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Messages - soa

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1
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 11 April 2024, 00:04:05 »
Thanks ! I'll try it.
I'll see what it does by default, if no value is entered in the dbr.

I'm not sure what you're talking about in your last post, maybe it's the number of differences / same files between vanilla and SV dbrs ?

2
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 10 April 2024, 23:18:49 »
@HekTo Do you have the .dll that allows to fix an actor's dbr with noHighlight parameters ?
Your latest .exe seems to fix pets & enemies when you pass the cursor over them.

But there are still issues (black textures) when not having the cursor over the enemy
Like here on the left Spirit Siphon has a black effect, on the right when selected it doesn't. But then the enemy Storm Wisp (unselected) turns black.
https://i.imgur.com/f9Up7rB.png

3
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 31 March 2024, 17:46:04 »
Actually it has an effect in the game, because now the "Dream Guide" pet (Phantasm you get at lvl 40) shows correctly.
Before, when you had the cursor over it (and it was often the case, because the pet is quite big), it was floating in an ugly light brown cloud.
The Storm Wisp is fixed as well when it's a player's pet.

If I understand correctly, fixing the enemies could be done as well. Without putting the player in invisible mode (put it in invincible mode instead), by putting the cursor over the enemy you should be able to see which part of the memory changes. If that's roughly how it works.

The highlight values in the .dbr files (noHighlightDefaultColorR/G/B/A) seem completely useless, as changing them has no effect. Or maybe it's too subtle or just useful in a particular case. So maybe you change that in the .exe as well ?

As for the mobile port, I'm not interested but feel free to try it. I guess that with a comparison tool you can detect which files are unchanged and delete them.
Maintaining two versions, one with all files (for Hard installation) and another with only changed files is way too much work, so that's why I have only one database version with all files.

4
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 30 March 2024, 22:34:30 »
@HekTo Thanks ! It looks a lot better now.
For some reason there are still some issues with a few enemies like Storm Wisp (summoned by ghosts in EE Egypt for instance). But when the wisp is summoned by the player it works OK.
It's hard to know why but I guess it's a different kind of issue. It was already there before.
https://i.imgur.com/fvnLARl.png

About the character's inventory, I meant that when you look at the character's window in DirectX 11, there is no transparency (alpha layer) displayed. So it usually shows black. You can see that on many pieces of equipment, like armor or weapons/shields, also on the hair of the female character, and sometimes on skirts.
And particle effects just don't display at all there.

Maybe it's a shader issue (but I would say that it's the shader itself then, not the shader that has been selected for the equipment).

5
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 29 March 2024, 16:06:39 »
So, if it's possible to add overlays like this on monsters, is it possible to remove the ugly highlight on all monsters since Atlantis or so ?

And if it is possible to show transmogrified armor and their particle effects:
Is it doable to fix the broken shaders in the character's inventory (in Direct X 11, missing transparency and particle effects) ? Or is it an entirely new story ?

6
Released 1.12e patch with mostly bug fixes.
Downloads are now on Discord or Steam Workshop only.

7
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 04 March 2024, 20:54:14 »
It still makes no sense at all, but I've integrated the same kind changes for the next patch (on the jg05 - random loot monster0x.dbr)
It shouldn't hurt either.

8
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 29 February 2024, 20:55:14 »
I don't see any reason for those changes to have any impact.
The changes in the files are very minor and unlikely to cause a freeze, and even less a crash.
Hippias has no issue with his animations, as he doesn't use those that are modified.
So I've added proxy limits & difficulty equation in the proxy, just for the sake of cleaning the log. But that line was also missing in vanilla.

9
Updated the mod in version 1.12c:

Added Eternal Embers act and other features added in the vanilla game: Hardcore dungeons in act I, II and IV, and random encounters across acts I to V.
Added new skins
If your character is invisible buy a new dye at the new dye sellers in town or general traders.

10
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 03 October 2023, 22:00:38 »
It seems that weapon masteries are capped at 20?
When I equip a soul with more than 20, the third tab shows damage bonuses that correspond to a weapon mastery of 20 (for example, +8% total damage).
Tried this with several different souls and weapon types.
Yes, you are right, good catch. The max level was set at 21 instead of 101...
(everyone starts at 1 which gives no bonus)

11
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 20 September 2023, 21:23:48 »
Good, I'll replace those.
I've found a similar issue with many NPCs in EE, but the models and animations are vanilla Orient so maybe it happens elsewhere. See this picture, the ribbon in the back is fixed, not animated :



The NPC is in records\xpack4\creatures\npc\level design\city\cfemale04_talk.dbr but others have the same issue.

The mesh is Creatures\NPC\NewOrient\OrtVillagerF.msh
With various hair prop in the dbr, and nothing looking like a ribbon in the Viewer, whichever the animation. This NPC does use a male animation though (Timon) but other NPCs using male anim don't seem to have the issue. Like all those female NPCs in EE using the "lean on a wall" animation, which is male too.
I'm not sure where that ribbon is, maybe in the main female mesh, not attached, but it's missing a bone ?

12
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 14 September 2023, 17:56:53 »
I don't understand why not add/use PS1Start / PS2Start / PS3Start callbacks in the animation, then enter the effect file and attach point(s) in the skill ?
That would avoid to create props, and also you could have the same effect file for both hands. I understand here you create two props even if effects are the same.

13
General Discussion / Re: Neidan items
« on: 12 September 2023, 20:33:18 »
This is a usual flaw in this game's design/engine.

If a mastery is added by a DLC, bonuses to that mastery or its skills are mostly if not always added to items that drop in the new areas of that DLC. So items that boost Neidan are found only in Legendary, in the Neidan map. Maybe Electrum Orbs from "the East" can work too.

I think the main reason is the engine, it doesn't adapt the loot or the mastery/skill bonuses to the DLCs you have.
So instead of dropping Neidan items in all acts, and that would also be for people who don't own Eternal Embers, they make them drop only in the EE map. Or maybe Electrum orbs, but maybe those are locked for people who don't own EE (if so I don't know how it's done)

It was a bit of the same with Dream/act 4 (now that it's tied to the main game, a few Dream items have appeared outside of act 4)
And same for Runes/Ragnarok.


Edit : I think they added Neidan bonuses to stuff you find in the Hardcore dungeons (head armor from Immortal Hero or Chaos set, Perseus' Discus). Also an Epic ring in Atlantis (Shine of Pandia) and a Legendary throwing weapon in Ragnarok (Chakram of the Sun). Those are kinda exceptional and found kinda late in the game.

14
I don't know if you're aware of this guide :
https://steamcommunity.com/sharedfiles/filedetails/?id=2382433615&searchtext=mechanic

In the attack speed section it says that armed attack speed is 0.75+ base weapon attack speed and if you're single handed you multiply the total by 0.85
Actually it may be 0.74 instead of 0.75 given what's in the dbrs.

And if you're unarmed it's 100% attack speed base.

To me it looks like unarmed is kinda high AS, and some weapons are faster, others slower.
If you calculate (0.74+x)*0.85 = 1 it gives x = 0.436 so weapons with 0.45 or more will be faster, at least on paper.

After that you get a distortion with the animation speeds in the dbrs, the frames in the .anm, etc.
But maybe it's not much of an issue as I'm not sure unarmed was even meant to be played.
Sure some builds can benefit from it's high speed and also very high cap (350% IIRC) but I'm not sure it was meant to be played by the devs.
Unlike Grim Dawn, you can't make a skill only usable by unarmed in TQ.

15
THQ Nordic / Re: Re: THQN to present first Digital Showcase
« on: 12 August 2023, 21:40:42 »
Only Greece (including a few "Hades-type" areas here and there like where the Moirai are) as mentioned in the Steam page.
However this link mentions Egyptian and Persians mythologies :
https://www.reddit.com/r/TitanQuestAE/comments/pa558b/potential_info_about_new_game_project/

My guess is that TQ2 will launch without Egyptian/Persian parts, and those will be DLCs. Or maybe we'll get a few hints or a few places for those myths but not a full act.
That may be more interesting than wrapping all 3 myths in one game but with less content for each.

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