon's
- Aquanaut's
- Agenor's
- Philip's

That's all. Thanks in advance ;D.

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Offline Abraham

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Re: A Few Bug Fixes And Some More
« Reply #100 on: 03 March 2022, 14:14:46 »
Hello. I apologize in advance for my English, which is not my native language. I am writing through an internet translator.
Endymion, thank you for your project. I'm glad there are still people who have not forgotten this game.

There are a lot of mistakes in the game. With your permission I will now bring you a list of bugs which I have found over a long period of time with Art Manager. These bugs have not yet been fixed.
                                                                                                     Act 1

 1. In the folder record/creature/monster/skeleton there is a skeleton named "cs_priest_15.dbr". It is not embedded in any pool, so it does not appear in the game. This skeleton has a "Plague" skill link in Skill Tree, but the link is not in Skill Configuration, so the skill cannot be used. The same applies to the "EnergyDrain" skill.
In Skill Configuration, the link "Records\Skills\Monster Skills\Skeleton_SummomPet.dbr" is wrong. Skill "Skeleton_SummomPet.dbr" does not exist. The correct reference is "Records\Skills\Monster Skills\SummonPet_UndeadMelee01.dbr".
 2. Skeletons "as_frostmagi_07.dbr, as_frostmagi_09.dbr, bs_frostmagi_10.dbr, bs_frostmagi_12.dbr" have path to "ColdMastery_FrostAura. dbr" (the path itself Records\Skills\Cold\ColdMastery_FrostAura.dbr), but in the Skill Tree is not specified path to the mind, respectively, skeletons can not use aura.
 3. Skeletons "cs_spiritmagi_14.dbr, cs_spiritmagi_16.dbr" prescribed the wrong path to the skill "NegativeEnergyRay" (Records\Skills\Spirit\NegativeEnergyRay.dbr) in the folder "Spirit" no such skill. The correct path is "records\skills\spirit\rev1\negativeenergyray.dbr".
 4. Skeleton "cm_revenantstorm_17" is not inserted into any Pool, therefore not spawned in the game. (For him not even created a pool)
 5. Limos "am_plaguebearer_08.dbr" will not spawn in the game.
 6. Heroes " u_childsnatcher_08.dbr, u_direflock_07.dbr, u_plaguefeast_13.dbr, u_plaguetalon_07.dbr, u_stymphaliancrow_11.dbr" will not spawn.
 7. All champions of the automaton for some reason present skill "DualWeaponTraining.dbr".
 8. in centaurs "bm_warden_11.dbr, bm_warden_13.dbr" tab Skill Configuration prescribed path to the skill "SylvanNymph_PetSkill_Overgrowth.dbr" (Records\Skills\Nature\SylvanNymph_PetSkill_Overgrowth.dbr), but in the Skill Tree is not written path.
 9. Gorgon Spheno, Medusa and Euriel in Skill Tree and Skill Configuration prescribed path Records\Skills\Boss Skills\Gorgon_SummonGuards.dbr and Records\Skills\Boss Skills\Gorgon_SummonArchers.dbr, he in the folder Boss skills such skills do not exist. Perhaps the developers forgot to create them.

Thank you for your attention. If my notes interested anyone, I will continue to post bugs of the next acts. :)

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Offline Endymion

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Re: A Few Bug Fixes And Some More
« Reply #101 on: 09 March 2022, 19:33:10 »
Hi Abraham, appreciate it. I have moved on from TQ, this mod will not be receiving updates in a foreseeable future.

To make it short, over the last two years I was becoming increasingly disappointed with how devs were treating the game. Their dismissive attitude just before EE release sealed the deal, I realized I'm not seeing myself enjoying modding or playing it.

For what it's worth I enjoyed working on this mod for 3 something years, getting tired of it, then getting back and enjoying again. Polarizing experience, really. And I'm happy if people found it useful along the way, even though, for a bug fixing project, I've been taking some artistic liberty here and there lol.

P.S. I suggest you check out Nargil66's Enhanced Gameplay that has AFBF incorporated.

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Offline Abraham

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Re: A Few Bug Fixes And Some More
« Reply #102 on: 14 March 2022, 14:38:48 »
Thank you, Endymion. Too bad you left Titan Quest. More and more people are forgetting this wonderful game. :(

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Online nargil66

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Re: A Few Bug Fixes And Some More
« Reply #103 on: 06 June 2022, 10:10:32 »
@Endymion , i don't know if you still come here, just want to say TQ community is losing a great modder. I understand your decision, but still it makes me sad that someone talented and experienced as yourself will not be around...

I have a small request, if you ever come back, can you share the Hand of Power skill you showcased?

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Offline Endymion

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Re: A Few Bug Fixes And Some More
« Reply #104 on: 06 June 2022, 14:49:06 »
Hey Nargil!
I circle back, once in a blue moon!

I have no AFBF files left. But everything needed to recreate it is in the game, fortunately. You can take the Chinese Telkine as a template.
I can't be sure I remember everything but here are some pointers:
1) You'll need a new attach point in player's mesh for the beam to spawn
2)You'll need 3 new skill entries in a skill tree, one for the meteors & and two for telekinesis. Plus animations for the last two skills.
3)For the palm itself, it's a separate entity that uses unique template. There's a proper texture for it shown in the video that for some reason was never used. They just slapped moving shader on it & a texture from some skill instead. So you can use the texture and StandardSkinned shader.

That should be all, hopefully that helps!

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