Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Legion of Champions AE => Topic started by: Bumbleguppy on 25 March 2021, 17:55:03

Title: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 25 March 2021, 17:55:03
Porting the base database, assets and map ideas from several failed attempts to a mod in ArtManager. I fooled around just for fun with a mod for Atlantis for awhile and had some new ideas I'm bringing along.

I removed traps from Rogue and added spiders, traps are now with wolves in Hunting
Here is a Warlock in the Gorgon Cave in Normal:
https://www.youtube.com/watch?v=P3Ln-UMNi5U&t=46s

Here is Dream mastery's new Polecat summons:
https://www.youtube.com/watch?v=HCLTPk6c6eE

I've replaced the Frost Wisp in Storm with an Ice Golem
https://youtu.be/83fJt9u95-o
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 25 March 2021, 18:32:30
Hooray!  Keep working on LoC BG, love to play that mod.   :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Cygi on 25 March 2021, 19:25:40
Yes, he's back! :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 25 March 2021, 19:44:48
:OOOO!!

Im very happy to see this classic comig back :)


a ideia, if you want, you can recolour the troll boulder to give a more snowy look and give to the ice golen , in later lvls , but of course you know that :P
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 25 March 2021, 20:12:44
There's already an ice chunk mesh in the immortal throne xpack, I just wanted to use the snowball because it's silly
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 29 March 2021, 01:01:57
Simplified the Ordinance you craft from Champion Hearts.

First, the formula only requires two champion hearts of that class e.g. Assassin = 1 warfare heart & 1 rogue heart to craft.

Second, instead of granting additional skills, all Ordnance spawns with the "of the tinkerer" affix so you can further improve them as you see fit.

Keeps it simple and effective.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 29 March 2021, 08:07:49
Oh!  Nice!   ;D
Title: Re: LoC Ragnarok / Atlantis development
Post by: nargil66 on 29 March 2021, 09:09:30
Seeing this a bit late... welcome back BG  ^-^
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 02 April 2021, 01:31:27
Added some more to the Jade Palace underground. Also added terra cotta statues that spring to life and a couple new types of champions. My Druid is using the Ordnance torso and the Bog Wisp summon. I've made them normal summons without a timer.

https://youtu.be/G8vAzj7LEUw

I tried to use the Ordnance recipe with only two ingredient and it crashed my computer...not TQ, not to desktop....total computer restart.

So I added health potion as the third ingredient and it worked like a charm.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 02 April 2021, 11:19:43
It so weird, i can tell you that,  not allowing having the third component, can crash the whole pc. I remenber long ago, you said something related with that, not sure if is the exacly same situation.

Not sure if im the only one, but when i first read "Bog Wisp" i was thinking right away the " bog dwellers". Dam i feel nostalgic , lol

Anyway nice video as always :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 12 April 2021, 01:23:49
Added a new inherent skill like the Taunt skill: Flex!
https://youtu.be/5ED_a3R8AO4

Interesting game mechanic I experimented with and used for this:
Added this skill to each of the (expanded, thank you soa and nargil66) player skill trees like the skill Taunt. Set at level 1 instead of 0 like regular tree skills.

What I wanted to do was have this as a cosmetic fun skill at first, but then make it an ACTUAL useful buff witha  quest.

Didn't know if it would work, but you can ADD POINTS TO A SKILL IN THE PLAYER SKILL TREE WITH A QUEST.

So it's the same skill, but later a quest adds points to the skill so the recharge, duration and stats in the skill file (which all start at zero) are pumped up to where there are non-zero values. Also, the effect has a dummy empty effect in the level 1 slot and then a real effect in the second level slot. SO it's the same skill, but by adding points it boosts all the relevant values up to non-zero values and it's now a working buff!

I add 20 points to the skill so that there's no practical issue with a player's +1 or more to all skills buffs. So each skill value I use has 20 levels of zero values, then positive values.

Also, I examined some dialog mp3s and they are forced 128 bit which I didn't do before. I suspect leaving my audio program to default save values for the bitrate is why some of my mp3s crashed the game before as a new one I used when doing this worked today.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 12 April 2021, 06:42:17
I've actually made some significant progress in mitigating the framerate struggling in Atlantis.

There's been lots of good theories, but the one thing I've observed is that the game really lags when you have a lot of corpses flying through the air.

So I set the doLateCrumple and death animations for every monster I could. Some I couldn't as I am not making any animations and couldn't if my life depended on it lol, like Cockatrices; their mesh just doesn't hook to any other death animation in the base game monsters or any DLC monsters. Trust me, I spent several hours trying every single one. There's not many death animations in any of the DLC, I think the devs were pretty happy with the ragdoll physics so they stopped making them except in special circumstances like bosses.  So I used boarman and maenad death animations alot.

I have a feeling, just an intuition, that the new map pathing for controllers is the culprit. Now, you may think "Hey, BG. That map repathing crushed your work on your mod and shattered your creative motivation for years. Don't you think maybe you have a bias?" Well, yes. But it makes some sense: it's the one major game mechanic that has changed since the release of the base game itself. And it stands to reason that the pathing of the map mesh is critical to determine the 3D coordinates to plot the creature mesh in ragdoll.

Doesn't matter, since nothing can be done, but that's my opinion.

It worked a treat. Merfolk used the Gorgon death animation, but their corspes end up floating off the ground, but i can live with that. But the important thing is that my game runs so much smoother now that all the monsters have specific death animations.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 12 April 2021, 09:33:15
I have my suspicions, the why death ragdoll cause laggs on recent monster is how they implemented the death sound in the monsters animation, maybe.

As well another reason of why outside areas in Atlantis causes fps drops is how they placed the ambient scenario. In the oldest acts the flore is more agruped and more disperse in the world, for exemple you could see in a small area 4-5 plants and few trees, in Atlantis you see the triple, in a small area you see more than 5 -6 diferent types of plants all placed toghter, causing the game force to read all new assets in short period of time, like this for exemple

(https://i.imgur.com/zxD4oCV.jpg)

just look how many assets the game have to read at once, for a old engine with a new brand 3d models different than 2006-2007, its kinda huge.

But i heard in next 2.10 update the performance has been improved (i hope).
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 14 April 2021, 05:26:08
What I was working on last couple days. New enemies for Atlantis proper. A lot of that time was creating a 4 piece MI set for one of them...my god, it's the most time consuming task next to map creation...so many files to create. ANd meshes for female players, and textures and bitmaps.

Also, moved the Artifact collector and the Exterminator quest givers to the lower Atlantis teleport shrine. Most times I miss the Exterminator quest giver completely lol, oh well. Now I can just 'port to them and move on. I hate backtracking, it's so frustrating and busts up my rhythm.

If you look closely, you can see how I added death animations and dissolve conditions, it's really helping the framerate for me.

https://youtu.be/YwxLy699ceE
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 14 April 2021, 18:25:08
Very fun to watch no doubts.

Didnt expect lions coming from bone pile at all :P

What is the animation you used for The golden automatons when they cast the ice shards ?
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 14 April 2021, 20:33:15
It is in the xpack2/creatures/automatoi assets and not used in game. The animation needed a callback point to do anything, as is it's just an emote. So I added a callback point and some sound callbacks.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 14 April 2021, 20:52:10
oh right! I complety forget Mimer Drone is a automaton ah

His Buff_self_skill looks like hes gonna to explode, kinda like denotate bomb , sounds cool! Yhea some monsters have a cool emotes that can be used for skill animation, like the boarman.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 14 April 2021, 21:04:13
Something I've wanted to do for several years was a Caltrops skill for Rogue. However, finding a mesh without making one from scratch really daunted me and kept me from a satisfying result, But I remembered the little gold pyramid that the Greek Telkine throws to summon those Limos so I decided to use that.

I created a Caltrops skill that does pierce, bleeding and slow run speed damage. Using the projectile mine template I was able to get them to sit in wait for a monster to tread on them. No cooldown so they're eminently spammable, but a pretty high energy cost for the Rogue mastery lol

Behold!

https://www.youtube.com/watch?v=r7VF7RjvCrs
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 16 April 2021, 04:58:27
Made my first new artifact for this mod today: the files...all the files AHHHHH!

Changed the XP equation so that low levels get -10%xp and at level 50 (like early epic) it's normal and at level 99 it's 125% of normal, so that will help get to 100 (max in this mod). All masteries have 100 levels so you can dump extra points there. Boy, that equation work really overheated my old brain...found an algebra equation calculator online to help.


Removed the spiders from Rogue and added Shadowlurkers:
https://www.youtube.com/watch?v=hhkIaiLqizM
Title: Re: LoC Ragnarok / Atlantis development
Post by: 郝玉龙 on 16 April 2021, 10:40:06
Level 100? Can we break through level 85? Really?
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 16 April 2021, 15:36:26
Oh, I don't really know I suppose. It would still be just crazy grinding. I would never do it.

But the game files are set up to go to lvl 100 for the mod, it's a pretty simple setting once you know where it is.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 16 April 2021, 19:53:08
Figured out a way to get my new level 1 skill for Storm to spring from the hand instead of the ground, used the AttackSpellChaos template and just increased the headVelocity and tailVelocity parameters to make it quicker than Lich King's basic attack that uses the same template. Also just repurposed chain lightning's texture.

The skill does 1/3 the damage of lightning bolt but costs the same energy. No cooldown, though so it's a wash.

Behold!

https://www.youtube.com/watch?v=or7Pnea9Gqk
Title: Re: LoC Ragnarok / Atlantis development
Post by: soa on 16 April 2021, 23:22:56
Oh, I don't really know I suppose. It would still be just crazy grinding. I would never do it.

But the game files are set up to go to lvl 100 for the mod, it's a pretty simple setting once you know where it is.

If you're using records/creature/pc/playerlevels.dbr then it's broken since Ragnarok or so.
It seems they have hardcoded a cap at level 85.
https://titanquestfans.net/index.php?topic=1333.msg15324#msg15324
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 17 April 2021, 02:32:29
Oh, I don't really know I suppose. It would still be just crazy grinding. I would never do it.

But the game files are set up to go to lvl 100 for the mod, it's a pretty simple setting once you know where it is.

If you're using records/creature/pc/playerlevels.dbr then it's broken since Ragnarok or so.
It seems they have hardcoded a cap at level 85.
https://titanquestfans.net/index.php?topic=1333.msg15324#msg15324

Oh, that was why they posted that.

Huh. Well, there ya go...guess the max level is capped at 85.

Man, you gotta wonder why the devs do that. It was only in mods that it was even an issue.

At least with the original version there were ways around things like the locked files like monstergamebalanceattributes.dbr, you could just add a file to every monster, it was tedious but at least it could be done at all.
Title: Re: LoC Ragnarok / Atlantis development
Post by: soa on 17 April 2021, 11:07:45
I guess it was a lame manoeuver to prevent non-Ragnarok users to reach level 85 with mods.
But they could just code that if you don't own Ragnarok then you're stuck at lvl 75, and don't put any hard cap for Ragnarok users.
Title: Re: LoC Ragnarok / Atlantis development
Post by: rakshir on 17 April 2021, 14:19:06
I like the new lightning skill!
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 17 April 2021, 15:19:07
Thank you rakshir. It probably is imbalanced, but my mods never are balanced. It IS really fun though...zap zap zap lol

It's comments like those that remind me that if it wasn't for this forum, I probably wouldn't even play this game. But it keeps my love alive.

Yeah @soa, I was thinking about how easy it is to cheat with mods in this game.

I dropped a nude skin in my install directory years ago so I don't have to include it in my mod to use it. Its pretty easy to do as far as mods to a game.

I just don't care. I mean, I could just use the console commands.

For those not familiar with them: Type the ~ character in game, then type game.incrementLevel then hit enter. If you want to repeat the last command, use the up arrow to scroll to it and hit enter again. Instant levels. Also works with game.incrementSkill. I do this all the time to quickly get skill points to test new skills. Hit the ~ key again to go back to playing.

One thing that hasn't change in my 40 years of gaming is the greed for money. I remember jumping up from games of "Donkey Kong" at the local pizza restaurant yelling "That barrel never touched me! What a rip-off!" then plunking another coin in lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 17 April 2021, 21:33:14
Changed the skill modifier for Runemaster's Runic Mines to a projectile modifier that creates fragments. The damage modifiers are the same with the frostburn and freeze.

https://www.youtube.com/watch?v=1TicrawiLnQ


I did the same with Rogue's Caltrops skill, which I renamed to "Tribolos" when I learned that Ancient Greece HAD caltrops and that's what they called 'em. Cool.

Rogue's skill tree is full now lol, that's AFTER I implemented the expanded skill tree template that soa and nargil66 gave me :D
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 April 2021, 20:23:31
Had an idea rattling around in my head. Instead of Ordnance which I never used except for the torso for the skill and +skills...what if instead you could craft a relic that had +skills and an item skill. Probably for torso armor only.

What do you think? A little crafting but it doesn't lock in your choice for armor except it has to accept relics, so uniques are out.

Maybe it could go on amulets instead. Or craft an amulet instead of a relic that had a tinkerer suffix. Is there a must have amulet in TQ? Usually the ammy slot is to fill in resistances in my experience.
Title: Re: LoC Ragnarok / Atlantis development
Post by: nargil66 on 19 April 2021, 20:53:57
Relic sounds like a neat idea. Amulet is better than torso I think, since there are more build specific torsos than amulets. But I'm not an expert, since I rarely reach higher difficulties.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 19 April 2021, 21:56:24
Had an idea rattling around in my head. Instead of Ordnance which I never used except for the torso for the skill and +skills...what if instead you could craft a relic that had +skills and an item skill. Probably for torso armor only.

What do you think? A little crafting but it doesn't lock in your choice for armor except it has to accept relics, so uniques are out.

Maybe it could go on amulets instead. Or craft an amulet instead of a relic that had a tinkerer suffix. Is there a must have amulet in TQ? Usually the ammy slot is to fill in resistances in my experience.

Yeah Amulet is also more easy to work out with so many class combination.

Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 20 April 2021, 19:07:39
Been updating all the Ordnance summon skills to be permanent instead of timed. Have to rebalance what was an Outside summon to a Liche King if you get what I mean.

Created a wisp with a skull for a head for Oracle using the skeleton mesh and transparent texture to hide the body, but I wanted a gaze attack. The medusa animations are actually great for a floating skull which was a happy accident finding out, but the skeleton mesh couldn't use the medusa petrify animation to shoot projectiles. I was pretty frustrated, so I talked it out with my wife and realized while describing the problem, I could just "flip" the attach point in the skeleton mesh. Well, long story short: Behold!

https://www.youtube.com/watch?v=I0NafAOd-aw

Edit: for the modders, if you notice when it spawned, the Earth Enchantment particle effect shows on the R Hand and L Hand attach points, so after this I moved them to the same spot as HeadEffect.
Title: Re: LoC Ragnarok / Atlantis development
Post by: soa on 21 April 2021, 11:49:29
Looks nice, as always !
One suggestion is to change the "gorgon" sound when the skull casts the petrifying gaze ; those kind of things really help making every monster/pet feel unique.

A few weeks ago, I was thinking about how to improve performance in Atlantis and from what people said, figured that I should add proper ragdolls for Atlantis monsters (starting with those infamous serpentoids) even if it meant reusing existing animations that don't perfectly suit those.
I experimented a bit, but as it appears you changed like the whole roster and it worked, I'd be interested to see which anm you picked or changed for that matter.
Is there any link for the mod ? (or could you share only the records/xpack3/creatures .dbr + modified .anm ?)

I heard they improved shadow performance in 2.10, so that they are no longer calculated when too far (like, when you get that vista or the Atlantis ruins in the jungle). Maybe this, in combination with proper ragdolls, will make the whole thing playable.

Also I'm going to use the cyclops fixed death animation not only for Polyphemus but all of them, seems like a better deal.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Ninakoru on 21 April 2021, 16:09:03
A few weeks ago, I was thinking about how to improve performance in Atlantis and from what people said, figured that I should add proper ragdolls for Atlantis monsters (starting with those infamous serpentoids) even if it meant reusing existing animations that don't perfectly suit those.
I experimented a bit, but as it appears you changed like the whole roster and it worked, I'd be interested to see which anm you picked or changed for that matter.
Is there any link for the mod ? (or could you share only the records/xpack3/creatures .dbr + modified .anm ?)

That information is actually great, thanks for sharing.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 21 April 2021, 17:16:57
I always feel self conscious when someone asks to use my work in their mod like "Hey, wait a minute...I was just fooling around with this stuff"

Anyway, I zipped the anm tables that I am actually using and attached to this post.

I used dissolve on all of them I think, as it hides how the death animations aren't actually perfect. The Merfolk use the medusaminion death anims which leaves their mesh floating a meter in the air, but if you dissolve them fast enough it still looks ok. The serpentoids are harder, I'm thinking of adding a blood mist or splatter as it's just not very good. I definitely used dissolve on them.

 
Title: Re: LoC Ragnarok / Atlantis development
Post by: soa on 21 April 2021, 17:47:24
I always feel self conscious when someone asks to use my work in their mod like "Hey, wait a minute...I was just fooling around with this stuff"

Anyway, I zipped the anm tables that I am actually using and attached to this post.

I used dissolve on all of them I think, as it hides how the death animations aren't actually perfect. The Merfolk use the medusaminion death anims which leaves their mesh floating a meter in the air, but if you dissolve them fast enough it still looks ok. The serpentoids are harder, I'm thinking of adding a blood mist or splatter as it's just not very good. I definitely used dissolve on them.

Thanks. I suppose that unless you know how to mod animations bone by bone, this is as good as it can get anyways.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 21 April 2021, 17:59:07
Hope it helps. I'll let you know if I find anything better.

BTW, the gorgon sound in the death wisp skill was something I didn't notice. I assumed it was the chaos start pak sound from the greek Telkine for some reason. I mean, that's how I remember the gorgon petrify skill sounding, though it doesn't.

Hmm, that gives me an idea.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 April 2021, 22:01:52
Ha ha, just spent the last hour changing the XP Potion to "Steamed Ham" complete with icons and buttons:

(https://i.imgur.com/5wLqfac.png)

When you use it, Superintendent Chalmers yells "Good Lord what is happening in there?!"
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 25 April 2021, 21:15:57
Had an idea today, and it turns out it works.

The new template for Rune Mines can also use the ProjectileAreaOfEffect projectile template, not just the new mine projectile template.

So I made some aoe projectiles that use the Effects/fire/firegroundlarge02.dbr as the flightfx and gave them 2.5 m explode radius in the skill. So now Medusa has a skill that spawns 6 area of effect ground fires around her that cause damage when you enter their aoe and last for about 6 seconds and disappear.

Did the same with Arachne and her poison cloud attack.

If you get the fx and explosion radius and skill angle settings just right, you could create what would appear to be a closed circle of fire or anything else.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 29 April 2021, 04:23:36
OMG, I just had the craziest time today with modding.

You know the new Dark Obelisks in Gadir in the Atlantis DLC? They spawn one embalmed priest ghost when you first encounter them. It's a really cool mesh, too...very spooky and great for establishing the mood.

But they don't summon any more monsters. Like, ever.

So I was buffing them with Deathchill Aura and a free version of Dark Covenant and testing in game when I noticed, they never summon one more monster.

In their file they use the Monster Shrine animations from the original game, but looking in the XPack 3 directory, there are new animations for this shrine and the attack animation looks pretty cool, so why didn't they use that?

Opened up the animation file and again, there was no "LeftHandHit" or swipe callback. So I just copied the callback points from the original, timed the hit using my original disc version of Viewer and saved it in my mods assets. Still didn't work.

Anyway, discovered that for some unknown reason, this mesh needs the Attack Speed in their monster file set to greater than zero. All others have 0 attack speed as the skill uses the spell attack animation, but this one couldn't...it's a mystery why.

So I set it to 1 and bingo, cool new animation and spawning ghosts that converted my pets and they started killing each other...but it worked!

If you want these Shrines to spawn more ghosts than one ghost, you don't need to add the new animations, though they are cool, the critical problem was the attack speed in the Character Bio > Character Parameters > Character Speed needs to be set to a positive non-zero value and you're good to go. Everything else in their file is fine.

I'm going to be completely frank, I think the devs slapped the summon skill in the "initialSkill" slot in the skill configuration because that doesn't require the attack animation to cast and they didn't realize the problem. So you encounter these with one ghost spawned, take them out and you're none the wiser that it can't cast a second ghost at all. Pretty clever to just push to production like that lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 03 May 2021, 00:06:47
There is a cave I wanted to do something with for the big Djinn sister boss, I already added things to the two others. Since this is Stone themed, I thought why not do the same thing I did with the fires on the map but instead do a cave-in simulation for flavor?

So I created a skill_dropprojectiletelekinesis skill and gave it to an invisible monster. It works like a charm, doesn't stun or even do very much damage, but it certainly sets a mood lol

But when I tested it, it had a terrible screen shake effect. So I went to the skill and look at the Effect settings...I didn't set it. Okay, maybe the fxPak effect file adds it. Nope, didn't add it there.

So I look in the new level 7 skill Meteor and it's not set there either, but it also has a terrible screen shaking effect.

So I did a text search to see if the game did something similar as with the vendor icons in that maybe there is a default screen shake database file that it references, no such luck finding one though.

I copied the skill template and renamed it, set the skill to it and tested, still has a screen shake,

I've come to the conclusion that the "Class" "Skill_DropProjectileTelekinesis" has it inside the game engine as no setting in art manager can stop the screen shake effect.

I would have just liked to have a choice, so the only thing I can do is have a long delay between castings. But I'm really feeling defeated again by the game engine. Sigh.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 03 May 2021, 01:39:50
Strange, dont duneraider flaming rocks skill use the same template ? it dont screen shake if i remenber.

What if you change the sand falling effect ( from egypt sand cves) and replace by small rocks ? isnt the same thing but it can give a close look, no ?
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 03 May 2021, 01:43:42
Weird, I was JUST looking at the sand falling effect mesh right as I got email notification of your reply. Spooky.

I was looking at it because all mine are green for some reason. I didn't change them from my first mod so I don't get what happened.

It uses some weird shader that makes the falling effect not an animation or anything.

I decided to just up the delay time on the falling rocks to 24 seconds so at least it isn't constant screen shaking, best I got.


The dune raider skill uses the volcanic orb projectile, right from the earth effect directory not a special drop telekinesis projectile. Hmm, I will try that.

EDIT: Well, it isn't what I wanted, but at least they aren't so annoying lol. Funny, if I use the dunraider style projectile, I can't get the screen to shake no matter what setting I use lol

So I had to play around with it, there are a couple that drop only like 2 or 3 rocks but straight down, so I had to place a lot of them in the map just to get coverage. Then I made one that is the full blown Meteor style for the boss area(s).

Modders note: One tip with invisible monsters, use an idle animation for everything: attack, spell attack, run, idle...except buff self/other and give it monstershrineattack animations for those. Set the same animation in a special animation slot and reference that in the invisible monster's skill special animation slot. Otherwise it's going to attack the player/pets....even if it does no damage, it spoils the look.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 05 May 2021, 08:29:19
Created an animation for buff and projectile cast with new particle effects on either one or both hands for Rune, Dream, Earth, Storm and Nature for unarmed, One Handed, Dual Wield, Spear, Staff, Ranged one and two handed and it looks great. Had to sacrifice the Taunt animation on one handed, spear and dual wield but I'm okay with that since it's my mod and I let my pets do the taunting.

Had to keep my Flex animation though lol, it makes me laugh.

Did I mention I tried to make a custom chipset? The Place of Truth dungeon needed a new look, so I recolored the egypt temple chipset to dark gray and black. You need the texture referenced inside the mesh as the only chipset database file just assigns the meshes to the chipset and that's it, no base texture override like with everything else. So I made custom mesh files for EVERYTHING and it was tedious lol

Something was wacky as you couldn't path at all in game and the portal to connect with the outside didn't even register in the editor AS a portal. Lots and lots of work and time down the toilet. I hate when that happens. Oh well.

Things are going great otherwise. I am playtesting a Druid again and just got to Atlantis in epic. I have the game in "windowed" fullscreen mode and the ArtManager open on my other monitor so I can edit as I find things in-game. I could never go back to the single monitor days to do any kind of computer work, browsing the web or watching videos yeah, but work? More monitors is better.

Tested petgamebalanceattributes and they did fix that bug from the old days and now I can edit it. Now I am starting the process of moving to the new bossgamebalanceattributes.dbr

I am keeping the custom skill file that's in every bosses file (except Typhon, that crashes my game every time) because the new file doesn't have racial defense and I need that to make pets less effective against bosses. But I am stripping out all the HP and damage and everything else from my boss file and just leaving the race defense. Haven't tested it yet, but I think the new boss global file will need some buffing for bosses heh heh.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 06 May 2021, 00:57:58

Things are going great otherwise. I am playtesting a Druid again and just got to Atlantis in epic. I have the game in "windowed" fullscreen mode and the ArtManager open on my other monitor so I can edit as I find things in-game. I could never go back to the single monitor days to do any kind of computer work, browsing the web or watching videos yeah, but work? More monitors is better.


I am keeping the custom skill file that's in every bosses file (except Typhon, that crashes my game every time) because the new file doesn't have racial defense and I need that to make pets less effective against bosses. But I am stripping out all the HP and damage and everything else from my boss file and just leaving the race defense. Haven't tested it yet, but I think the new boss global file will need some buffing for bosses heh heh.

Ah i use the good old, paper and pen to take notes on what i need to change during the testing, i guess im so used to this method and i cant changed it


How about Surtr ?Did you found any issue with him ? Or it just Typhon ?


Typhoon have a unique global passive file, does it mean if i change any values from it the game crash ? I remenber over the Loc versions you said something related with weird "love and hate" between Typhon and buffs.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 06 May 2021, 01:55:14
Just Typhon. He was so heavily modified he even has a unique template. A lot of his original behavior was controlled in the game engine and can't be accessed, like when he gets his powers from those statues etc.

I don't even add his monster files to my database.

His passive file is up for grabs and doesn't crash when you edit that, just his monster file in the database.

I have heavily modified Surtr lol

EDIT: Yeah, I am stealing the bossconversionimmunity since it has 3 levels for difficulties. That means removing it from a million other files, but no problem lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: mountainblade on 06 May 2021, 04:10:17
Ha ha, just spent the last hour changing the XP Potion to "Steamed Ham" complete with icons and buttons:

(https://i.imgur.com/5wLqfac.png)

When you use it, Superintendent Chalmers yells "Good Lord what is happening in there?!"

Zeus's lightning?!? At this time of year, at this time of day, in this part of the country, localized entirely within your monster camp!?
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 06 May 2021, 04:19:22
Ha ha, just spent the last hour changing the XP Potion to "Steamed Ham" complete with icons and buttons:

(https://i.imgur.com/5wLqfac.png)

When you use it, Superintendent Chalmers yells "Good Lord what is happening in there?!"

Zeus's lightning?!? At this time of year, at this time of day, in this part of the country, localized entirely within your monster camp!?


Yes.


SEYMOUR! THE LIBRARY OF ALEXANDRIA IS ON FIRE!
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 06 May 2021, 09:45:11
Ive been thinking of this during last night.

What if you create a "new Typhon" using the monster template, since the statues mechanics are gone, maybe it could trick the crashes ?
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 06 May 2021, 14:44:04
Yeah, I've thought about this as well.

I wonder how far you would have to go as far as replacement.

Would you have to replace the statues in the map? What quest file would you have to use to open the portal to Rhodes? etc.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 06 May 2021, 20:16:33
Wanted to showcase some of the new cast animations (well, not NEW new, just with added effects for different masteries).

https://www.youtube.com/watch?v=ofBEGnF6a_4
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 07 May 2021, 05:44:12
SO since, as you can see from the last video, I have come across the dreaded slow-cast bug again....I decided to do SOMETHING about it. I know the bug is in the game engine, but since there's nothing I can do about that I decided to try to work with what I have.

My idea of the bug is this: the PC file has the spell cast speed set to 2.8. I thought, what if the bug is of the nature that it bypasses the PC file and gets the speed data right from the animation table speed for that animation? No better answers are coming my way, so I started from that assumption.

I took the time today and set the PC cast and attack speeds both to 1. Then I went through all the player animations and calculated the speed combining the old PC file speed * the animation table speed. So for example, buff self in the animation table was set to 0.7 so I set it to 1.96 (0.7 * 2.8) .

So far everything is going okay. I will continue to test as some special attack animations are not easy to determine if they were using the attack speed multiplier of 0.74 or the spell cast speed multiplier of 2.8. I've made my best guess based on the templates of the skills I know for certain use those special animations.

Is there a reason that the PC file had these multipliers I am not familiar with that solves problems I've never had because that was a solution for them? I dunno, maybe....guess I will find out the hard way lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 07 May 2021, 22:28:17
Wanted to showcase some of the new cast animations (well, not NEW new, just with added effects for different masteries).

https://www.youtube.com/watch?v=ofBEGnF6a_4

Lovelyy!

So nice you add new creeps into that area, it truely deserve it!

Those Basilisk really hit alot in mellee ! If you get hit by their petrify gaze, and if you dont have any body blocker around,  you are done , even when if you have medium defense. Same with the Salamanders/Giant lobster.
Title: Re: LoC Ragnarok / Atlantis development
Post by: soa on 07 May 2021, 23:18:37
So, you used a set of dedicated (hidden) affixes for those Gaian items, so that they get a bonus to more than 2 skills, huh ?
Staves anim FX are worth it.
Oh, and traps are deadly
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 07 May 2021, 23:32:00
So, you used a set of dedicated (hidden) affixes for those Gaian items, so that they get a bonus to more than 2 skills, huh ?
Yes. I have an entire system dedicated to adding +1 - +4 of all player skills as a suffix. It is quite the nightmare of huge numbers of files and directories, I can see why the devs didn't do it where Diablo 2 was famous for it. I remember shopping for +skills affixes in Diablo 2 for hours lol.
 
So it does sacrifice the vanilla generated staff suffixes for a skill, so you can't get "of Fire" or anything on those staves. On the other hand, you can pick up a ring with +2 to summons skills in early Greece though.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 08 May 2021, 01:12:59
Added Formicid Egg Clutch monster generators.

The tricky part is getting the timing just right in the skill config so the spawns keep coming.

https://www.youtube.com/watch?v=dPXbVrmKwDs
Title: Re: LoC Ragnarok / Atlantis development
Post by: Quatro3 on 08 May 2021, 12:43:45
Super tak w gromadzie, jest potega.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 May 2021, 03:42:45
So I finally realized what I wasn't enjoying about the Rogue mastery.

Munderbunny's Overlord mod and the mods built on that created this whole dark "Occult" mastery, and that's great. But I always thought it was too dark for TQ for my taste, no offense, and I would rather play a Rogue with mechanical expertise as the focus.

Already have Disarm Traps and I want to put traps back into the tree. Poison bombs, caltrops. So I created an Automatoi summon skill using the Mimerdrone mesh for now. Still needs some kind of work on the look.

What is fun so far is their basic skill set. They punch barehanded for their basic attack, but they have three melee skills where I created and animation for each that attaches a prop.

So there's the spinning skill and the skill config attaches an oversized sword just for the duration of the skill. A double x slash that uses an axe in the right hand then swaps for an axe in the left on the back swing. Then I used the takedown animation and added an oversized spear prop. I was giggling to myself thinking about a cartoon my kids watched called "Inspector Gadget". Go go Gadget Axe! lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 20 May 2021, 22:29:07
Killbots Are Go!

https://www.youtube.com/watch?v=Bdtir9nO7d4
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 21 May 2021, 19:43:12
Downloaded the public beta today as I was feeling optimistic and ready to work.

My custom teleport map has to be redone. Extracting the database now to get the new teleportmap.dbr file.

Monsters with a particle effect attached via the mesh have the particle effect highlighted as part of the new targeting shader. e.g. Plague Birds.

I took their passive buff that does poison damage, turned it into a buff-self  toggled skill, placed the original mesh particle effect into a CharFX template effect file (like the one used for Storm Nimbus or Envenom Weapon) and instead of setting the attach point to "R Hand" I set the attach point to "Target". Changed their mesh to plain carrionbird.msh and viola. No highlight on the effect but it still appears and they do no more or less poison damage.

I will do the same thing to other monsters with this issue as I play along.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 21 May 2021, 21:57:37
What do you mean by teleport map ? is that when , in the editor, we place the zones teleporter in the new areas that werent in vanilla ? like in custom dungeons we place in helos or in sparta zone? for exemple


In my opinion , i didnt download the new update, i will be waiting for the official release, but from what i saw in videos, the new shadder is horrible, monster have turned into red dots on the screen, maybe im to used how it looked like since 2006, i dont know, but i feel the devs went bit to much on the glow shaderring.

In Grim Dawn, while it have the same red shadder system, its way more lighter ,wich dont cause any visual impact than  the future 2.10 for TQ.

We shall see.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 21 May 2021, 22:12:55
The teleport map that I mean is the InGameUI teleport map file that determines the textures for the UI display when you click on a teleporter. The one that shows the zone you are in and lets you select a destination.

When I first fired it up, all you could see were the destinations and text lol. I imported the new version and just added the new zone file I made in Scandia, problem solved...the frame and map and everything are fine now.

I agree about the red shader, but I was just so relieved I could move my character at all it was a small thing to get bothered about. I'm glad that creating new updates to lure in quick sale console users didn't crash my mod.

Besides, even if I have every version of TQ installed, there's lots more money in the casual player market so I have no illusions that anything I have a problem with will ever make it to the devs. Business suits will determine the market impact long before any content creator ever knows it was brought up.

People complain the "devs" don't listen, but they aren't the ones making decisions. it's the business executives and managers. I remember from my time working in a software company. My manager, his manager made exactly zero decisions...it was a woman from "business" division. ANd there were some bad decisions lol.

So I either fix the problem in a mod (A Few Bug Fixes for example) or I get used to it.

Is it just me or is it harder to click the inventory close buttons now? It just may be my diminishing coordination.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 21 May 2021, 22:22:07
Yhea, you are right.


You are not the only one, ive read about some problems around the ingame buttons on steam foruns. It can be a conflict with the new buttons hud for the consoles i dont know.

From what i saw in consoles there is a duplicate button that should be removed , maybe its that.

Edit: Glad to read theres no breaking wall in modding with 2.10, like it was with Atlantis release.
Title: Re: LoC Ragnarok / Atlantis development
Post by: lixiss on 21 May 2021, 22:59:35
People complain the "devs" don't listen, but they aren't the ones making decisions. it's the business executives and managers. I remember from my time working in a software company. My manager, his manager made exactly zero decisions...it was a woman from "business" division. ANd there were some bad decisions lol.

I'm might agree partially, but what's happened with 2.9 for modders? Game stop write logs, and it stop to write responses on console commands. Half year ago i'm used 2.8 for testing, 2.9 for something when i'm not need logs (but want not buggy effects). But... there is pure degradation and/or hostile action against modders. How you might get know what files/db records at least readed and not hit in hard errors?

In my taste, some genuine man, was think what release version should not report errors like about attempt to equipment non existing items by monsters and NPCs (this is was forever for any version of TQ). And instead of fixing 200-300 errors in TQAE (half of them just dead references and fix = remove) - they just disable logs comletely.

This kind changes can't be argued/can't be understandable under any case. I'm think about almost year, and still can't agree. TQ already have poor modding tools, and adding another layer of complexity - this is hostile action against modding community regardless from source (managers, money or "devs").
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 21 May 2021, 23:14:24
I strongly agree with the lack of logs. I remember after Anniversary came out and I could hit the "~" And see the whole battle log just scroll beautifully up the screen, it brought a tear to a modders eye. Why can't I have a command to toggle that log? I know it exists as I have used it before.

EDIT: Also, I felt the need to increase the brightness and saturation on the textures of my summons. Maybe just my eyes today, but they seemed darker? I dunno, anyway, it's done.
Title: Re: LoC Ragnarok / Atlantis development
Post by: lixiss on 21 May 2021, 23:57:42
EDIT: Also, I felt the need to increase the brightness and saturation on the textures of my summons. Maybe just my eyes today, but they seemed darker? I dunno, anyway, it's done.

When i was young I work with CRTs where black background was nice. Nowadays, i'm switch to browser often, and i'm can't ensure what there is black themes are in use by web sites. I'm adapt. I'm use only white themes (to avoid switch whole black-to-white screens and back). So even just now if i can switch to black and many webs know about - i'm so addicted - what i'm can't see on black/gray themed apps now. They looks horrible for me. Dealing with white monitor is easy - it should be comfortable to use in full darkness, and at daytime it also should not be too dark. This is my own way for any kind of monitor. I mean for working hour over hour. Games same thing, sometimes there is has sense to change profile, but mine personal requirements so low, what there is not important. (However for DAO i'm adjust my personal profile to more intensive).

But generally... earlier days, usual grass was much greener. That doesn't mean what there is all ok in TQ, but this is also a factor. :)

PS: Light, textures - is not easy thing. Actually, light - is mod stopper. Good mods never out for NWN2 and DAO just because first have too complex terrain system, while second requires professional 3d/light designer. Otherwise both looks worse than NWN1 module built from standard resources. Colors, lighting, etc are depends on many things, including very subjective expression. When first "ray-tracing" with photo quality attempts had been shown by nvidia - 50/50 peoples forked: one see too many too dark areas, others see pure improvement... actually third category did not found any important difference. So lighting algorithms / shaders / calculations (like naively-linear or non-naive but fair) - most of time give worse result than lovely adjusted light conditions and on top of what gamma/whatever involved. So, generally, you might compare DX9/11 and if you did not see big differences... then probably you too old and now can master textures much better than before. :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 22 May 2021, 01:26:52
Oh man, I haven't thought about NWN1 in a long time. Many good people on my favorite server...good times. I always ran a Half-Orc Dragonkin Bard/Fighter lol

Suddenly none of my Dark Obelisks were summoning minions. Tested a dozen solutions, the one that worked was changing the summon skill template to Skill_SpawnPet, evidentlly Skill_SpawnPetMonster template is untrustworthy.

EDIT: To be fair, I am only summoning a monster that dies instantly to spawn a proxy...not an actual monster. Maybe the game engine doesn't like that. :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 May 2021, 00:57:13
Restore Monster Lure to Hunting. Gave it pierce/bleeding retaliation passive skill. Something to justify adding points to the base skill.

Changed the Detonate skill and patterned it after Eruption. Interesting discovery, you know how the damage from Squall etc. has a "tic" over time when it applies the damage? The time between those "tics" is controlled in the ProjectileAreaOfEffect projectile template in the Projectile Config -> targetInterval where the integer value is in milliseconds. So a setting of 1000 applies the skill damage once every second. I used this to increase the rate of fire of the projectile fragments from the new Detonate skill.

https://www.youtube.com/watch?v=bYVXjFptHt8
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 May 2021, 17:55:52
Spent last evening banging my head against my keyboard heartbroken becuase my new texture was simply not compiling properly. When I tried to open them in TextureViewer it just popped up with a Windows error code.

I redid the texture over and over thinking the file .TGA I was editing was corrupted, but nothing. In a frustrated rage I deleted the mesh and textures and fudged together something to approximate what I was trying to accomplish and gave up.

This morning I realized that my ArtManager was pointing to Steam for the Tools directory and that I had downloaded the new public beta.

I pointed my tools directory in ArtManger at GOG install and viola. My new textures complied flawlessly. Of course, after all these years I still can't duplicate the Spirit Pig/ Spectral Bat style texture/shader for anything else, it's just beyond my limited abilities to get it right. So I used a AdditiveScrollShader and called it good.

Word to the wise, copy and paste your existing TextureCompiler.exe somewhere safe for when this patch goes live and you can no longer add new textures to your mod.

If worse comes to worse, I will use the CD version's. You can't stop me NordicTHQ.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 23 May 2021, 19:10:18
Maybe its unsafe to kept modding during the publicbeta version, probably some fuctions dont work as indented as the release.  Its my opinion maybe im wrong.


What you wanted to do with the ghost pig texture/shadder ? Maybe i can help
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 May 2021, 21:16:05
Well, I'm not going to hold my breath about the texture compiler suddenly working after the release, I've been burned before.

Well, I made a summon Cyclops for the Satyr mage. I wanted the same look as the spirit pig/ spectral bat but the textures are too complicated for me, I don't understand what's happening.

I understand the additive scroll shader a little enough to use them a little but the pig textures are mostly transparent and it's just too confusing for me. I've attempted to recreate that look where it looks like there are two pigs, one inside the other like the spirit pig for the Cyclops and the same color theme but it just is too confusing.

Using the additive scroll shader alone with a purple-ized Cyclops texture is still pretty good.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 23 May 2021, 21:49:36
I can give a try making the blue ghostly cyclops. I will let you know the how it looks in case of positive results.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 May 2021, 22:16:40
If you want to, but they only appear once a playthrough if at all...I usually take out the mages first lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 29 May 2021, 19:39:57
Ugh, the kind of setbacks that happen unexpectedly modding TQ is staggering in retrospect. Just assuming a consistent functionality across the template system will blindside you every time. Too many times to list each different time when something that works in one context does not in another.

Today I was working on cleaning the database of all the directories and files for the Champion Ordnance. Removing all the armor and sets and their directories. Got everything situated and then tested, worked flawlessly, which is surprising after an overhaul of the file paths for merchant->recipe loot table->recipe->ordnance item.

I have added the "of the Tinkerer" as an affix when the artifact NPC spawns the ordnance amulet. Problem is, I discovered that the "of the Tinkerer" affix does not work with the Artifact Bonus Table, even when the item spawned is an amulet which actually can spawn with the affix in shops and treasure chests.

So I am assuming, since the "of the Tinkerer" functionality is not a setting or property of the affix template itself and is applied in the game engine, that it is looking for the "suffix" of an item having the "of the Tinkerer" in order to apply that functionality. Since the artifact bonus table is just an affix, it must be applying it to the item's "prefix" slot so the tinkerer affix doesn't work.

I am thinking about getting around this by spwning a scroll from the artifact creator, using the scroll spawns a container/invisible monster (easier) that then spawns the amulet with prefix/affix so that it gets the "of the Tinkerer" as a suffix specifically. What a pain in the butt, a lot of work ahead of me to do it.

Shout out to the new TQVault I downloaded today, it actually works with my mod (practical considerations aside like the expanded player/storage stashes, no surprise there lol) as it was useful to see the affixes after the item spawned.

EDIT: Just remembered all scroll skills must be added to the player Scroll Skill Tree, and there isn't nearly enough of them for every class combination's ordnance spawn skill so that's out.

I was thinking of a complicated QUest system that would look for something in your inventory and then spawn the item, but it would take so long to develop just for the of the Tinkerer suffix to spawn, I am just scrapping the whole plan. So there will be no "of the Tinkerer" on Champion Ordnance.
Title: Re: LoC Ragnarok / Atlantis development
Post by: soa on 29 May 2021, 23:11:57
Ugh, the kind of setbacks that happen unexpectedly modding TQ is staggering in retrospect. Just assuming a consistent functionality across the template system will blindside you every time. Too many times to list each different time when something that works in one context does not in another.

Today I was working on cleaning the database of all the directories and files for the Champion Ordnance. Removing all the armor and sets and their directories. Got everything situated and then tested, worked flawlessly, which is surprising after an overhaul of the file paths for merchant->recipe loot table->recipe->ordnance item.

I have added the "of the Tinkerer" as an affix when the artifact NPC spawns the ordnance amulet. Problem is, I discovered that the "of the Tinkerer" affix does not work with the Artifact Bonus Table, even when the item spawned is an amulet which actually can spawn with the affix in shops and treasure chests.

So I am assuming, since the "of the Tinkerer" functionality is not a setting or property of the affix template itself and is applied in the game engine, that it is looking for the "suffix" of an item having the "of the Tinkerer" in order to apply that functionality. Since the artifact bonus table is just an affix, it must be applying it to the item's "prefix" slot so the tinkerer affix doesn't work.

I am thinking about getting around this by spwning a scroll from the artifact creator, using the scroll spawns a container/invisible monster (easier) that then spawns the amulet with prefix/affix so that it gets the "of the Tinkerer" as a suffix specifically. What a pain in the butt, a lot of work ahead of me to do it.

Shout out to the new TQVault I downloaded today, it actually works with my mod (practical considerations aside like the expanded player/storage stashes, no surprise there lol) as it was useful to see the affixes after the item spawned.

EDIT: Just remembered all scroll skills must be added to the player Scroll Skill Tree, and there isn't nearly enough of them for every class combination's ordnance spawn skill so that's out.

I was thinking of a complicated QUest system that would look for something in your inventory and then spawn the item, but it would take so long to develop just for the of the Tinkerer suffix to spawn, I am just scrapping the whole plan. So there will be no "of the Tinkerer" on Champion Ordnance.

I've been going through the same kind of issues during the last months.
Basically i was creating a way for the player to generate a random item by crafting.

I created a monster generator (summoned with a scroll skill), that allowed to create a few items, but that's limited because you don't have many skill slots left in the trees (though you can expand to 30 now).
Other than that, I think you need a quest. That's what I'm doing right now, but it's long and complicated.

It all comes down to the fact that :
- to add an affix to an item, you either need a loot table or the forge (Ragnarok)
- forge is limited by the fact you can't specify the exact item, only rarity and type. the template is also weird and not practical to use (no gold cost/reagents to upgrade, you can't really point to affix tables that correspond exactly to the item type)
- you can't put a loot table as a result of a crafting formula, so you end up with invisible monster generator/quest shenanigans

For your problem, maybe you could customize a new blacksmith NPC (item upgrader template from Ragnarok)
By setting your special amulets to "Common" rarity (which doesn't exist in vanilla), and setting the blacksmith to only accept "Common amulets", pointing to a Tinkerer suffix loottable.
It's a bit convoluted but could work, maybe.
If you specify no UnlockToken, and no UpgradedToken in his dbr, maybe the guy will be available permanently (otherwise you'll need a quest for that).
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 29 May 2021, 23:30:17
That's a good idea, thank you. Common quality amulet is pretty specific and don't exist except if I create them.

It could even be an added bonus quest reward kinda thing. Neat!
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 01 June 2021, 23:34:46
Game crashed to desktop unexpectedly when attempting to travel to the Atlantis Widerness. Both Steam and GOG.

I had unsubscribed from the beta (which I don't like at all, but it makes no difference whether I like it or not). I had never experienced a crash before. I had just played up through the Garden of the Hesperides successfully (tweaking the monsters on Epic as I had made them too tough and had multiple party wipes lol). Upon returning to Gadir, I tried to travel to Atlantis, game crashes to desktop.

Verified game files. Crash. Looked at arcane and mysterious crash file which doesn't help very much. All I could try to intuit was that it was crashing on the custom map? It didn't before, like before the beta subscription. I hadn't touched the Atlantis map for a week or more and I had successfully completed Legendary difficulty Atlantis since then.

So I tried opening the map in the Editor. Selecting the Atalntis Jungle area map and trying to switch to the level view crashed the Editor. Both Steam's and GOG's versions.

So I tried pasting an older backup of the levels listed in the exception crash file and force saving them. Editor crashed.

So I extracted the game map fresh and just pasted the entire XPack3 map over all my custom work I had done.

Well, the editor doesn't crash anymore and I successfully traveled to Atlantis Wilderness.

Really a shame about the months of tedious work on my custom map, but I am getting used to this by now. I wish I could just go back to the stable disc version, oh well.

I'll try to re-do some of the custom map work I did. Maybe I will just limit myself to new proxies and hope for the best.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 01 June 2021, 23:50:11
When i do a major change in the editor i do backup the current content i have , just incase of a mysterious crash appear.

I really hate the random crash in the editor, without a single explanation or a litle of it.

If its only in that area, maybe you asset was corrupted or a monster file was bad built. I had long ago a crash that show up only in the editor and the reason was a global monster file i gave then, it appear from nonwhere.

Dont give up man, we are prepared for those types of letdowns, like in Athens Batlegrounds, but it wont stop us!

I suggest to jump and change Atlantis wilderness right away, to see if crash. Or maybe it was a teleport from Landon dragon ?

Probaably it was from beta ? beta can change any minute wich could lead crashes i think
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 02 June 2021, 00:21:32
lol that reminds me, I just plowed a path right through the middle of the Athenian Battleground. Right up the middle (like a big middle finger). Removed many sections of walls to make pathing easy and it is totally great lol

You can hang around there and clear it or not, up to the player.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 02 June 2021, 00:32:43
Now that is somthing i want to see  ;D


Edited: I been thinking on last few months, maybe the reason the Athens warcamp is so instable is duo of Hydra breaths been projectile template and not wave template as other breaths ?

Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 02 June 2021, 18:14:16
Game crashes to desktop continually now when entering the Foetid Lair in Tegea. I've tried pasting fresh copies of Corinth and surrounds and the lair itself and recompiling the map, but without a debug log I'm just shooting into the air.

I don't know what to do at this point, the game is now unplayable.

EDIT: I also used the GOG Galaxy "rollback" feature and went back to the last game version.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 02 June 2021, 18:34:41
Oh no.   :(
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 02 June 2021, 18:57:20
When you open  Fetid lair in the editor it crash ?

Its a possibily when you were working with 2.10 beta test and back to 2.9 something might went wrong.

Test everyhting you  have in that area, the spiders/nests/arachnos

Dont give up!
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 02 June 2021, 21:39:23
I was out of ideas so I tried what you said, sauruz.

It was the custom mesh for the Spider Egg treasure chests.

I changed them to the original from the XPack directory and no crash.

I didn't know you could use the original mesh with no attachment points as a container, but I guess you can. I am so timid sometimes, I should have tried that first before using a custom mesh but I was so scared it wouldn't work before I even tried lol. It's always been a problem, but it works now.

I've already restored the Tegea area from my backup. Next I will try the custom areas around Corinth.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 02 June 2021, 22:22:16
Glad you found it out!

Normally when a specific area of the map crash ingame or in the editor is the monster model , monster skill or the animation, in rare ocasion can be the map itself.

I remenber month ago i had crash on the ratman warcamp before gorgons, i was wondering "what the hell is going on, 1 hour ago it was fine", then i select everything i had and found out it was a monster skill having a wrong pathing on the database.

Even the things you less except are the cause of the problem, as you already know that :P

If i can use spider eggs from xpack as obelisk or even trees as bird nests i think it can work as container, as long it have animation/text data on the mesh (i think?)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 02 June 2021, 22:41:40
The spider eggs from the original location have no text data, that's why I worried it wouldn't work in the first place. But I guess anything can be a container. Just walk up to a Yak and click it and treasure falls out lol

So everything is working fine again, thanks to you, sauruz. :)


I was able to find my unique hat this run:

(https://i.imgur.com/eihVoyS.png)
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 02 June 2021, 22:53:55
No problem!!

aah i laught alot when i saw the detail made in the hat!

Maybe  all + pets skill as bonus can be more one extra reason to farm to get that beautifull hat  ::)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 02 June 2021, 23:00:43
It's fun :)

BTW, the black brim is an error in the inventory portrait rendering, the in-game overworld respects the textures and shader work I did and it just looks like a silly pointed cap.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 03 June 2021, 04:34:57
Everything is going great again and I couldn't be more pleased. :)

Something weird, Arachne can't cast mines I think. I made a skill with poison puddle mines and tested it with my character, I also gave it to other monsters and it works really well.

But for some reason Arachne's mines all superimpose on top of each other in one big mass stacked puddle.

So I gave her a separate new spider summon where they have the same look and stats as the other spiders but they get the deathspinner poison bolt skill and I gave them the Machae archer controller. Much better.

Ah, the Mysteries of Titan Quest Modding.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 03 June 2021, 10:25:18
Have you tried to remake the skill again ?

If you had this working before import into beta and then you repack again into 2.9 maybe some skills templates or combination changed during the process.

Still better Arachne minions is always a good thing. Sometimes the best ideias appear when something stop working   :))
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 03 June 2021, 10:39:24
Hope it won't be long before we can play the new version of LoC.   :)  Looking forward to it. 
Title: Re: LoC Ragnarok / Atlantis development
Post by: 郝玉龙 on 03 June 2021, 11:23:44
Looking forward to it.  ^-^ ^-^
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 04 June 2021, 17:35:02
I am overwhelmed at this point with the more subtle nuances of playtesting , just the sheer number of hours to get to legendary and then sit back and think about it after the fact.

That and I love the Nature mastery so much lol. Just yesterday I changed the Acid (Physical DoT) damage on Tranquility of Water and removed the "chance" so it applies every time.

This was after playing Rogue/Nature to Epic and finding my fears about the Acid damage being too powerful were completely unfounded.

Also I had what I thought was a clever solution to traps, a passive buff that nerfs all damage but pierce. But it wasn;t what I thought and made them pretty underpowered that I hardly used them.

Logically, not much has flat Physical Resistance which of course is what Acid damage uses for defense, and that would mean it would be more effective than poison damage but even when the amount of damage is equal to the poison damage from Envenom Weapon and added to the second modifier (poison from Envenom Weapon base skill + second modifier applies the same amount as Physical DoT) the only practical difference is when fighting things resistant to poison. The monsters that would have died to poison don't die faster as far as gameplay since the poison would have done them in anyway.

This was my playthrough attempt at an Acid build. There isn't much equipment that boosts it, but I was wearing all of it and I wasn't progressing any faster than an elemental build.

EDIT: Also, if I want to add a quest or change the map this will break player characters. So I am hesitant to release ti as I want the freedom to add new areas and quests.

I have an idea for Atlantis and have started some of the decorative work. Something about "Talos Mk.II" in an abandoned research facility that I haven't made yet  in the map.

I could upload the mod right now as far as alpha playtesting and kind and patient feedback, if anyone would be interested in collaborating.

EDIT 2: Also, the doors for my custom quests suddenly don't unlock so I have to fix that and I'm just not motivated enough right now.

EDIT 3: I remember one like 20 years ago now when I was in college learning basic computer development for the web. I was making a user form in some Microsoft program and had my middle son come to test it. He broke it right away and my jaw dropped. he had a gift for breaking my software, it was surreal. And I always miss what are obvious flaws to to others, it's embarrassing.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 04 June 2021, 18:21:11
You could do same system as in Ragnarok edition, you release a test version and you kept doing the new additions, for me i dont mind at all if i have to start over :P!


Dont tell me about it, two weekends ago,  i was just wondering about why my boss door stoped working from a day to a another, i was just desmotivating, kept fixing stuff  wich were working. Lucky i had just to change the "Yes" parameter in the Quest editor and was done , still is annoying lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 04 June 2021, 18:33:10
I don't understand, what "Yes" parameter do you mean?
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 04 June 2021, 18:39:56
I don't understand, what "Yes" parameter do you mean?

Ups, i mean "True" in the Resettable parameter
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 04 June 2021, 18:58:06
Which quest command, the "unlock fixed item" action?
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 04 June 2021, 19:10:27
Which quest command, the "unlock fixed item" action?
Last one  - "Open Door" if i remenber correctly, i had to compare the existing ones to see what different i was.
Title: Re: LoC Ragnarok / Atlantis development
Post by: nargil66 on 04 June 2021, 23:29:06
I could upload the mod right now as far as alpha playtesting and kind and patient feedback, if anyone would be interested in collaborating.
Sign me in :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Mausi on 06 June 2021, 18:18:04
I could upload the mod right now as far as alpha playtesting and kind and patient feedback, if anyone would be interested in collaborating.
Sign me in :)

If it's to play and give feedback even just for testing purposes, I'd be there. @ bumbleguppy: You know I really enjoyed playing your mod before and I would also be willing to do a German translation when the mod is ready for release...I would be very happy if I could test....
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 07 June 2021, 00:43:38
OH hi, Mausi! :)

Sure, I will send a link soon.

Today, I learned that MEGA file share has a desktop client that allows SYNCHING files.

So I got it all installed and set up a compressed file of the mod as a synch file so I only have to post the link once and just update the file on my desktop and it is all automatic. Kinda like Dropbox but without the annoying upgrade-to-pro spam.

I got the Egypt optional boss quest working and the door unlocks and opens no problems. It's a tough boss and the quest reward is a random Act 2 unique item.

Working on Fu T'sang Lung optional miniboss, I just deleted the map I had made and made a small cave entered from near the last portal in Act 3.

I had a funny idea, see, Fu T'sang Lung is the guardian of treasures so I made some minions that are Mystical Accountants. They have a missile skill that explodes coins for big damage, but here's the thing: I didn't use a projectile template but a projectile spawn pet. The pet dies and casts an Attack Radius but I gave it the BossGoldGenerator file link so he drops actual money on every attack. :D
Title: Re: LoC Ragnarok / Atlantis development
Post by: 郝玉龙 on 07 June 2021, 03:47:18
I'm looking forward to it
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 10 June 2021, 22:14:18
Read on the Steam forum and it's come up before that pets don't scale with player level. That's true and if there is a way to use the player level somewhere in the game files to affect a pet I haven't found it.

But something I have fooled around with before is adding a petbonus to the mastery file so I did.

It's not a huge thing, but it still runs the risk of pushing pets into OP territory, I have to be careful but I also don't know exactly what values would be best.

Here's the values in the petbonus at level 40 for each mastery (they all start at 0 for level 1):

Defense: 20% Physical Damage, 20 strength, 25 armor
Earth: 25% fire damage, 25% burn damage, 20 strength
Hunting: 20% pierce damage, 20% bleed damage, 20 dexterity
Nature: 15% Elemental damage, 20% Acid damage, 50 Health
Spirit: 20% vitality damage, 15% ADCtH, 20% Life Leech
Rogue: 15% Pierce, Bleeding, Acid and Poison Damage
Storm: 25% Cold and Lightning damage, 20 Intelligence
Warfare: 20 Strength, 20 Dexterity, 20% Physical Damage
Dream: 15% Total Damage
Runemaster: 20 Intelligence, 20% Elemental Damages


Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 14 June 2021, 20:37:20
lol that reminds me, I just plowed a path right through the middle of the Athenian Battleground. Right up the middle (like a big middle finger). Removed many sections of walls to make pathing easy and it is totally great lol

You can hang around there and clear it or not, up to the player.

Looking at what you did in Athens Batlegrounds, and seeing how runs well ingame, i'm so tempting to do the same on my mod, but at same time im scared.

I swear i can't stop thinking in that cursed Battlegrounds
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 14 June 2021, 21:00:28
I don't really know why that area is so unstable for me, but I am still going with the notion that it is the pathing of so many monsters and pets trying to get through obstacles they can't go through to kill each other and there is so many computations happening so fast that every now and then one bit goes wrong and a cascade of errors crashes the game.

That's my conviction and I am sticking with it lol
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 14 June 2021, 23:15:52
Last time i modify Athens, i removed some side walls next to rebirth fountain before the Batlegrounds and placed few proxies around the area, and time to time the game crashed like with no reason, even in the marsh, sometimes.

The theory of having so much close spaces and only a few gaps to monsters and pets chasing each other can be a valid point to try out.

Days ago i was  even wondering if is Hydra the reason of crashes, as hydra breath skills are not in wave template but projectile, sometimes theres some fps drops during in one hydra breaths if you stay in long range.

But for some reason Arachne's mines all superimpose on top of each other in one big mass stacked puddle.
I tried to make a poison cloud version of rune mines, i copy the rune mine dbr and changed the effect with the poison cloud of arachne effect, the result was just like this , all stacked togheter. So i copy the rune mine effect and changed the projectile flight with the one of the arachne , and worked as planed. But i give to a spider, maybe i will try give that to a arachnos later to see how it work. Not sure if you tried this way

edit : pic
(https://i.imgur.com/mHPS1Bl.jpg)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 14 June 2021, 23:20:58
I did try this and use it, I used a Skull mesh with a stream of poison smoke coming from the top and they detonate with apoison explosion very much like the RUne Mines skill only with poison.

I did manage to get the area of effect projectile template to work with the rune mines skill template instead of the mine template for the projectiles and Medua uses it and it works, but Arachne's doesn't.

So to do what I wanted, I used the Defensive Wall template, summoned spawners that die and spawn invisible monsters that cast a buff attack radius toggled to get a poison puddle skill. I had to set their lifetime in their monster configuration instead of the skill but it works. I gave it to the Chang'an Spider.
Title: Re: LoC Ragnarok / Atlantis development
Post by: 郝玉龙 on 15 June 2021, 04:57:37
Thank you for the mod,Very funny。love you ;D
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 15 June 2021, 05:29:47
Thank you!

I was feeling down from having to fix so many bugs so I decided to make some new Healer meshes.

I made a Troll and an Ichthian Mage. I also gave the Dvergr healer a staff and staff animations.
Title: Re: LoC Ragnarok / Atlantis development
Post by: 郝玉龙 on 15 June 2021, 08:25:06
Do you have steam? Can I add you up?I can't send pictures here
My steam:182918570
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 15 June 2021, 13:54:51
Do you have steam? Can I add you up?I can't send pictures here
My steam:182918570

See this thread regarding posting screenshots here on the forum.

https://titanquestfans.net/index.php?topic=465.0
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 16 June 2021, 21:59:12
I was in act 5 and listening to Teutorigos (I really love that smarmy fop) and I realized he called the cultists "Shamans" but then mentioned the "druids" reaction.

So I rethought about the monster infrequents that the cultists have because in-game a "shaman" is Rune/Spirit. So I redid the Chosen MI items to reflect that.
e.g. the staff does elemental/vitality damage now.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 19 June 2021, 00:07:01
I just was wondering , what you will do with the lv 3 greek spider that appear in Parthian Highlands (Orient after the 1st bridge) ?
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 June 2021, 00:24:25
Ha ha, you remember? That's funny, I hadn't thought about it. I really should as a shout out to those that played the first mod. :)

Oh BTW sauruz, after watching your mana thirst in your vid, I wanted to let everyone know that the mana regeneration equation I lifted from soa's Soulvizier mod:

(manaRegen * elapsedTime) + (((manaTotal/200) * (1+(manaRegenMod/100))) * elapsedTime)

Which means that the more base energy you have the faster it regenerates. So if faced with a choice between +mana regen and +energy, you may want to increase your mana pool instead.

I added a new epic ring for normal act 3 & 4 that boosts all golem and golem-like summons.

EDIT: I went and got the original Chimera clone from v1 and updated his skills and texture. I then replaced the am_minion_03 in the map with a proxy. But don't worry, I added one am_minion_03.dbr to the hero spawn pool :))
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 19 June 2021, 00:44:42
Curious to try out, today i added a point in Dark Covenant and i didnt fell any difference in terms of my mana addict , if we say in that way ah, probably im not used at that skill and need to learn how to use it better.

Speaking about easter eggs in the editor, theres also a Hyena sit in a rock in the top of cliffs where you fight the 1st reptilians in Hathor Basin, i dont know why but i giggle for a minute after i saw that.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 June 2021, 00:54:00
Ha ha

"GET DOWN FROM THERE RIGHT NOW! COME ON, GET DOWN! Ok, no treats for you Mister Hyena!"

(https://i.imgur.com/97miwux.jpg)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 19 June 2021, 10:16:01
Thoughts on the Cyclops Lair.  The queen in there doesn't do anything except wander around and HR if she gets out of your attack range. 

My Ranger struggled against the yellow magical Cyclops in there.  I did manage to eventually deal with them, but wasn't easy.  I didn't even bother to try with my non-pet Elementalist.  Pet Elementalist hasn't gotten there yet.

Overall it's a nice big dungeon, but feels like it's lacking something.  I kill all these Cyclops and they drop nothing.  Not sure I'd bother to go in there again atm unless I feel I want the queen's Mysterious Orb. 
Title: Re: LoC Ragnarok / Atlantis development
Post by: Accolon on 19 June 2021, 15:51:40
Me broke my eyes looking at formulas. How about displaying the formula as a complete relic, so far there is nothing better?
https://cloud.mail.ru/public/hQ1G/pPppMcaj7
https://cloud.mail.ru/public/z3fN/Le2SBY5jt
https://cloud.mail.ru/public/Ti4W/AyUYx6RiF
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 June 2021, 18:37:08
@MedeaFleecestealer You know what would be really cool? If the Cyclops mini-boss was holding a Cyclops Smith prisoner, and if you rescue him he can enchant a RARE item.

@Accolon You're right, it is eye-breaking. Bad enough with all the Ordnance formulas.

I can see taking the formula bitmap and super-imposing the fragment bitmap centered and semi-transparent over the formula bitmap.

Man, that's a lot of work, I am tired just thinking about it :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Accolon on 19 June 2021, 20:48:06
I can see taking the formula bitmap and super-imposing the fragment bitmap centered and semi-transparent over the formula bitmap.

Man, that's a lot of work, I am tired just thinking about it :)
How about the temporary use of the proposed and implemented option? Here is the archive of the modified files.
https://cloud.mail.ru/public/VYwG/7G6mwkpSK
However, I changed the formulas based on the principle of antifarm: one to nine without a guaranteed result - this is too high price, as for me. Even if these considerations are not accepted, modified files can be used for future reference.

Also, me suggest changing the requirements for the rare_extrarelic_01 suffix from level 20 to level 3. Because the relics of Greece require the 3rd level.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 June 2021, 21:04:57
The rare_extra relic stopped working in my mod.

So I removed the file from my mod and the archive and then it worked again.

In order to change the level requirement for the extra relic, I would have to add the file to my mod, and then it wouldn't work.

The extra relic affix is NOT a new template or a revision of the original affix template.

My conclusion is that the extra relic affix is handled via script in the game engine. If it is in my mod, then file path it looks for to apply the effect is different, like "LegionofChampions/Database/Records... instead of Database/records and the script exits.

EDIT: The good news is that I can have the extrarelic as a completion bonus for ordnance :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Accolon on 19 June 2021, 21:26:58
The rare_extra relic stopped working in my mod.

So I removed the file from my mod and the archive and then it worked again.
Interesting. I have it quite working.
https://cloud.mail.ru/public/1kxc/pbsx66Xpp
https://cloud.mail.ru/public/CdUQ/x5iwGDFvf
https://cloud.mail.ru/public/DxBQ/coTqYX5D6
https://cloud.mail.ru/public/qEfe/wpBThGNnS
https://cloud.mail.ru/public/paXK/wVqgBCjX8
https://cloud.mail.ru/public/GoQJ/x5SEXEM5S
https://cloud.mail.ru/public/Ldos/CLR3YNiLa
https://cloud.mail.ru/public/5WhH/6QsmpEEhk
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 19 June 2021, 22:03:32
Okay, good.

Then I am back to the fact that it doesn't work when applied as a completion bonus when creating an artifact. It doesn't work on Ordnance.

Okay, then I will add it to my mod and reduce the level requirement and we'll see how it goes.

I didn't change the bitmaps as you suggested for formula as I don't want to use the relic/charm bitmaps unchanged for formula. That is too confusing to use the same bitmap for two different things. However, I did change the second and third formula ingredient to any grade of health potions.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 22 June 2021, 21:58:07
Having fun with this; heading for the MinoLab with my Ranger today.  I think I'm going to hate Cyclops for debuffing me soon.   ;D  Have to take them down before they can do their thing.  Couldn't deal with the big spider in Xanthippus' quest cave; Alastor wasn't easy with a Ranger, but I did manage to bring him down - nearly died once or twice though. 

Not really happy with Dread Pirate Robert's location; it's difficult to see what's going on with that camera angle.  I preferred his location in the previous version of the mod.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 22 June 2021, 22:07:04

Not really happy with Dread Pirate Robert's location; it's difficult to see what's going on with that camera angle.  I preferred his location in the previous version of the mod.

Didnt Dread Pirate Robert always appear in that location? where you find the sailor chests, in previous versions ? I think he always showed up in that spot

When i face him i tend to lure him near the cliffs entrance of Halycon Coast, since he have a medium chasing vison, wouldnt be a problem.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 22 June 2021, 22:08:47
Yes, but before the controller-support-map-repathing-disaster I had broadened the beach there so there was more room.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 22 June 2021, 22:21:40

Not really happy with Dread Pirate Robert's location; it's difficult to see what's going on with that camera angle.  I preferred his location in the previous version of the mod.

Didnt Dread Pirate Robert always appear in that location? where you find the sailor chests, in previous versions ? I think he always showed up in that spot

When i face him i tend to lure him near the cliffs entrance of Halycon Coast, since he have a medium chasing vison, wouldnt be a problem.

He used spawn up the stairs in the original area in the old version of the mod.  Wasn't an extra bit of beach in that. 
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 22 June 2021, 22:30:56
Ah, you are talking about Davy Jones.

he used to spawn up the stairs in the Skeletal Raiders quest area.

And yes, I agree about that camera angle. I will see what I can do. That stairs area is so small, I think I will expand it out into the water there.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 22 June 2021, 22:43:19
You can remove some walls/colluns in the ruined area, it can make that spot a bit larger.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 22 June 2021, 22:53:38
Ah, you are talking about Davy Jones.

he used to spawn up the stairs in the Skeletal Raiders quest area.

And yes, I agree about that camera angle. I will see what I can do. That stairs area is so small, I think I will expand it out into the water there.

Yeah, confused the two. 
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 23 June 2021, 06:31:32
Oh, another thing; these spawns from the rock formations - can you highlight the ones they can happen with so I can avoid the darn things.  Like the Ancient Altars they should highlight when I pass my cursor over them, but they don't.  I just find them a bit annoying and would give them a wide berth where possible - if I knew which ones do and which don't spawn.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 June 2021, 17:41:10
I will just remove the spawns and leave the aura.
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 23 June 2021, 17:57:42
The obsidians rocks around the world ? I lke very much the concept you did for then. They spawn random creatures and do debuff to your pets. As any enviroment effect do. As you shouldnt stay to much time near then.

it is a cool feature, in my opinion.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 June 2021, 18:33:29
The idea is that you CAN'T mouse over them or harm them in any way. You must avoid them like an environment object.

They only have a 3m visual range so you have to get close for them to see you, like me without my glasses.

When the first spawn happens you get away, make it follow then dispatch it, but when your pets find it first and go to fight it, it can see them and spawns more and it can escalate out of control if you aren't careful....especially if you are fighting a champion Cyclops while it's happening. THe RUnegolems and Skeletons are the worst because they are immune to the fear aura lol

But if you have to explain the joke, it isn't a good joke. If this was a game I had made from scratch myself, engine and everything like the indie devs  out there, that would be different.


In other news, I have completely changed the Storm summons skills.

Frost wisp at level 1 you can have 3. Ice Golem is like the vanilla Outsider Summons at level 5. I am playing a Druid and it is fun.

Of course Ice Golem doesn't do %current life but he does a lot of physical, cold and elemental damage. He lives 45 seconds and 120 second cooldown.

I loved the Frost Wisp breath attack and it was great to bring them back. :) Their mesh is easier to keep track of in bright environments.

Title: Re: LoC Ragnarok / Atlantis development
Post by: kramba on 23 June 2021, 20:26:34
Hey there everyone, i'm pretty new to the forum,

Just wanted to thank you for the revival of LoC. I really enjoyed the first one.

From what i'd tested there is no game breaking bugs. Everything went pretty good, went to act 2 without annoying issue exept some hero monster or extra bosses wich are for a more try hard session :p.
The only bug i've seen is from act1 at sparta there is a way to pass through the water except that its ok. Also how much skeleton & zombies did you add to spawn from the black rock breaking out from the floor " like obsidian rock " its cool to see how far you put some new mechanics into this game, just miss the big guardian golem from the defense mastery :D

Have a good day.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 June 2021, 21:58:24
Yeah, the Guardian Spirit was cool.

I have removed the skeletons from the Obsidian Obelisks, maybe I will add them back to Epic and Legendary.

Here is my Druid playthrough with the Frost Wisps. They get Frost Breath at level 4, Frost Shield at level 8 (not skill modifier, an inherent skill now) and then they get Ice Storm at level 12. I haven't come up with an uber mesh for level 21+ yet.

https://www.youtube.com/watch?v=kw-QD6S-KJI
Title: Re: LoC Ragnarok / Atlantis development
Post by: sauruz on 23 June 2021, 22:05:18
Holy!

Ice shrads from the sky is a impressive skill! I didnt knew it was possible. Once again im suprised to see what is possible to do in via modding.

Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 23 June 2021, 22:10:26
I had to settle on a single target as the projectile templates for any kind of exploding type projectile will spin the projectile in the game engine, no setting can stop it.

In this case it was okay as it is a petskill and I didn't want a big AoE explosion to keep from being OP. They have their breath attack for that.

Just FYI about Rune Golem's speed and how I approached it, modders.

There is an attack speed cap inthe game engine, you can change it but that's not my point.

Rune Golem starts out with a powerful but slow attack. His modifiers can increse it with attack speed modifier, but that's capped at 80%. But I want maybe 100% or 120% because he is so slow to start.

I've used this before, but instead of adding +% attack speed in his Runeblade skill, I used "CharactrAttackSpeed" instead.

Veterans will remember the Homados bug, this is the same. When adding a value to the characterAttackSpeed in a skill, it is added (as a floating point value) to the character's existing attack speed.

So I the character's base is 1.000000, adding 0.100000 to the characterAttackSpeed is additive and the BASE attack speed becomes 1.100000.

So what? Well, this is the BASE, which means any +%Attack Speed Modifier acts on THE NEW BASE. That's how you get around the attack speed cap.

So you could add 0.100000 to character base to say, an epic weapon which is awesome as with it you can get other skills and equipment and end up faster than all the +%attack speed modifiers in the game put together. :)

SO here's the progression for Rune Golem's base attack speed in their Runeweapon skill:
0.100000;0.140000;0.170000;0.210000;0.240000;0.280000;0.320000;0.350000;0.390000;0.420000;0.460000;0.500000;0.530000;0.570000;0.600000;0.640000;0.680000;0.710000;0.750000;0.780000;0.820000;0.860000;0.890000;0.930000;0.960000;1.000000

So at max they have doubled their BASE attack speed (if they get their charge that high). Then OTHER Modifiers increase it with a cap of +80% to THAT speed.
Title: Re: LoC Ragnarok / Atlantis development
Post by: lixiss on 24 June 2021, 01:22:40
There is an attack speed cap inthe game engine, you can change it but that's not my point.

Rune Golem starts out with a powerful but slow attack. His modifiers can increse it with attack speed modifier, but that's capped at 80%. But I want maybe 100% or 120% because he is so slow to start.

So at max they have doubled their BASE attack speed (if they get their charge that high). Then OTHER Modifiers increase it with a cap of +80% to THAT speed.

You are absolutely correct. But being like trick-suggestion for modders, there is good idea to know HOW attack speed is calculated. Also it is good to know WHAT is mean 100%. So I'm adding addition to this post (this information i'm already published somewhere on this forum before):

So text below is kind of warning for modders. USE this if you understand what you do. If you can't spent 0.1-8 hours to reproduce text below - just never touch this numbers. NEVER. Otherwise you will get something what works somehow and you as modder then say "ah, this fucking TQAE engine so buggy, so they are shitty why they are even touch it, suckies and sucks my socks! (c)". No. There is not a modding way. You pick real number which has NO UNIT of measurement. It has some effect. This effects are complex.

Reversing logic below tooks for me about 4-8 hours in practice and analyzing real database full of real items. And i'm still not sure what this is calculated right (because magic numbers still here).

What mean 100% attack speed? I'm already wrote somewhere on this forum... There is exactly not 1 attack per second. Much, much faster. For PC 2 APS is 126.6% (on Normal game speed for sure). Incrementing BAS is like total speed for everything. And points of speed they are in unkown scale (three is some real number which relative... to... animation which rarely adjusted or understand (most of time)). E.g. which vanilla PC's BAS? 0.74. Why it ever 0.74? Why vanilla knife have 0.5? I mean what without having this details it is hard to predict this numbers and more over - game have no interface to understand what you finally got especially for pet or monster. (Surely, they fine testable visually, but visual testing can't distinguish actual nuisances... and they are pretty important).

And there is really dark area.

For usual weapons formula is next:
Code: [Select]
63.3f * (1 + baseAttackSpeed / 0.74f);Where 63.3 - magic constant. For throwing weapons it is 57.0, for staff - it is 65.0. (Real numbers are bit more "strong" like 63.333336 or 65.3125031 or 57.0000006 :)) ). Again, why this differences? I'm did not know. I'm doesn't see any real difference in animations, number of frames or setup. I'm feel there is just sucky constants inside of game engine. (And yes, 63.3% is 1 attack per second). Whoa?

baseAttackSpeed - is weapon's BAS. 0.74f - it is character's base attack speed. So, now you you can calculate PC attack speed (0.5 is knife):

63.3 * (1 + 0.5 / 0.74) = 106%

Let's increacse character's BAS to 0.84. Will be now our PC do job faster?

63.3 * (1 + 0.5 / 0.84) = 101%

Ah? Oh-oh. It starts to do work slower by 5% be we up his BAS by 0.1. I'm think there is good and simple explaining what I mean.

Shield is way more special - normal shield's BAS which did not affect your's attack speed - is... ZERO. Yes. Shield's attack speed is additively stacked with weapon attack speed if i'm remember correctly. So, if you want create shield with -10% to attack speed without char speed modifier - you should put some negative number in BAS (and -10% will be relative to PC, but for monster same shield might work as -20%, again back to equation above!).

I'm just show a warning, ruling this numbers it is absolutely legal, correct and valid way to rule your mod. Do things which you want to do. But everytime you touch them, you should keep in mind, what there is non-linear dependency driven by equation above. In practice this means, what small adjustments, like @Bumbleguppy use - can be treated as linear and can did not care about actual equations. But higher-level adjustments will not be scaled linearly, and there is good to know how this works.

PS: And finally you can see how it is conflict with message above when text says to add number to add additional speed, while it will made monster only slower. :P @Bumbleguppy - this is easy to field test. Add more massive number and differences will be seen. Still might depends on what is added. I'm strictly speaked about `characterAttackSpeed`.
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 24 June 2021, 02:05:52
Well, good to know.

Then forget what I said about adding to characterAttack speed then. Truly a shame it isn't linear and intuitive, but that's how the game works I suppose. Not my idea.

To be honest, the time it takes to field test the affect for an equation adjustment isn't worth it when I could be farming Stonebinder cuffs instead. :))
Title: Re: LoC Ragnarok / Atlantis development
Post by: lixiss on 24 June 2021, 02:17:45
Well, good to know.

Then forget what I said about adding to characterAttack speed then. Truly a shame it isn't linear and intuitive, but that's how the game works I suppose. Not my idea.

To be honest, the time it takes to field test the affect for an equation adjustment isn't worth it when I could be farming Stonebinder cuffs instead. :))

It is worth. The difference what i'm speak about character BAS natural attribute, but never have test it with modifying by skills (logically they additively stacks, like you say), but there is unclear where it inserted in given expression. So you words might be true depending on how we manipulate this thing. I'm seen enough to be ready to any behavior from engine. :)

You just need to try 0.5 and -0.5 to see what you are really makes char slower or faster.

Mine notice was addressed not to you directly, but what this thing is especially tricky. However I'm added to mine shields speed malus in last year and liked how this works, and I'm absolutely not better than you. It was just expensive to understand this dependency. And then improved it a bit.

Again, your post absolutely correct. Nuisance is only in sign. And suggestion test on "big" numbers, because +/-10% on pet or monster sometimes hard to observe.

Another idea to test: replace PC with target monster (pet)  with equipment and skills and see numbers... :) But there is too much actions for same.

PS: In mine unfinished mod weapon speed depends on weapon visual size. Calculated automatically from mesh lenght. Thisxwas very important to calculate things correctly and understand what is BAS on weapon, and how utilize char's BAS. :) [Mod abandonded in practice, no have time for this, and hit in engine limits which i'm dislike which locks to keep stupid original game decisions]
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 24 June 2021, 04:40:18
Today I did something I've wanted to do for YEARS and just always forgot or something else took precedence.

You know those little dark brown beetles in Egypt? I gave them a subtle glow texture so you can see them in the dark. Even if the original design goal was something that could jump-scare you in the dark, I hate it and want to see monsters in the distance so I made them more visible. :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: Medea Fleecestealer on 24 June 2021, 07:07:03
Today I did something I've wanted to do for YEARS and just always forgot or something else took precedence.

You know those little dark brown beetles in Egypt? I gave them a subtle glow texture so you can see them in the dark. Even if the original design goal was something that could jump-scare you in the dark, I hate it and want to see monsters in the distance so I made them more visible. :)

Thank you!  I also hate that they blend into the scenery and are hard to see.   :)
Title: Re: LoC Ragnarok / Atlantis development
Post by: 郝玉龙 on 24 June 2021, 07:28:28
https://mega.nz/file/5chBUYIa#-mPHT0BJmDKIeQ63NzJHam7-ATtAenT5wANSqWHTcjw

x3tagSkillDreamStaffBeam=Psionic Beam,+10,You can use this skill。
Title: Re: LoC Ragnarok / Atlantis development
Post by: Bumbleguppy on 27 June 2021, 19:47:29
Today another quiet small defeat since the release of Ragnarok.

In Styx I turned the geysers to proxies that then can spawn the original decorative geyser or a monster that looks like a geyser and erupts doing col and poison damage.

This worked flawlessly in my previous iterations of this mod.

Now, XPack/SceneryHades/nature/rock/rockobj/rock_styx_poisongeyser_06.dbr doesn't show up in game.

People reported a spot in Styx you couldn't walk.

Why isn't THAT geyser showing up in game anymore but all the others do? I don't know. Same with a boulder in the Orient, just stopped showing up.

So I imported the original meshes in a duplicate directory in my mod. Nope.

I rebuilt the pathing in Styx. Well, it shows up but it ignores the movement parameter settings in the database and you can walk right through it. I can only add the 0 to dblIgnorePathing setting so hard and hit save so hard and hit build so hard or I'll hurt myself. :)

So my ultimate solution is to restore the original pathing by copy-paste the offending map sections and removing the proxy from the database for good ol' no. 6 and replacing it in the database with the original static decoration file. At least it both shows up in-game and you can't walk through it.

I'm getting real tired of things breaking in the mod after they worked for so long.
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