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Messages - koderkrazy
91
« on: 10 June 2018, 13:53:53 »
Guys, here is some info about day-night cycle in Titan Quest. - There are 24(0-23) game hours in a day.
- Each day is of 50 minutes real time.
- So, 1 game hr = 50/24 = ~2 mins
- Dawn completes at 3AM. So there is full light after 3AM
- Evening ends at 22hr. So there is complete darkness after 10PM
- So, there is 10min of night time in 50mins of game play
- After you start game and you see main menu, day-night cycle starts at that time. It starts at 9AM
- Day-night cycle continues whether you are playing with any character or are on main menu.
With small change we can have eternal night or permanent day. As suggested by Faethontas of "The Line of Epic Heros", I've created a small mod named Glorious DarknessDownload and More info here: https://titanquestfans.net/index.php?topic=491.0
92
« on: 10 June 2018, 04:31:19 »
@botebote77 is there a resource/database that list monster/boss stats and resists updated for ragnarok? i'd like to make my own calculations on testing instead of just guess-timating all the time.
for some reason i did not receive an email notification of this mention
but nope sorry.. don't know these kinds of things.. maybe @Vio or @koderkrazy knows
Since Hector's is unhappy with undead here are the stats from database for infamous undead Toxeus: But these are raw stats in database, and not actual which you get when you face the monster. As per my knowledge, following modifiers gets applied before you see the actual monster in game: 1) Monster difficulty level gets applied basted on specific area in the act where the monster was spawned. For this look for proxy pool tables for each area. Xmax mod modifies these tables to make more monsters 2) Difficulty based on player level, game difficulty(normal, epic,legendary), and number of players in party. 3) Finally they randomize numbers by some percentage. So even if you face same monster at same place, same level he'll have different health(energy, dex, str etc) each time. But I don't know if they randomize resistances or not. I can give you list of all stats(which are there in 1.56 database.arz) for every monster in a single csv text file. Csv could be imported in Excel to analyze. If someone help me with actual calculations like how they multiply difficulty level to raw stats, I'll generate final stats for all creatures in the game.
93
« on: 09 June 2018, 09:48:52 »
any advise for in-game video capture tool that's easy to use and upload like xfire that's not too heavy on memory?
Use these freewares which are awesome. For recording game: OBS Studio 64 bit. For editing the video before upload: Shotkut.
94
« on: 09 June 2018, 09:41:46 »
This is about a simple mod that provides light in dark areas of the game. Here is the Ampelian cave normally: And after turning on the Bulb: Notice the skill in 7th slot. What the mod does is, it adds one unlocked skill, named Bulb, to all mastery. As soon as you select mastery at level 8 you'll get to equip the Bulb skill in one of the slots at the bottom. When you use the skill it creates a light source above character's head, and it starts emitting light over 100 meter radius. Here is how you select the Bulb: For download and more details : https://titanquestfans.net/index.php?topic=485.0
95
« on: 09 June 2018, 09:19:44 »
This mod reduces darkness at night or in caves. What it does is, it adds one unlocked skill, named Bulb, to all mastery. As soon as you select mastery at level 8 you'll get to equip the skill in one of the slots at the bottom. When you use the skill it creates a light source above character's head, and it starts emitting light over 100 meter radius. This is better solution to the problem over stopping day night cycle or freezing time at day. Here is the Ampelian cave normally: And after turning on the Bulb: Here is how you select the Bulb: Download link: http://bit.ly/2HxDbO5File: tq_bulb.7z Size: 24 KB Tested on versions 1.54 - 1.57Installation instructions: 1) Make sure you have the CustomMaps directory exist in game save location: C:\Users\<userName>\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps If not then create one. 2) Extract tq_bulb.7z in CustomMaps. It should look like this: C:\Users\<userName>\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps\tq_bulb 3) Run the game. And go to 'Play Custom Quest'. 4) Select any character or create temporary one if none exist. Select any difficulty. 5) In Map section select [b]tq_bulb - bounceme.map[/b] And click start. 6) You'll get warning, saying it could be a bounce mod. Select ok. 7) Notice you are on main quest menu. Select your character and difficulty and start. 8 ) Enjoy the game play! :P
Note: 1) This skill will be available only if you have at least one mastery selected. 2) It won't show on mastery tree, but will be available for selection in skill slots below. 3) Effect of light will vanish if you turn on any other aura\trance skill after enabling bulb. Simply turn off and turn on the bulb again. This is because game shows only one effect on character at a time. For example, use Crushing Vortex scroll. Notice, dark blue vortex effect. Then turn on sills like DeathChillAura, or any Trance (Empathy,Convalescence etc) The vortex effect will disappear even though scroll is still in use. Possible improvements: Due to limitation mentioned above in point 3) in Note section. I am thinking of creating one glowing pet like Wisp(small white sphere from Storm mastery). So you could summon the pet in darkness. I don't know how to make a creature permanently glow. Do I need to modify texture or something? Any pointers/suggestions would be great.
96
« on: 07 June 2018, 17:04:55 »
This was one of the TQ Defiler mod. I've created it for version 1.54, 1.56, 1.57. If you have enabled Show critical hits in the game settings, then it shows all damages inflicted by the character. e.g physical, elemental, etc.. It also shows all damages inflicted upon character by the enemies. Note: It doesn't show DOT(damage over time) and damage done by allies/pets. Here 3 bullfrogs taking damage from poison gas bomb: Download link: 24-Jun-2018: this has been implemented with better solution in CE table here. https://titanquestfans.net/index.php?topic=504.0If you want modified dll then send me PM.
97
« on: 07 June 2018, 08:53:23 »
Here are some:
98
« on: 07 June 2018, 05:59:27 »
I think the hp for Hade/Surtr are for each stage/form, not total health.
You are right, multiple HPs and mana are for each change in form of the boss during single fight. Game considers it as death. Behind the scene Hades and dead Hades are two different enemies with separate stats. I don't know how the game wokrs but at least both Hades and Surtr has 2 forms. Actually, Hades have 3 forms normal, then he gets tentacles, and undead one. Also, Surtr dies 4 times during single battle. First in center, then in right lava pond, then top right and last top left.
99
« on: 07 June 2018, 00:33:40 »
I debugged Game.GAME::Player::OnCreatureDeath method and managed to find out health and energy of some popular enemies. The game randomizes health and energy, so numbers vary a little bit every time. Below are the highest numbers that I've got. This data is from TQ-AE v1.56. Multiple Health and Energy(separated by '-') are for each change in form of the boss during single fight. Game considers it as death. Behind the scene Hades and dead Hades are two different enemies with separate stats. Hades have 3 forms normal, then he gets tentacles, and undead one. Also, Surtr dies 4 times during single battle. First in center, then in right lava pond, then top right and last top left. Another way to find out hp of all enemies is to use showDamage mod and count your hits and damages. https://titanquestfans.net/index.php?topic=483.0Name | Health | Energy | Legendary | Typhon | 148,868 | 30,528 | Hades | 139,712 - 139,712 - 69,153 | 18,000 | Lernean Hydra | 162,398 | 31,215 | Surtr | 123,689 - 114,335 - 123,974-109,550 | 33,400 - 32,962 - 31,200 - 31,162 | Telkin Act1 | 55,227 | 4,827 | Telkin Act2 | 108,647 | 9,330 | Telkin Act3 | 129,902 | 32,880 | Minotaur Lord | 49,590 | 2,634 | Talos-Automatoi | 69,300 | 35,439 | Cyclops | 28,115 | 2,640 | Epic | Typhon | 76,443 | 19,716 | Surtr | 66,462 - 59,475 - 57,200- 62,075 | 23,700 - 24,100-23,000 - 24,225 | Telkin Act1 | 30,026 | 3,282 | Telkin Act2 | 67,557 | 7,330 | Telkin Act3 | 72,605 | 21,150 | Minotaur Lord | 22,490 | 1,582 | Talos-Automatoi | 34,463 | 20,250 | Cyclops | 12,558 | 1,680 | Normal | Typhon | 24,767 | 10,176 | Surtr | 20,800 - 15,650-17,150 - 19,750 | 9,800 - 10,987-10,007 - 9,107 | Hades | 21,105 - 21,105 - 10,550 | 6,000 - 6,000 - 6,000 | Telkin Act1 | 8,789 | 1,500 | Telkin Act2 | 15,915 | 2,555 | Telkin Act3 | 19,871 | 10,480 | Minotaur Lord | 7,800 | 700 | Loki | 18,770 | 10,000 | Cyclops | 4,188 | 860 | Charon | 14,520 - 19,360 | 8,000 - 8,000 |
100
« on: 02 June 2018, 17:23:03 »
Here are some examples of unincluded shields:
See if you could render these in MeshView. I've fixed the null pointer exception. Now I can open shields there... https://titanquestfans.net/index.php?topic=475.0
102
« on: 01 June 2018, 21:31:46 »
Edit: I noticed you put in the unused bitmaps the MI Cuirass of Keres. Was that intended?
No it isn't intended. The same bitmap is shared by one unused item which is of Legendary type: ArmorProtective_UpperBody=Legendary=tagArmor_pieces_torso==RECORDS\XPACK2\DEV\TESTITEMS\PIECES_TORSO.DBR=XPack\Items\EquipmentArmor\Torso\UIBitmaps\mi_l_keresmelee.tex Because of above item it got there. Following item also shares same bitmap, but I don't understand this entry: ArmorProtective_UpperBody=Rare=xtagMIArmor044={^l}Anaplekte's Cuirass=RECORDS\XPACK\ITEM\EQUIPMENTARMOR\Z_TEMPBITMAPDBRS\MI_E_KERESMELEE.DBR=XPack\Items\EquipmentArmor\Torso\UIBitmaps\mi_l_keresmeleeM.tex
104
« on: 01 June 2018, 11:19:46 »
I've extracted images of all items which have 'bitmap' attributes. 3,137 images. Below archive contains list of all items connected to these images. 8,307 item. There is also list of all items which do not have name tag for friendly names associated to them. https://mega.nz/#!CKYS2IiB!q20rUtHPIAkHg5rCAhR2i9UZx_GCRTXFz5RR1uP9Wponame: AllItemsList_and_Images.7z size: 18.6MB Here are bitmaps which are in items.arc but not referenced in database. i.e. they have not been used. https://mega.nz/#!yH4yBILQ!CIRn28fBHtuoZHYVBbffejd7KOv_yeEi7zVYUIeMsmoname: onlyInARCImages.7z size: 3.1MB Some of the maybe unseen images. They may look same as other items but their mesh and texture may be different:
105
« on: 31 May 2018, 06:39:03 »
Very nice mod . If you add common items for future updates, it will be golden. I suggested it to Fonzy before, but probably he forgot... There are also some items in the database that were never used by the developers, but look very cool. Most of them have everything except uibitmaps for inventory. Is it possible to include them somehow? I'm asking mainly for modding purposes.
Thx Nargil, for trying it out! To keep it user friendly, I've included items of type rare, epic and legendary only. About your requests: 1) Adding common items: Initially I thought of including all the items but there were ~10k items to include. There are too many common and broken items. e.g. common suffixes are alone ~1400 in number. So if you try to create a shield and open suffix selection box, there would be 80 suffixes to select. Users will go for mostly rare suffixes. Other problem with common items is that they are variations of same types. e.g. if you take items with nameTag tagItemCoil there are 20. Hard to make them distinguishable on the application UI. 2) items that were never used by the developers: If you could give me some examples(dbr paths) of such items that would be great. We could attach bitmaps of similar classes to them... If you tell me what info you need of these items for your modding, I will make tailormade solution for you.
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