Titanquest Fan Forum

Titan Quest - Anniversary Edition/Ragnarök => Legion of Champions AE => Ideas and Suggestions => Topic started by: Bumbleguppy on 03 December 2017, 21:29:49

Title: Version 2 Development LOC
Post by: Bumbleguppy on 03 December 2017, 21:29:49
Okay, so with the latest patch, my new version I've been working on crashes to desktop whenever trying to open the skill pane window.

I tried rebuilding with the latest version of ArtManager, importing the new templates. Nothing. Crash crash crash

I tried decompiling the new Ragnarok map, but the decompiler tool made by...I forget, but it's a fan made utility...crashes when it comes to a map with a name that uses a UNICODE character. My US English ascii version of Windows (and the windows components that the utility accesses) CAN'T READ UNICODE NAMED FILES and just crashes in defeat.

So unless I learn to read Swedish and install a Swedish version of Windows, and then develop a 3rd party map decompiler on that system, I can't include the new map in my mod.

<bangs head on keyboard repeatadly>

So I am starting version 2 over again today without a game map. <weak hurrah>

EDIT: So I downloaded the Swedish language pack for Win 10, changed my Locale settings and still crashes:

(https://s33.postimg.org/4yiizybpb/mapdecompilercrash01.png)
Title: Re: Version 2 Development
Post by: sauruz on 03 December 2017, 22:22:43
its bad, i wish i could help, dam those errors are nasty.

It must be something around new file our setting :S
Title: Re: Version 2 Development
Post by: nargil66 on 04 December 2017, 02:06:23
I don't know how to help you. But even if you decide to stay on old AE, I'd gladly deinstall expansion to play v2.
LoC > Ragnarok.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 04 December 2017, 03:17:01
Nah just going to make it mapless. I don't need the aggravation.
Title: Re: Version 2 Development
Post by: knightsouldier on 04 December 2017, 04:37:53
I've tracked down the source for the map decompiler and loaded it up into Visual Studio 2012. If you had some time to work with me, I'm certain I can update the source to handle the files.
Title: Re: Version 2 Development
Post by: sauruz on 04 December 2017, 09:45:03
I don't know how to help you. But even if you decide to stay on old AE, I'd gladly deinstall expansion to play v2.
LoC > Ragnarok.

I dont think its even possible, lets hope maybe it can work it out.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 04 December 2017, 19:35:21
I've tracked down the source for the map decompiler and loaded it up into Visual Studio 2012. If you had some time to work with me, I'm certain I can update the source to handle the files.

Nice! But I have to say, I haven't used Visual Studio since 2008, and that was just for XML at work. :D

So I don't know how much help I would be.

Stack Overflow maybe? Just a library to add that will read.write unicode file names I hope.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 04 December 2017, 22:38:02
Okay, I just got to Tegea with a Wanderer and everything is going great.

I have the Ragnarok skills imported and the mastery select UI and Caravan XL. Though right now the player inventory background is still vanilla for the amulet slot. Will keep working on it.

I think the new elemental damage aura for Nature will make for an interesting knife thrower with Runemaster :)

Did I mention how much I love my Wood Nymphs from level 1? Sexy and strong, just the way I like it. Reminds me of me. :O
Title: Re: Version 2 Development
Post by: sauruz on 04 December 2017, 22:50:57
ahah :P !

What will be the roule of runemaster in the mod ?

It will have pets/summons, our will be a full support mastery that helps solo masteries and hybrids ?

our a bit of both ?
Title: Re: Version 2 Development
Post by: nargil66 on 05 December 2017, 00:03:52
Quote
Though right now the player inventory background is still vanilla for the amulet slot. Will keep working on it.

Caravan source for expansion - https://mega.nz/#!9bJzmZhT!VtAR8KwxKeriOgaCdioDJLi6J0UFcilX3C-AE4YLku0
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 01:29:08
I've misled you... I won't have a problem with the coding. What I need is some step-by-step instructions to setup my environment so I can do exactly what you're doing to see the error and capture it in my debugging environment. I can then effect the change and provide you with a new executable.

If you're available and willing, we could do this over Skype or Discord. I can't imagine it taking more than 10 minutes of your time to get me setup.
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 01:48:43
I started to play around with it to make myself familiar and I see now that you're having an issue with MapDecompilerGUI. I'm assuming you're clicking on the lower Browse button, "to choose a destination directory". If so, it's crashing on the filename as it loops through them all and using the code I found in MAPDecomp.cpp from the MapDecomp folder.

Can you try using the MAPDecomp.exe stand-alone on one of UNICODE files? You can always pass it the 8.3 filename to avoid the problem. If that works, it would be easy enough to just setup a quick batch file for those affected files. Just do a "dir /b > files.txt" and then edit the resulting text file into a batch file that would use MAPDecomp.exe to decompile them one-by-one. It's pretty much the same approach as the GUI. It's just making it easier for you.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 05 December 2017, 02:06:06
Awesome nargil66, that did the trick! CaravanXL is ready for action! However, I forgot I was testing and spent the next couple hours getting to Megara. :D

@knightsouldier:  I extracted the map from TQ install dir/resources/Levels.arc using ArcExporer. Then I use the MapDecomp GUI
 and decompile to My Games/Working/Custom Maps/LoC_V2/Maps/World directory.

I can't do command line very well...I can't hold all the file path information in my head AND type it out by hunting and pecking. That's why I made a pet mod because I can't use the keyboard or aim the cursor...same thing. ppl think I am kidding, it's always been a real handicap for me. And thank god for spellcheck writing this I tend to hit multiple keys at once lol

EDIT: lol I died 3 time with my Wanderer today becuase my finger hits the "+" key instead of the "9" key. Stumbled on an obsidian Monster Shrine and got two Satyr heroes :)
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 05:47:38
You've given me enough to start debugging! I was able to duplicate the issue and I'm currently working my way through the exception error. Currently, it involves "0x3F78827F (1064862335) - 0x0003BCAC (0000244908): XPack2\Levels\WildLands\Underground\WildHeathlands02_Cave.lvl". I'll keep you posted on my progress.
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 06:05:45
Found the problem. It was simply an index length issue. The index that held filenames wasn't big enough to contain the new levels. It was limited to 1024 but needed 1237. I doubled it.

Old:
   char fileNames[1024][256];
New:
   char fileNames[2048][256];

After I did that, I was able to get the command line version to work without issue. I've attached a zip file that contains a new executable I compiled with the updated cpp file.

This is the syntax I used from the command-line after copying the new MAPDecomp.exe to the directory containing the world01.map file.

MAPDecomp world01.map world01.wrl

Let me know if I can be of further assistance!
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 05 December 2017, 07:55:44
Quote
Though right now the player inventory background is still vanilla for the amulet slot. Will keep working on it.

Caravan source for expansion - https://mega.nz/#!9bJzmZhT!VtAR8KwxKeriOgaCdioDJLi6J0UFcilX3C-AE4YLku0

nargil66, I've downloaded this, but wondering how to install it.  Is it done the same way as your instructions for the CaravanXL in the other thread?
Title: Re: Version 2 Development
Post by: nargil66 on 05 December 2017, 17:10:33
No, these are just source files for BG. If you want to try LoC 1.1 with Ragnarok/new caravan, it tried to make one for sauruz in the caravan thread. I'm not sure i did it right tho, because there are 2 dameengine.dbr files that come with Ragnarok + the 1 from LoC for a total of 3. Not sure what LoC's gameengine contains or which one to use :/. New gamengine from xpack2 maybe, but this is just my guess.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 05 December 2017, 17:22:23
Found the problem. It was simply an index length issue. The index that held filenames wasn't big enough to contain the new levels. It was limited to 1024 but needed 1237. I doubled it.

Old:
   char fileNames[1024][256];
New:
   char fileNames[2048][256];

After I did that, I was able to get the command line version to work without issue. I've attached a zip file that contains a new executable I compiled with the updated cpp file.

This is the syntax I used from the command-line after copying the new MAPDecomp.exe to the directory containing the world01.map file.

MAPDecomp world01.map world01.wrl

Let me know if I can be of further assistance!

Brilliant! Took me awhile to use the command line, about 30 minutes just to enter the command.

Only one issue ppl will have with this version, msvcr110d.dll is the debug version that I don't have because I don't have MS Visual Studio I think.

http://www.rhyous.com/2011/11/01/avoiding-the-msvcr110-dll-or-msvcr110d-dll-is-missing-error/

So I downloaded a copy of the msvcr110d.dll and dropped it in teh same directory as the DeCompiler.

Worked a treat!

Annnnnnd...it's done decompiling.

AWESOME!!!!

Thank you!! <3<3<3


EDIT: Okay, I have a new problem with the new maps....they don't show up in the editor. I looked at the teaser bit near the cliffs past Tegea and the new cave and Ragnarok Harpies are down there so the newly decompiled map worked great. All the new levels are in their XPack2 directory.

But I don't know how to set up the directory structure in the mod, I tried dropping the world01.sd and world01.wrl in the  source/levels directory which is what worked in the past. So I tried dropping them in the XPack2 directory and referencing that when I fire up the editor and nada.

So this is going to take some time to sleuth out how to get the editor to see the new levels.


EDIT: Nope, nevermind. It's working now. Yay!


EDIT2: Added game map to new version, flawless victory!
(https://s33.postimg.org/60c7t2otb/healer01.jpg)
Title: Re: Version 2 Development
Post by: sauruz on 05 December 2017, 21:54:46
Thats is good news then !

Im glad everything is working well atm :)

Cannot wait!!

Title: Re: Version 2 Development
Post by: Bumbleguppy on 05 December 2017, 21:59:57
Sorry I forgot about your question before, I was a bit frazzled about the map and the crashing and the craziness.

I haven't even PLAYED Runemaster yet lol :D

Maybe some more Menhirs? Like level 1 exploding ones or something?
Title: Re: Version 2 Development
Post by: sauruz on 05 December 2017, 22:05:01
Sorry I forgot about your question before, I was a bit frazzled about the map and the crashing and the craziness.

I haven't even PLAYED Runemaster yet lol :D

Maybe some more Menhirs? Like level 1 exploding ones or something?

No worries man! Atlast its fixed :p !

Being honest, i still ddint try it, but i guess it could be like rouge traps, with Menhirs, devices, runes that could add the effect of crow control, and support our party.

I guess the device/construct bonus from rouge could be changed to runemaster? but its a minor thing, lets wait to hard parts to be done  :D!
Title: Re: Version 2 Development
Post by: knightsouldier on 06 December 2017, 00:49:56
@Bumbleguppy Sorry about that! I shouldn't have posted the Debug version. I've attached the Release version. If possible, please move or rename the msvcr110d.dll file and try this version. That should remove the necessity for debug DLL. I'm glad it worked out for you. If you run across any other tools that give you grief and I can get access to the source, I should be able to fix any issues.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 06 December 2017, 01:03:42
No worries, I get the same error with my archived old version. This latest version is another improvement! Good work!

One of these days I will post a guide to adding the game map to a mod, I've done it so many times now I actually have a little confidence in it. :)

I spent today recreating Pirate Cove before Megara and placing the naiad proxies and karkinos proxies on the beach. It doesn't seem like much, but it's very time consuming if you want it just right.

I'm frustrated with the behavior of the zombie proxies near Tegea, I double and triple checked everything and it's just a fizzle spawn of a dozen or so. And the killable guards don't spawn. It's always something :)
Title: Re: Version 2 Development
Post by: nargil66 on 06 December 2017, 02:26:49
Great news! Yay, we will play v2 in with all the new features :D Can't wait!
What this healer do btw? Insta heal you when you click on her?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 06 December 2017, 16:10:09
Yep. I have removed potion drops from all vanilla and xpack monsters, haven't got to xpack2 monsters yet. Reduced potion drop from treasure tables to like 10% of vanilla. No vendor will sell potions except as a one-off like scrolls.

Party potions are out and you can buy scrolls of healing (rarely). I think that I will add scrolls to treasure tables as a rare drop too.

So yeah, healers will be peppered across the world.

EDIT: Interesting and frustrating new bug. The PSEditor no longer points to the My Games/Titan Quest/Working/Source directory to open an effect file. So I am using the disc version of PSEditor just so I can load existing effect files at all.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 07 December 2017, 14:25:30
BG, just want to check with you.  The IT version of the mod is on kirmiziperfect so do we need to add a section in the IT mods for LoC - same as is in AE?  If we do I can lift out the various mastery changes you did for it and put them there so any potential new IT LoC players can view them.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 December 2017, 19:13:28
I guess, if anyone still plays IT and not AE :D

I mean...c'mon!
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 07 December 2017, 20:28:04
Well, I know defboy99 was sticking with IT since he didn't like some of the changes AE made.  And he was planning on trying the mod out one day.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 December 2017, 21:56:50
Okay, yeah...for defboy99. <3

Anyway, version 1.0 is IT, version 1.1 is AE and v2 will be Ragnarok.

Just finished the Naiad mini-boss sand bar area and Davy Jones. But TBH, I am using stair tiles near Davy and they knit into the game map mesh in a finicky way that screws with pathing, so I may end up redoing it, haven't tested right now.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 December 2017, 23:38:49
Just had another new idea for Dream mastery.

I want to get rid of all trances and replace them with Glyphs.

Like the big glowing characters in Hades, throw them on the ground to get an area of effect. Glyph of Convalescence, Glyph of Wrath. They do the same things but you cast them as an area of effect.

I still don't like trance of empathy though, need something else for the tier two skill.
Title: Re: Version 2 Development
Post by: nargil66 on 08 December 2017, 00:38:20
Hey BG, i dont know if your still workink on Rogue mastery, i have an idea for a skill. Caltrops - large radius, blinking effect, slow down movement and pierce/bleed enemies that walk on it.
Title: Re: Version 2 Development
Post by: efko on 08 December 2017, 00:39:10
I guess, if anyone still plays IT and not AE :D

I mean...c'mon!
I'm playing IT  :-X
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 08 December 2017, 13:40:55
efko, the mastery skill changes for the IT version of LoC are now posted.  Not sure how up to date they are, but it'll give you an idea of the sort of thing BG's been doing.

BG, if you're still having problems with getting relics/charms to socket to throwing knives it might be worth contacting Nordic about it - they've managed to solve the problem.  I just put a Valor of Achilles relic on my Trickster's throwing knife.  Would be great if we can do that too in LoC.  Of course, might already be solved since the base game allows it.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 08 December 2017, 19:31:04
Hey BG, i dont know if your still workink on Rogue mastery, i have an idea for a skill. Caltrops - large radius, blinking effect, slow down movement and pierce/bleed enemies that walk on it.

I actually had a caltrops skill for Hired Goons that did pierce and bleed AoE, but I just wasn't satisfied with the way it looked. I wish I could have multiple mesh effects sprout from the ground but I don't have a caltrops mesh to do that with anyway.

BG, if you're still having problems with getting relics/charms to socket to throwing knives it might be worth contacting Nordic about it - they've managed to solve the problem.  I just put a Valor of Achilles relic on my Trickster's throwing knife.  Would be great if we can do that too in LoC.  Of course, might already be solved since the base game allows it.

Yeah, shouldn't need to do anything as this was a problem in the game engine, which if any of you know, I am unqualified to decompile and alter. :)

I suppose I should reconsider adding wands now, as they are just throwing knives with base elemental damage anyway. But adding shields for mages is the only reason you would want to do that as a player since they do less damage. So more work. Bah!
Title: Re: Version 2 Development
Post by: nargil66 on 08 December 2017, 23:10:49
I actually had a caltrops skill for Hired Goons that did pierce and bleed AoE, but I just wasn't satisfied with the way it looked. I wish I could have multiple mesh effects sprout from the ground but I don't have a caltrops mesh to do that with anyway.

I just had an idea, but idk if it's achievable or will look good. The goon/hero spawns invisible creatures around them, which die instantly and drop lots of small items (like rings), made even smaller or invisible too. Each ring has the glimmer of vanilla unique item, only white. All this is for looks. Skill works separately and area of effect is ~ same as the dropped items radius.
Edit: instead of rings can be used some spiky mace with invisible shaft and made very small.
Edit 2: I tried to make it. First test looks promising, i used sylvan nymph, to spawn burst of 6. Made their scale 0.01 and lifetime 0.1 seconds. Each drop two unique rings on death, which start to glimmer :D. Gonne try to replace ring mesh with scaled down bristlebash mace without shaft, it looks alot like a caltrop. 

Title: Re: Version 2 Development
Post by: Bumbleguppy on 09 December 2017, 00:18:04
Okay, I see what you are after there. Pet Burst of several invisible pets and their initial skill is a attack radius aura with the aura effect being the sparkle of a white item. Lifetime of X seconds. Invincible and hidden from combat.

Could make this a player skill as a projectile pet spawn with an invisible projectile like Squall.

The UI tool tip will look funky as ppl will go huh? a pet? :D
Title: Re: Version 2 Development
Post by: nargil66 on 09 December 2017, 00:22:29
Yep, you read my thoughts :D
Edit - this is how it looks for now:
(https://s20.postimg.org/hy5m2hy59/screenshot51.jpg) (https://postimg.org/image/691mej76h/)
Can it be made an item dissolve after time? Or maybe each caltrop can be a monster?
Edit 2: Ok, it works. Turned the nymphs into caltrops:
(https://s20.postimg.org/otz1d37dp/screenshot58.jpg) (https://postimg.org/image/ig9y9u2hl/)
Edit 3: Hmm, the caltrops in first picture looks more natural. Now I'm trying to make invincible and invisible battle stanadard spawn in the center, which is the aura. The BS is suppose to spawn creatures which have the caltrops equipped and die instantly dropping them. They are the effect.
Title: Re: Version 2 Development
Post by: Typhon on 09 December 2017, 15:27:10
I thought those caltrops were birds to be honest :P In the first one. Or are they?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 11 December 2017, 01:11:30
Why not have Caltrops behave similarly to Eruption? THe handle-less mace as a projectile mesh might work for it.

Had to redo the pirate cove before Megara as it had pushed into another area (the exit from the Pythian Caves) and forced a reload every time you crossed the invisible boundary. :)

I've removed the fire sprite summon so it's just one Magma Sprite and Coredweller who is now a timed summons. So Earth will be a tougher pet only build. Magma sprite is pretty tough though he's slow. He gets his faux-teleport skill at level 1 and has his onslaught modifier for attack speed and flat fire/burn retaliation.

Second modifier is "Lahar Shield" which has %damage reduction, +%fire retaliation and -%Damage retaliation.

Then he gets Fire Breath at tier 5. If you can get him to tier 5 and some +skills, he's a beast.
Title: Re: Version 2 Development
Post by: nargil66 on 11 December 2017, 07:46:04
Why not have Caltrops behave similarly to Eruption? THe handle-less mace as a projectile mesh might work for it.

Yeah, and spread like shrapnels from poison gas bomb, only slower.

Ima miss Corey... :/. Just please dont remove the goons! They are the coolest pets in v1 imo.
Cant wait to see the new nature mastery with the nymphs and make an illusionist again :)
The first of my illusionist to reach epic was a total blast. Quillvines on LMB, traps on RMB, knives equipped, activating flurry in between hurling seeds :D Nymph and goons spreading ranged death too. The most perfect trapper ever! Man, i havent played in weeks...

Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 12 December 2017, 08:52:27
A pet heavy mod with reduced pets.  Feelsbadman.  :(  And timed summons again! Feelsevenmorebadman.  :(  :(  No health potions either.  You're putting me off playing this pretty quickly BG.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 12 December 2017, 15:20:30
Yeah, it isn't as fun as the last version.

I have a lot of ideas, and sometimes they're bad.

The lack of potions isn't fun. But I think I will keep that monsters don't drop potions. It's not like you run out of money so you can just buy them if you need them.

But one thing I've learned in life is that if you try to decide what idea is good or bad before you really consider it you end up judging all ideas as bad. I can't live in fear. So sometimes I have to have a bad idea just to be fair to that idea maker in my head.

Yeah, I am going to restore Coredweller. Like I said, I can't afford to not try new ideas, even if they are bad.

I have to be honest and say that implementing the ideas was a lot of fun.

In Earth, I figure my Magma Sprite will be my one-on-one damage dealer with fire breath for some optional AoE and Coredweller can be crowd control with wildfire replaced with the same earthquake as v1.1 for stun.

I was thinking about giving a mine laying skill for Earth, like a volcanic orb trap with the new template from Runemaster.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 12 December 2017, 15:40:21
Came across a new bug. The "Market.tpl" template controls the Merchant inventory. It's where you place the weapons, potions and other things that a merchant sells.

The new version added the ranged one handed so you can list those separately like anything else, v1.1 just added them to the bow loot tables so this new version gives better control.

However, when you open an existing Market table from the game database, the Misc tab where all the rings and potions are sipposed to be listed is blank. But if you open the same file in Notepad, all the potions and rings ARE there so it's an issue with the new ArtManager and the new template. A new bug.

EDIT: I dived into the template and found the glitch. I posted in teh latest patch forum on Steam so hopefuloy it will be fixed if there's another update. I attached the fixed version to this post.

I don't know what to do. I suppose I have to re-populate ALL the merchant tables in the game by opening up the files in Notepad and transferring all the file paths for the misc tab to the blanked out misc tab in artmanager. Sigh.

Another adventure I had was with the gameengine, I had an idea that I could increase the monster spawn per difficulty using the Proxy Info tab and use the percent values. Problem is that if you go over 150%, two bosses spawn.

So I increased the spawns in each proxypoolequation file and REDUCED the spawn so it was 50%;75%;100% in gameengine (what a clever idea!), see? But then Alastor wouldn't spawn. Anything UNDER 100% and a proxy with only ONE boss ended up rounding down to zero in game. PFAH!

So I have it set to 100;120;140 for Normal Epic and Legendary and reduced the proxypoolequation. Oh well.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 12 December 2017, 19:27:30
Ah, if potions can still be bought that's not so bad.  I thought you were getting rid of them entirely and replacing them with healers scattered about the game.

That Earth trap idea sounds good.  Haven't got too many points in the Rune version of it, but I like the way it goes bang when something hits it.  :)
Title: Re: Version 2 Development
Post by: nargil66 on 14 December 2017, 00:07:59
You can make two versions, 1 with potions and 1 without. Ever played "living of the land"? With that kind of challenge you cant buy potions from shops... you rely on drops, and every potion drop is like a tresure. Also can't use any caravan, you decide what you dont need and just drop it. Idk why but i always feel more happy before the first blue item drops...
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 14 December 2017, 08:13:17
No, never played the game that way nargil66, though I remember the thread about it over on TQ.net.  I rarely buy potions anyway.  Sometimes if I have a squishy caster toon at the start of the game I'll buy a couple of health potions before heading into the fields just in case they need them before reaching the health potion drop chest.  Otherwise when I get to the Babylon Gardens I usually sell all my potions there and buy 10 each of the Greater ones before continuing since they start dropping regularly at that point in the game.  I still end up with hundreds by the end of Legendary usually, all just from drops.  Only if a toon is particularly energy hungry do I buy some.
Title: Re: Version 2 Development
Post by: sauruz on 14 December 2017, 16:41:17
i only buy potion in early lvs, until my summons have their semi powers.

iT wil be interesting playing the new version.

off topic : I have a question , it is safe playing the actual mod version into new exp atm? i mean when you get into new act will be any issues? i know the new stuff isnt updated yet.
Title: Re: Version 2 Development
Post by: efko on 14 December 2017, 17:39:39
How to play without caravan, I mean there won't be any chance to get artifacts, charms or relics? I'm playing without tq programs for years. It will be really interesting to play without ability to buy healing stuff, that will require a lot of farm, also increased number of potions per slot must be then, about 50 or 100. I can imagine Lilith on hardest difficulty without ability of buying potions :D
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 14 December 2017, 19:28:12
"Living off the land" which nargil66 mentioned is just that, only stuff you pick up can be used.  So yes, if you get an arcane formulae to make an artifact and get the right ingredients you could make it, but not those needing scrolls since they're bought from shops only.  You could make Summoner's Totem for example since it only needs Epic relics/charms, but not Pale Moon since that needs a Scroll of the Storm Witches.  And that assumes you're allowed to actually sell stuff you pick up.  If not then Artifacts would be out since you'd never have enough money to make them.  As said, never played that way so not sure if selling was allowed under the rules or not.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 14 December 2017, 22:57:01
off topic : I have a question , it is safe playing the actual mod version into new exp atm? i mean when you get into new act will be any issues? i know the new stuff isnt updated yet.

I can't see why not. New items won't have petbonuses or they will have bonuses to skills that don't exist. But it won't crash or anything (I think :) )
Title: Re: Version 2 Development
Post by: sauruz on 14 December 2017, 23:23:15
off topic : I have a question , it is safe playing the actual mod version into new exp atm? i mean when you get into new act will be any issues? i know the new stuff isnt updated yet.

I can't see why not. New items won't have petbonuses or they will have bonuses to skills that don't exist. But it won't crash or anything (I think :) )

Alright, I might try it, soon.

But new act without your touch, it will be kinda different.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 15 December 2017, 01:59:30
So I have defense pretty much wrapped up for v2. It has one summons "Shield Maiden". It's pretty awesome. Nature is finished for now. Haven't started on Spirit and I don't have any new ideas for Dream. The Oneroi I made from a Peng just doesn't do it for me.

I'm stuck with warfare summons. I have archers made, but now I wonder if that is too much. I was thinking about making Ancestral Horn just vanilla. I'm worried Warfare would be OP with 3 archers and 3 spectral warriors. A one-man army lol. Maybe get rid of ancestral horn altogether? I dunno.

Finished up the Naiad mini boss area today and started on Dread Pirate Roberts. He isn't spawning still so there's still bugs to sort out.

I think I still have to redo Davy Jones map area because if you pan out you see the "edge of the world". Phooey. Going to have to make the area hug the coast instead of straight out to sea.

Started on the Cyclops cave behind Polyphemus. Using the gorgon cave music was inspired, very spooky. :D

Also imported a lot of the v1.1 unique weapons and petbonuses so that saves a lot of time.
Title: Re: Version 2 Development
Post by: sauruz on 16 December 2017, 01:07:27
Hey BG,

On last update ( 15th ) they added new monster race "Ghost".

Might be interesting
Title: Re: Version 2 Development
Post by: Bumbleguppy on 16 December 2017, 01:23:21
Yeah, Spirit will need the Ghost added to the racial damage.

I'm halfway done with the 4 level Cyclops cave. Pale Ichthians and Karkinos at the bottom water level and a new breed of Troglodyte Cyclops at the end. I also made an exit at the bottom level halfway down the beach after the Cyclops cave and there's a rebirth fountain halfway through the cave.

Also, I decided to give Warfare 2 archers at level 7 and two spectral warriors at level 7. 3 at uber level. Hey, they should be Ghosts instead of Undead, too. Shieldmaiden as well.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 20 December 2017, 08:38:55
Decided to send my Wanderer who'd just started Epic back into Normal to try out the expansion.  Then when I got there I thought is it really worth bothering so I didn't go any further.  :-\  Torn between doing the expansion again and waiting to see what v2 will bring to the mix.  Also debating if it's even worth continuing with my current LoC toons or whether so much will have changed that new builds from the beginning might be a better way to go.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 22 December 2017, 00:56:50
Don't hold back, it is going to take me quite some time before the new version is even beta. Like months.
Today I only imported the charms and relics from the previous version. I just finished rebuilding the proxies in Egypt for the minibosses in every tomb. Also added Creosote Crawlers and Cactuar spawns.

Haven't started on Orient, Hades OR Act5 yet.

I did create a new animation for cyclops eye gaze skill and another one for their boulder toss that adds a "prop" attachment like the horn in the call of the hunt animation so a cyclops has a boulder in their hand when they throw.

There's a model for a granite golem I want to use for Runemaster's tank pet. :D

You know, in mythology the cyclops were forge smithys, maybe there should be a cyclops forge in Mt. Wusao?

Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 22 December 2017, 08:07:15
Yeah, sort of coming around to that way to go BG.  Most of my current playlist of toons are in LoC and if I leave them lanquishing it won't get me further along in trying to complete the Class Completion challenge.  Yeah, I could start some new masteries/classes, but that just makes the playlist longer.  I'd really like to finish off what I have at the moment before adding new ones.  I've already added a Runesmith and Trickster with the new Rune mastery to the list. Best to dig in with my current toons and move them along before any more GD/Crate playtesting arrives to derail me again.  ;)
Title: Re: Version 2 Development
Post by: sauruz on 22 December 2017, 10:14:49

You know, in mythology the cyclops were forge smithys, maybe there should be a cyclops forge in Mt. Wusao?

Would be cool, and the entrance could be a secreat door :P

About runemaster summons , maybe it could have a nordic druid caster ( sort of ranged,  our dual thrower weapon type)

edited 2: willl be any a insect nest dungeon in act 2 :) ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 22 December 2017, 16:56:58
I am making the first tomb in VoK host to a really hard giant green scorpion miniboss. Also, act two spiders are harder than act 3's.

What did you have in mind, sauruz?
Title: Re: Version 2 Development
Post by: sauruz on 22 December 2017, 17:04:15
What i have in mind , is some kind of dungeon, maybe in the manticore cave in fayum, could be extended our have small path that lead into another lvl, that lvs got full of beetles, maggots, antlions, formicids, all kind of underground scarry fiends, and for a final hero/boss is a BroodMother, that summons lots insects to batle at her side.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 23 December 2017, 15:20:40
BG, just come across something in the expansion that may need looking at given you've changed blacksmiths and general vendors a bit.  There's a side quest in the expansion which requires the player to get the bottles to change the colour of your basic outfit from Greece, Eygpt and the Orient.  Specific colours are: Greece - Purple, Egypt - Gold and Orient - Asian Royal Blue.  Since in LoC currently only the general vendors now sell these bottles it may prove difficult, if not impossible, to find all of these.  I've just picked up the quest (you get it in Glauberg) and managed to buy the Greece one, but haven't got any to spawn in Egypt or the Orient yet.  No idea if you plan any changes with the various vendors in the game, but it may need some sort of quaranteed spawn of these in future LoC versions.  Once people get used to what's required in the expansion I'm sure they'll be saving up the various items as they play through.  But this time around it's my Wanderer who'd already finished Normal and was at Epic Helos so brought back for the expansion.

Note to other players not yet at the expansion - hang on to your Lupine Claws!  They're also needed for a side quest.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 24 December 2017, 03:22:08
Yeah, shouldn't be a problem to fix it.

I finished up the Goblin cave outside Knossos before the first bridge. Two minibosses in it. Could write a couple pages of all that entails lol. Kallikantzeroi hate trees.

Placed Siegetowers in the Athens battle field.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 26 December 2017, 21:52:48
Added another area under Mt. Wusao for the Iffrit Blood Sister mini-boss. Added a new area in the ice cave after the Yeti boss for the Blood Sister Djinn mini-boss. Added Blood Sister Marid to the cave between Chang'an and the Wusoa waypoint.

I hope I can cobble together a mini quest for defeating all 3.

Added winter wolves and created a new ice breath animation based off the new xpack wolf attack beta animation. Added the Winterwolf mini-boss to the ice cave after the Yeti in the NW corner.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 27 December 2017, 01:44:49
Someone over at the Steam forum expressed a sentiment to summon a horde of skeletons and skeleton archers.

It sounds like fun and I loved that in Diablo 2, but it's just too OP in TQ.

I was trying to come up with a way to have lots of skeletons and skeleton archers and all I could think of is have them timed. Underlord had them with negative health regeneration to make them less OP. I don't like that.

Another way would be to give them a short cooldown and make them fragile and easily defeated. I think this might play with the mana thirst that other Spirit skills have so you need to chug blues or use Dark Covenant.

Also reduce their anger multiplier so they can't aggro as much so you would NEED to summon multiple to crowd control.

I was thinking of making the summon skill a projectile summon with an invisible projectile like Squall so you could raise them right in the middle of a mob from a distance. Maybe with a cool rune circle effect like the banners in hades have but small and teal colored.

Same with archers so you can place them anywhere you want right off the bat.

Maybe archers would have to be timed though or draw more aggro by increasing their anger multiplier.

It would be a lot more ACTIVE summon style than v1.1 of course. Spamming skeletons everywhere would take some time away from other things.
Title: Re: Version 2 Development
Post by: mountainblade on 27 December 2017, 06:01:04
what if you made them hidden from combat so they couldnt draw enemy aggro, and then just have a hoard of 10+ of them roaming around doing minimal damage. (talking the warriors as timed summons)

Or howzabout this humdinger of an idea? a skillmodifier branch for wraithking, that required a large energy reserve skill to unlock a summoning skeletons skill. So wraith would summon them for free, but once the predecessor skill is unlocked, with like 900 energy reserved, he wont be able to use any of his other skills. So gain an army at the expense of losing amazing wraith king skills.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 27 December 2017, 22:01:32
I had already started when you posted lol

So I have skellie warriors and archers.

Warriors are 2 summon limit at level 1, 3 @ lvl 5, 4 @ lvl 12, 5 @ lvl 19, 6 @ lvl 23 and 7 @ lvl 26.

They start with their Vampire Strike as an inherent skill at lvl1. Revenant Rage modifier adds damage reduction and ADCtH. Circle of Anguish is the last modifer and is a radius ttack similar to the uber ability from v 1.1

I am playing around with their controllers. I have removed their response to distress calls. So if you get swarmed, don't expect your mindless hordes to help you. :)

They are pretty fragile and I am having a lot of fun spamming them as a projectile spawn. Shot through a Cyclops today and raised archers behind him as the warriors surrounded him. One swipe though and they all fall down.

But the recharge is only 2 seconds. So chug a blue, spam a warrior, rinse and repeat. It's pretty fast paced.

I had to nerf their other damage types to balance, a passive skill nerfs their elemental damage by 65%, their pierce and bleeding damage by 35%.

Archers do phys and vitality. I think their modifier will be attack speed.
Title: Re: Version 2 Development
Post by: sauruz on 27 December 2017, 22:15:50
will the new skellie horde be weak against fire attack type ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 27 December 2017, 23:21:50
That's what I have right now.

But their revenant rage is all damage reduction. And there will probably be +%fire resist items for pets as well.

Title: Re: Version 2 Development
Post by: Bumbleguppy on 28 December 2017, 03:13:52
Here's a video of the new Skeleton Warriors and Archers in action:

https://www.youtube.com/watch?v=QnqeoZEx6CM

My equipment is the helm, torso and boots of the Necromancer's Habliment set, a Star Heart artifact (that's the burn damage pets are doing), a Shepherd's Crook (+1 skills and armor+life for pets) and Stonebinders with +mana. Amulet is Wellspring which grants Heart of Oak and two beastmasters with +vitality damage.

Warriors have the Revenant Rage modifier which is onhit activated. Archers get "Soul Shot" skill at level 8 which is vitality/life leech/cold/frostburn damage.
Title: Re: Version 2 Development
Post by: sauruz on 28 December 2017, 12:00:24
Its so DAM BEAUTIFULL!!!

I cannot wait ! :D

btw, i noticed cyclops dont have any club, they dont will use any slam attack ?

Had a new boar rider ideia type : Spirit dmg type and bleeding dmg type, they could appear with Mountain Satyr.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 28 December 2017, 15:12:15
Cyclops don't need a club to do a slam attack. They have a chance to spawn unarmed I just added animations for them to do so.
Title: Re: Version 2 Development
Post by: Cygi on 28 December 2017, 15:27:16
The hype is real with this one.

Keep it up!
Title: Re: Version 2 Development
Post by: nargil66 on 29 December 2017, 04:26:54
Nice! Spirit will rock now, definetly gonna try this. Real Necromancer style :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 December 2017, 20:35:00
I decided to make the Fungoids a summons in the Dream mastery. It makes no sense, it doesn't compliment the theme...but I have always wanted a Fungoid since I started modding. I tried putting a helmet on a Bogdweller once for crying out loud.

https://www.youtube.com/watch?v=-XuPsE1hhc4
Title: Re: Version 2 Development
Post by: sauruz on 29 December 2017, 21:43:00
i think they are cute !

In my opinion, i like then, being something  from another realm, small fungoids that work in group, i like the concept, and its something different from old nighterror meshs.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 December 2017, 21:56:52
I'm going to place Pale Fungoids around Styx and replace the Keres, they will match the fungus there :)

EDIT:
I did something a little different with the mesh. In Tamschi's MeshView there is an option to "resize" the mesh in the Mesh tab. I made 3 different glow textures and made 3 different meshes with them. I made the second one 5% larger than the first and the third 5% larger than that.

It's not a huge difference, but with 4 different base textures in the MonsterBaseTexure entry and three meshes in the MonsterMesh entry, each one is a little different.
Title: Re: Version 2 Development
Post by: sauruz on 30 December 2017, 00:13:10
I'm going to place Pale Fungoids around Styx and replace the Keres, they will match the fungus there :)

Great ideia! Maybe they can cast poison / confusing pool on death! Well maybe with tthn could be some kind of swamp mage, styx mage !


EDIT:
I did something a little different with the mesh. In Tamschi's MeshView there is an option to "resize" the mesh in the Mesh tab. I made 3 different glow textures and made 3 different meshes with them. I made the second one 5% larger than the first and the third 5% larger than that.

It's not a huge difference, but with 4 different base textures in the MonsterBaseTexure entry and three meshes in the MonsterMesh entry, each one is a little different.

Neat ! :D
Title: Re: Version 2 Development
Post by: nargil66 on 30 December 2017, 21:16:38
BG, can you post some video with the new Nature pets? I'm really curious to see them in action.
Fungus can make sense if they are hallucinogenic :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 31 December 2017, 04:18:08
WARNING: Shieldmaiden is a HOUSE!!!111!!!!!

Here ya go:

https://www.youtube.com/watch?v=z-vx1Nf8JDk
Title: Re: Version 2 Development
Post by: nargil66 on 31 December 2017, 05:14:09
Damn i wanna play it aleady  :'(
Shieldmaiden, nymphs, and that quillvine ward... everything looks fantastic!
Title: Re: Version 2 Development
Post by: nargil66 on 31 December 2017, 14:00:53
https://www.youtube.com/watch?v=vcEjMvyBQYM

Happy New Year :)
Title: Re: Version 2 Development
Post by: sauruz on 31 December 2017, 15:36:28
WARNING: Shieldmaiden is a HOUSE!!!111!!!!!

Here ya go:

https://www.youtube.com/watch?v=z-vx1Nf8JDk

HYPED !

love the shieldmaiden !
Title: Re: Version 2 Development
Post by: Bumbleguppy on 31 December 2017, 23:16:05
My new computer crashed today and all the Shieldmaiden .dbr files were blank when I rebooted the ArtManager. It was open when the computer crashed so I dunno, it erased several files.

So I used ArzExtractor to extract the last good build and pasted them ALL into the working directory. Am now building the mod over again.

Wish me luck!
Title: Re: Version 2 Development
Post by: Bumbleguppy on 01 January 2018, 02:06:17
Okay, everything is back to normal :)

I am so excited! Since I saw the new Mines skill in runemaster I wanted to repurpose it. BEHOLD!! The replacement for Volcanic Orb!!

https://www.youtube.com/watch?v=QBWkx47IXhQ

I still have polishing to do, and I want a cooldown skill for it so you can end up laying three or four mines before they expire at high levels. But I'm on my way! :D
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 January 2018, 21:36:48
Hey, we're back. I didn't know what the new link would be but the Grim Dawn forum had it.

Added the same dark meteor mesh to Fragmentation, and using the Skill_AttackProjectileAreOfEffect template and the new projectile template for mines works a treat. All the volcanic orb modifiers work with mines! :D

Right now I am agonizing trying to create an epic dungeon in the the Place of Truth. The entrance and the first rooms are done and the Khenti have returned

I am going to use the Avatar of Set as the main boss and give him at least two forms. I am using the Rhakotis Library dungeon set for the interior.

EDIT: Something fun I found, there are mud brick walls that are attackable, so I used them in the new dungeon. I have it set up where the Duneraiders in the entrance are trying to wall off the remainder of the dungeon just for flavor.
Title: Re: Version 2 Development
Post by: sauruz on 07 January 2018, 23:53:01
Amanzing stuff ! BG!!
Title: Re: Version 2 Development
Post by: Thanatos on 08 January 2018, 00:12:58
Hey, Bumbleguppy: That Volcanic Orb replacement skill looks very cool.  Kind of reminded me of something I wished TQ had that is similar to Demolitionist or Inquisitor from Grim Dawn.
Title: Re: Version 2 Development
Post by: Prosoro on 09 January 2018, 12:48:40
EDIT: Something fun I found, there are mud brick walls that are attackable, so I used them in the new dungeon.

Hey Bumbleguppy, regarding the mud brick walls I too found them and was pretty excited because I wanted to add 'false walls' into my mod which concealed secret areas.  However, when testing them in game they weren't exactly ideal;

1) Firstly, they are real tedious to break through with low level characters, taking way way too long to be destroyed
2) The walls wouldn't act as an impassable object before actually being broken.  I could just walk straight through the sections ..making the first point irrelevant I guess
3) Thirdly, iirc the mud brick sections showed up almost highlighted, similar to the gold majestic chests, within darker areas such as dungeons.  Thus ruining the whole concealed secret idea  ;D

...But then good sir, I discovered another breakable wall in the database > hc_door01.dbr  ;D and this one is perfect! Doesn't have any of the above mentioned problems and even has a great crumbling-stone sound once clicked haha

You'll find it in; records\xpack\sceneryunderground\hadescrypt\setdress\hc_door01.dbr

Curious how they didn't add it into TQIT though  ???

Anyway, glad to see your progress BG and am stoked to hear about this new Egyptian dungeon you're working on!


Title: Re: Version 2 Development
Post by: Bumbleguppy on 09 January 2018, 18:42:52
Well, thank you very much. You certainly saved me the trouble of writing out why these mud walls sucked as I came to the same conclusions.

I was about to go into the files and try to fix the pathing issue at least, but I'll give this a go!

:D

EDIT: Well, I did change the template for the mudwalls from "monster" to FixedItemDoor and that did the trick. But the open animation on the hc_door01 is SO much cooler anyway.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 10 January 2018, 08:36:12
Here's a sneak peak of what I have so far for the Place of Truth in Egypt:

https://www.youtube.com/watch?v=nVZ9zkjTbc8

I have reached the time when I regret ever having made this dungeon and I will take some time to reflect before making changes.
Title: Re: Version 2 Development
Post by: sauruz on 10 January 2018, 20:55:08
That dungeon looks really cool ! A nice touch into the act

Whats the problem ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 10 January 2018, 23:53:49
Oh, no problem. Just been going at this one map for 4 days, 16 hours a day...it just that it exhaust me in a weird way. I mean, here is something I always wanted to do and I'm really passionate about it but my human frailties assert themselves and I actually get TIRED. Can you believe that?!

Anyway, when I get exhausted I become a little sad but it passes. Also, watching the vid helps me see things I miss when I am in the editor.

So I did some MI sets today and imported the Spetral Sword monsters for bonepiles. Something to let my focus relax.

No worries.
Title: Re: Version 2 Development
Post by: sauruz on 11 January 2018, 00:08:30
Oh, no problem. Just been going at this one map for 4 days, 16 hours a day...it just that it exhaust me in a weird way. I mean, here is something I always wanted to do and I'm really passionate about it but my human frailties assert themselves and I actually get TIRED. Can you believe that?!

Anyway, when I get exhausted I become a little sad but it passes. Also, watching the vid helps me see things I miss when I am in the editor.

So I did some MI sets today and imported the Spetral Sword monsters for bonepiles. Something to let my focus relax.

No worries.


Ah ! i understand now, it happends when we do the things we like, it consume alot of time and we dont realise.

 i tought it was something like the design and stuff.

It looks very cool , maybe in the future it can have some monster heroes protecting the place .

I wish see more dangerous dungeons around the world, would make the game even more great :)
Title: Re: Version 2 Development
Post by: Prosoro on 11 January 2018, 08:01:07

Woah man that dungeon is looking awesome! love all the detail with sand everywhere and the room layouts  :D

Those gilded dead are awesome too, the ones with the silver revenant armor (btw how do you do that, re-texture is it?) and the walk animations.  So kool.

I know what you mean with the modding lethargy/discouraged.. sometimes ill leave my mod for awhile due this, then tentatively go back in and alter or add something and then thats all it takes - fire rekindled! haha So a mental break etc is good aye  ;)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 11 January 2018, 15:25:51
How to retexture  a helmet?

nargil66 is probably more knowledgable that I am, but here's the beginner's primer.

First, decide what you want to change the color of. Like the mi_n_goldenskeleton.dbr in items/equipmenthelm directory of the database.

Open the file and click on the ActorVariables tab. There is an entry for "baseTexture". That's what you need. If it isn't there, you can usually guess as the devs had an okay organizational structure. Or you can look at the texture listed in the mesh file using tamschi's MeshView.

You then need to access the .tex file. They can be found by extracting the files from the game's install directory resources/items.arc (or XPack or XPack2) archive using arc explorer tool. I have a bunch of folders in My Documents/My Games/TQ IT directory that just store extracted meshes and textures.

Find the extracted .tex file and open it using TextureViewer (protip, use windows explorer to assign TextureViewer to the .tex file extension so you just have to click the .tex files to open them). Click on file/export and choose a location to save the extracted file. I always use the "targa" extension when I save the export as it can be opened with Paint.net. I don't use Photoshop.

Open the file with whatever image software you use and go nuts. I used to do cgi in college so UV mapping is not intimidating to me, but textures look really weird as they are arranged to map to a mesh not to look good in photoshop.

Then just change the hue or contrast or whatever and save.

Go into your ArtManager and select your mod.

Go to the sources tab and make a directory to store your game's custom textures. Keep it organized FFS. :D It can grow pretty big later and it can get hard to find anything then if you don't keep it organized now.

In your new directory right click the right hand pane and in the context menu that pops up select "import".

Navigate to the .tga file you just made and select it.

(protip: when creating the image in paint.net or photoshop, just save it to your mod's source directory directly and skip the import step)

Once it is imported, right-click the file and click the bottom option "Auto Create Asset". Creating assets is really time consuming to do manually, this is a life saver.

EDIT: Forgot to add: When making the auto asset the artmanager prompts  you to choose "texture" or "bitmap". Textures are mapped to meshes and bitmaps are for buttons or inventory items. If you make the image for the helmet from the UIBitmaps directory, you would select "bitmap" at this step. Otherwise select "texture".

After selecting "texture", choose "DXT 5 Interpolated Alpha" from the dropdown list near the top of the next pop-up as that is a catch-all type and has always worked for me. (If you want to know which type of DTX compression is used for a specific texture, go back to the original .tex file and open it with TextureViewer and select properties).

Build your mod. Textures take a little more time to build into a mod than database files so don't freak out if it hangs on them a bit.

Once the mod is built, go back to the database file for the helm or whatever.

Click on the ActorVariables/BaseTexture entry and navigate to the mod directory you imported/saved the image into and select it.

Build the mod.

You're done, enjoy the new helmet's color in-game.

I don't touch bump maps, so don't ask.


As far as animations, you have to extract all the meshes and animations to (I think) the My Games/TQIT/Working/Source directory for the Viewer.exe to see them. I forget where they need to be sorry.

One thing all modders do is open up the Viewerr.exe and select a mesh to view. Then just select and animation and hit play. Then select animations for other meshes randomly and enjoy the hilarity. Jackalman with Limos Icesprite run is pretty hilarious :D

So I found that the Automaton walk animations actually worked (by trial and error and laughing) for the Skeleton mesh and used those to get the look I wanted in game then added them to the animation slots in a copy of creatures/monters/skeleton/anm/anm_skeleton01.dbr file for single-handed and dual-wield run animation slots.


Pro tip: If a creature doesn't have a CharAnimationTable.tpl based animation file to add to the Animation Sets/charAnimationTable slot in the creature file, create an "anm" directory in their creature directory and copy and paste any of the creature files there.

Open the file and select file/set template and navigate to CharAnimationTable.tpl and hit okay. You now have an animation table that once you build can be added to the Animation Sets/charAnimationTable slot in the creature file.

I like this method better than selecting all the monsters to edit and keeping track later. For example, adding dual wield to a creature that has no dual wield in vanilla. Once I have the animation table, I add it to ALL the creatures in that directory and then if I add an animation later, it is applied to all from the charanimationtable file and I don't have to even open the monster files.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 11 January 2018, 20:08:48
Okay, now I see it nargil66!! Thanks for the New Years gift LOL :D

(https://i.imgur.com/X9ckXrA.png)

The Doh'ist Emporer! lol
Title: Re: Version 2 Development
Post by: sauruz on 11 January 2018, 21:37:43

The Doh'ist Emporer! lol

It could be a nice boss ;P
Title: Re: Version 2 Development
Post by: Bumbleguppy on 13 January 2018, 02:56:45
Hoo boy had a close call.

I added obsidan rocks and volcanoes to the summit of the Mt. Qu Yu  for the Yai Guai boss, also re-added the disabled "Demon Charge" skill to chastise ranged players, but anyway...the Jade Palace pathing messed up.

Spent the last day or so paying with the "smooth" tool and pulling my hair out. The player would reach the end of the suspension bridge and then: blocked. Just like that.

The whole outside of the Jade Palace is one big mesh so it wasn't obvious what the issue was as the block occurred while on the mesh since the bridge is part of it.

So after trying everything and almost giving up, I deleted the Jade Palace exterior and then re-added it. Hooked up the door to the interior, built and saved and viola! It worked! Now let us never open that map section ever, ever, ever again.

The relief I felt today when my test player entered the Jade Palace is much greater than the devs intended for the original game playthrough, I'm sure. :D



Since creating a system to add a random player skill as a suffix, I decided today to go through and edit them so that there are tables for tier 1- 3 skills for normal difficulty. I figure by act 4 you can use the later tier skills so it's just for acts 1-3 normal. It's tedious but I'm making headway.

Imported the Tigerman Brute and Shadow Sorcerer today.

Just want to say that I'm really happy that I've made Shadowstalkers something to fear. Most monsters in vanilla are just HP sponges, so it's scary to encounter a monster that really drains your mana.

You really ought to be scared, too. If it was cute, you would just get grumpy and demand I remove the manaburn, but they're pretty scary and you should be scared sometimes. :)

Recreated the Jiangshi zombies for the orient. I went to a translator site and got the phonetic spelling for the words for Captain, Soldier and Archer. It's neat to see.

If you look at the Wikipedia entry for Jiangshi  (https://en.wikipedia.org/wiki/Jiangshi)you see they are "hopping". I used neanderthal animations before, but this time I used a slowed down version of the Ice Sprite waddling run. It should be fun.

Title: Re: Version 2 Development
Post by: sauruz on 13 January 2018, 10:12:26
You know what i was thinking a while ago, making a wraithfull ghost, after you killed a jiangshi our other zombie type monster, a ghost spawn trying to corrupt/ kill you.

from the wiki "When a person's soul fails to leave the deceased's body, due to improper death, suicide, or just wanting to cause trouble"

Would be neat.
Title: Re: Version 2 Development
Post by: Prosoro on 13 January 2018, 10:48:59

:O :D

Thank you for the comprehensive beginner primer Bumble!! Once I get the hang of this I'll be away making all manner of custom looking shiny stuff hehe
Title: Re: Version 2 Development
Post by: Bumbleguppy on 14 January 2018, 04:09:04
The little cave that is hidden away after the rebirth fountain that is after the Jade Palace cave exit. You know the one.

I made it into a climbing spiral ascent frull of Marids and Yerren to a snowy exterior where a bear riding Yerren miniboss dwells.

Trying to make the bear a Panda for fun, but It's hard to read the UV mapping when it's a pretty much all-white skin texture. :(

EDIT: Oh yeah, I made the Jiangshi Captains spawn a ghost when they die, I used the same spawn animations that the Mummy skeletons use.
Title: Re: Version 2 Development
Post by: sauruz on 14 January 2018, 13:35:32
Fantastic !

Was checking world map, and i think this place would be great for a new dungeon ( act 3, chumbi valley)

(https://i.imgur.com/7kIZkbw.jpg)


there could be a frozen crypt inside of one of those small ice caves
Title: Re: Version 2 Development
Post by: Bumbleguppy on 14 January 2018, 16:22:09
Yeah. I was looking for a place for the Winter Wolf boss. I was going to repurpose the ice sprite guy quest cave, but this is a pretty good idea.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 15 January 2018, 18:53:07
I decided to save the Winter Wolf miniboss for Act 5, so I made a HUGE ice sprite for the miniboss in a new cave by the merchant sauruz circled in that screen shot.

Added bleeding petbonus to rings and ammys. So the list of pet bonus damage for rings and ammys is:


Added a dumbed down version of the spell Elemental Chaos from the artifact Elemental Rage to Chimera, also the frost trap skill as well. Truly elemental boss.

I made an "executive decision", as in I don't care whether it's a good or bad idea, to remove Lay Trap ~ Rapid Construction and simply reduce the cooldown time by level to Lay Trap.

Also restored the lower damage to the Traps from the original version and gave them a passive nerf of -50% to every damage type but pierce.

Added a new skill to Rogue: Throwing Blade Mastery.

Passive ability that grants additional attack speed, projectile speed and physical damage while wielding throwing blades. Also lowers the dex requirement, but only while you have one equipped. That's kind of tricky, but you can swap out a throwing knife that you don't have the dex for in the slot of the equipped one. Just don't hit "W" to swap weapons...

I left the skill "Throwing Knife" and "Flurry of Blades" alone except for increasing the max level to +10 like all skills. I couldn't think of a way to control the ranged one handed weapon to have a burst that the player activates. Only the Volley template can add a projectile burst and that's a chance to activate not an active skill. "Skill_AttackWeapon" can have a modifier to increase the number of projectiles and spread, but then you get the multi shot every time and I wanted a skill that has a cooldown.

I could change "Throwing Knife" to require a ranged one handed to use, but then sword and ax and spear users wouldn't have the ranged capability so I think I will just leave it as is.

Taiji Dao, the dual wield Rogue ability, now qualifies ranged one handed weapons as well as swords and axes.

So at level one, you can put 1 in each and dual wield throwing knives with boosted damage right away.

Blade Honing now qualifies axes and ranged one handed to the list of qualifying weapons.

Sorry nargil66 :(, I didn't import Hired Goons for this version. Instead I went with Black Widows. They don't generate anger as much so they are pretty sneaky. They start with Sneak Attack. They have one pet modifier and that is the poison debuff aura that lowers poison resistance.

Poison Gas Bomb has a tier 7 modifier that grants huge buffs to damage and reduces cooldown time. It's completely possible to specialize in Poison Gas Bomb later in the game and just range all the mobs if you want to sink the points in.
Title: Re: Version 2 Development
Post by: sauruz on 15 January 2018, 19:45:11
Black windows will replace Goons for main pets ? they will be spiders our kind of arachnos ? Our will be a Ninja samurai :P?

Glad is everything working as planed for now !
Title: Re: Version 2 Development
Post by: Bumbleguppy on 15 January 2018, 23:24:36
They are spiders, I like the simplicity as opposed to the epicness of Arachnos. Though the thought of black ninja Arachnos as a monster is pretty cool...in the Orient, of course.

Thinking about Champ heart recipes right now and I want to redo the whole ordnance scheme.

I'm feeling like I want to get away from a bunch of armor pieces altogether and rely instead on buffed MIs and uniques.

I was thinking about recipes for just amulets...dang, wish I had an "ordnance" equipment slot lol :)

Amulets and artifact?

How about two hearts make a fragment of a new uber heart? When the new uber heart relic is completed it makes a relic that adds +1 to masteries and some other bonuses, then slap it on whatever?

You could make an uber heart for helm, torso, greaves and armbands....that would be like +4 to all skills. Hmm. Too much.  Even with the lower drop rate.

How about +1 to one or the other mastery (random) and +2 to a random skill from the other mastery? That might balance better.

Nah, it's too much infrastructure to do. Relics, charms and artifacts don't get a prefix AND a suffix, just a "bonus", one file. That would mean the bonus files would contain a file with +1 to one mastery and +2 to every skill so 24 files, and the same for the other mastery. Then for epic and legendary that's a total of 144 bonuses for all three difficulties for every class of two different masteries. I won't do the math there. Geeze.

Okay, there could be recipes for either mastery, so for Conqueror you could choose a recipe for +1 to Defense that would later get a +2 skill to Warfare when completed or the other way around. That means the uber heart would have +1 to a mastery with the first fragment you make, which is nice. Then I could just have the bonus table an existing table for +2 to skills that is already implemented in the mod. Sweet.

Nah, why would you need to complete it then? It already has +1 to a mastery, who cares about +2 to a skill?

Unless I make the uber relic have only one piece, so it's already complete like in Act 5 relic reward Nerthus' Mistletoe. Yeah, could do that.

So the recipe would require, for Conqueror for +1 Defense and +2 to Warfare skill: 2 Complete Defense Hearts and one complete Warfare Heart. It can have an item skill baked in from the start that way and just add a +2 to Warfare skill as a bonus. Yep. This sounds pretty good.

Or I could skip the classes altogether and just make uber hearts for one mastery. But all those fun item skills though...

Anyway, I'm going to add custom vendors for recipes in this version so it will be easy to shop for them.
Title: Re: Version 2 Development
Post by: sauruz on 15 January 2018, 23:35:53
Yhea, it will be kinda waste throwing they away.

It could be only crafted maybe in epic+ since they are preatty cool and strong.

I liked the ideia on champion hearts, some token that drops from monsters, and its a key to craft special weapons and armors
Title: Re: Version 2 Development
Post by: nargil66 on 16 January 2018, 00:19:00
Quote
Poison Gas Bomb has a tier 7 modifier that grants huge buffs to damage and reduces cooldown time. It's completely possible to specialize in Poison Gas Bomb later in the game and just range all the mobs if you want to sink the points in.

Can you do something like this with gas bombs now?

https://www.youtube.com/watch?v=EJw5voHxmDY

I'll miss the goons, especially the daemon ones, but black widows sounds cool too, and if its possible to spam bombs... man you don't know how long i dream to make a build like in the video above :D

What other skills do you plan for black widows? I would suggest some spider entrap skill?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 16 January 2018, 03:08:04
Yeah, the Rogue skill tree is full, I had to ditch rapid contruction to add the throwing knife mastery skill lol.

I gave the black widows the AlbinoSpider Queen web at max level as an uber skill. They get sneak attack at level 1, but they could use some other innate skills, but I haven't got that far yet. Any ideas are welcome. :)

Yeah, at max level, the tier 7 Poison Gas Bomb modifier reduces the cooldown to 0.4 seconds, so a little recharge gear and you can spam them like that. It should be obscene, but you'll need +10 to the skill to do that.

At max level 12 with no +skill items, it reduces the cooldown by half to a little more than 5 seconds.

EDIT: Also, I was thinking about making the Hired Goons, well, hired Goons as a scroll.

EDIT: I guess the crafting part of Champ Hearts is pretty fun. Ah, well. It's just a huge amount of work. I can import some, but I want to change some thngs. Like every class makes the same pieces, helm, torso and armband and that's it. No weapons or jewelry.
Title: Re: Version 2 Development
Post by: sauruz on 16 January 2018, 22:29:46
Another ideia i was thinking , Monster Artifact, when you complete it give you a summon monster, it goes for Artifact slot , like in soulvizer.

Foe exemple : Hired goons formulae, you need to get 3x elements , craft and you get then for summons.

Rare drop, for spice the things up :P
Title: Re: Version 2 Development
Post by: mountainblade on 17 January 2018, 05:01:46
Spider Skill ideas:
Poison bite
Poison Spray (AoE projectile? Like ternion but poison?)
Paralyzing bite (Slow+Stun)
Baby Spiderlings! (Spawn a brood of spiderlings that swarm enemies. And explode!)
Terrifying Visage (Aura with a debuff? Do skeletons already do this?)
Bonus dmg vs insectoids. (its what they eat!) passive/aura/party buff what ever

Just as a general note 'sexual cannibalism' would make a good band name.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 17 January 2018, 18:45:26
Good suggestions. I used the Terrifying Visage but made it an attack radius with 3.5 meter range. They get a party buff aura with a 12m radius that does extra damage and defense to insects and actually buffs party poison resist.

Here's a demo vid for the widows in action. Medea will be upset, but these are timed summons like traps.

https://www.youtube.com/watch?v=arD9q-9Z8KQ
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 17 January 2018, 19:44:41
Looking good BG.  Shame about the timed though.  ;)  How many can you get out at a time with the skill maxed?
Title: Re: Version 2 Development
Post by: sauruz on 17 January 2018, 20:38:39
Good suggestions. I used the Terrifying Visage but made it an attack radius with 3.5 meter range. They get a party buff aura with a 12m radius that does extra damage and defense to insects and actually buffs party poison resist.

Here's a demo vid for the widows in action. Medea will be upset, but these are timed summons like traps.

https://www.youtube.com/watch?v=arD9q-9Z8KQ

THAT CAVE !

ITS SO BEAUTIFULL! loved the fact when you destroy the spider eggs droped alot of spiderlings !!

Title: Re: Version 2 Development
Post by: Bumbleguppy on 17 January 2018, 20:39:55
Yeah, it's fun. Sometimes they spawn behing things so it's a work in progress making sure that happens as little as possible.

As far a widow summons there is a 3 summon limit, 4 at level 21, 6 at level 26.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 17 January 2018, 21:00:53
6 - cool!  ;D
Title: Re: Version 2 Development
Post by: sauruz on 17 January 2018, 23:00:16
sorry for off topic : What you think , putting snakes in Egypt?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 17 January 2018, 23:11:21
I will try. I was having some crashing issues in the Place of Truth tomb after adding some special textured black snakes, among other additions. I removed them as part of the bug hunt, but I really don't know what was causing the crashes.

I can try adding them again and seeing what happens.


Oh, I almost forgot.

Created a new glow texture with purple legs tips and back for the black widow uber level meshes.

Copied the Runemaster mines skill, but I used the blackwidow mesh for the projectile and gave the skill to the widows at level 21. It's a hoot.

Gave uber traps a clone of poison gas bomb but with the little fragment mesh for the projectile. Also gave them a retaliation buff and the uber skin from v1.1.
Title: Re: Version 2 Development
Post by: sauruz on 18 January 2018, 21:56:09
I also suggest, changed the satyr shaman name in Helos, instead of "Dark Saty~Shaman" it could  have a more epic name, oh and a small chance to drop a special staff : "Rod of Helos"
Title: Re: Version 2 Development
Post by: Bumbleguppy on 19 January 2018, 03:56:30
That's a great idea :)

Having fun with projectiles. They use a mesh, so why not have some fun?

The Goblin king throws squirming goblins at you. The Bonelord and Davy Jones throw a bunch of skeletons at you. lol

Made a new underground temple behind the Dragon Liche, gonna use the Manticore skeleton to create a new boss in there and fill it with undead.

Also found a mesh for Orient sarcophagi so put those in Babylon and Jade Palace.
Title: Re: Version 2 Development
Post by: sauruz on 19 January 2018, 20:30:54

The Goblin king throws squirming goblins at you. The Bonelord and Davy Jones throw a bunch of skeletons at you. lol

Well, that will be fun to watch :O!

Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 19 January 2018, 20:56:23
You think you're going to have time to watch while running away!  :o  ;D  Maybe Spirit mastery should have some skellies to throw around as well.
Title: Re: Version 2 Development
Post by: Typhon on 19 January 2018, 21:17:04
Kind of like that bone spear ability for D2 Necromancer?
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 19 January 2018, 21:45:22
Never played D2 so couldn't say.  I was just thinking it wasn't fair that the foes should have all the throwing fun.  ;D
Title: Re: Version 2 Development
Post by: botebote77 on 19 January 2018, 22:00:48
Kind of like that bone spear ability for D2 Necromancer?
good old times.. Necromancer was my favorite character in D2.. whenever i play Necro, F1-F12 wasn't enough i had to make custom hotkeys.. revive, bunch of curses, corpse explosion, bone prison, bone spirit, poison nova.. we even make tables of skills to determine which skill distribution gives highest damage
Title: Re: Version 2 Development
Post by: sauruz on 20 January 2018, 00:14:07
When you reach in act 4, i have  few ideias for new stuff in underworld part! Might be cool

Title: Re: Version 2 Development
Post by: Bumbleguppy on 20 January 2018, 00:28:13
Okay, I'm still working on that temple. It takes a long time to make a new area and monsters. Like 3 or 4 12 hour days easy.

I made a boss for the end part and he should be pretty much impossible. I based his stats on Typhon and went up from there. He is the Chinese dragon of treasure and uses coin sack missles lol.

Lots of treasure, I'm planning on one giant chest like the Secret Area in Rhodes and two regular boss chests.

You'll have to get through a few heroes to get to him as well. Making an undead Dragonian hero with a posse of Wu Sao Dragonians to back him up. Spellbinder skill based.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 21 January 2018, 19:05:59
Finished the new dungeon for now...

Here we are entering the Shrine of Zhong Kui
(https://i.imgur.com/ddC2r8L.jpg)

Defeated the Bonelord
(https://i.imgur.com/4lnNtP3.jpg)

Defeated the Raksasha hero
(https://i.imgur.com/ZyW4e02.jpg)

Defeated the Dragonian Hero
(https://i.imgur.com/I2RG6wx.jpg)

Defeated Fu T'sang Lung
(https://i.imgur.com/DLzC5az.jpg)

The reward
(https://i.imgur.com/OwMWUMz.jpg)

Title: Re: Version 2 Development
Post by: sauruz on 21 January 2018, 19:14:20
AMANZING ! You are really a expert doing new stuff !

Does the undeads Draconians have decay breath attack ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 21 January 2018, 19:19:23
Not yet lol ;)
Title: Re: Version 2 Development
Post by: Cygi on 21 January 2018, 19:58:12
Oh man, the hype is real. :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 23 January 2018, 17:10:23
Well, finished the Djinn Bloodsisters quest. If you defeat all three you get a small (3% per difficulty) elemental, physical and pierce resistance boost from an NPC in Quiyun, the village below the Jade Palace.

I had originally made a cave for the Djinn miniboss in the cave through the mountains with the Giant Yeti, but after making the new NPC quest I realized it had to be after Chang'an so I just popped in a new door and rearranged the walls and put the opening up where the new Yerren Panda Bear riding miniboss lives.

Man, quests are tedious and time consuming. It's one of those projects you go into all excited and enthusiastic but then the tedium of multitudinous details and tags and actions and conditions just pounds your spirit into the dirt. Really.

But you raise your bruised and bloodied gaze from he last save and build and it's...kind of worth it. :)

While I'm in the quest editor mode, I am going to go in and swap chests on the minibosses on reload to a crappier repeat version.

Already this mod is crashing on farming reload and I can't see why so I can't fix it. Ah well. The alternative is starting over and testing every single change with a player character and I'm not going to do that. So blame me I guess.
Title: Re: Version 2 Development
Post by: sauruz on 24 January 2018, 00:29:47
Good to hear the improvements so far !

I beleive, the questing part is kinda hard on paper, but when its done it worth of the time!

Its weird, the crashing still continues ? on normal IT it never had that issue and when you imported into AE it begins the troubles. Must be some pathing issue our something else.

But i dont mind :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 24 January 2018, 18:36:58
I reloaded a game just to test and it didn't crash so it's sporadic and unpredictable. I downloaded Visual Studio so I could open the MDMP crash files, but they seem to list the same things that are in the exception.txt files and without the original game files and years of experience and understanding of the C language, I'm no better off than I was before. Oh well.

Added a new quest for the Place of Truth in Egypt. A priest in Thebes in front of the temple will give you the key after defeating the Telkine there.

I updated the Marid Djinn miniboss to have an earth power aura that adds physical damage and physical damage over time to attacks. Also an attack radius that that does the same types. Something of note is that I found that the Djinn mesh takes PC animations so I added all the dual wield animations for special attacks to their animation file.

Also gave Earth Sprites an Earth Breath of dust and stone that does physical and physical over time damage.

Ran into frozen dead with my Guardian test playing yesterday and I really had the damage set too high on them lol, party wipe from trash mobs. Took some time to balance them out a bit :D
Title: Re: Version 2 Development
Post by: Bumbleguppy on 25 January 2018, 21:03:43
Added Runemaster Champion hearts. They have +%elemental damage, +flat intelligence and +% strength.

Added swamp and shadow skeleton Captains and Warlocks to act 4 skeleton spawns.

Added new rare suffix "of the Pegasus" for weapons with +flat elemental damage, +%elemental and +%attack speed to all rare weapon suffix tables.


Changed Lich King's basic attack to the same as the Liche Queens and gave it the mummy mage staff attack animation. The projectile uses all damage so pet bonuses apply.

His old basic attack is now a special attack that does lots more damage and chains at higher levels.

At uber levels he gets the Soul Strike which I have alread moved to the player skills. at uber levels it throws 3 projectiles. He gets Soul Jar at level 1.

He's a tier 7 timed summon now.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 January 2018, 16:59:36
I've hit an unexpected and rather game breaking snag. The game crashes with saved characters after having made changes to the games monsters.

I restored all the proxies and monster files to vanilla and it still crashes, and not a crash from an illegal variable access, the TQIT.exe crashes to desktop without an error log or exception.txt at all.

I'm completely stumped.

So I have had to make a strategic withdrawal if I want to still make a mod at all.

I am going to archive the map I've made changes to and try to develop in the disc TQ:IT version for everything I can. Then later add AE. Then add Ragnarok.

Wish I knew what was happening when it crashed, but I'm not that smart. So I will do what I know I guess.

I don't expect I will be updating this thread for awhile lol.

Well, back to the salt mine.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 29 January 2018, 17:39:03
Ouch, double ouch, triple ouch, multiple ouches.  :(
Title: Re: Version 2 Development
Post by: Cygi on 29 January 2018, 19:54:45
I've hit an unexpected and rather game breaking snag.

In other words, to play v2.0, you must start with new character?

If yes, that's no problem for me. ;)
Title: Re: Version 2 Development
Post by: sauruz on 29 January 2018, 20:32:26
I've hit an unexpected and rather game breaking snag.

In other words, to play v2.0, you must start with new character?

If yes, that's no problem for me. ;)

isnt the problem, its more of game crashes
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 January 2018, 21:32:05
Yeah, the possibility that a new character will have to be made is a given. It's a new mod and the way the game handles mods makes it impossible to swap characters between mods, at least those with major changes.

My problem is that if the game crashes whenever I play test a change, how can I complete a mod at all?

That's what I am facing right now.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 02 February 2018, 23:03:42
Well, remember how I said I didn't want to start from scratch? Yeah, about that...

I've created a new mod from scratch. Right now, I have imported all the skills for the player and that's it.

Had some weird things happening in the last mod. I used all the vanilla skill file names thinking that you could import a character from vanilla, but the game would still display the vanilla skills. For example, I turned "Maul" into a pet modifier for the Forest Nymphs, but in game it was still maul. Weird.

So I checked and double checked the skilltree, the ingameui (where the skills are assigned to their respective buttons) and the skill files themselves and everything was set and ready. But it didn't work. The game insisted it was supposed to be the vanilla skill Maul.

So I decided to go the opposite route. Instead of setting up my database in the same structure as vanilla, I have placed all custom files in LoC_records instead of records. So far there has been no issues. But you won't be able to use any other character to play this mod but one from scratch. FEEL MY PAIN. :D

No crashes yet, so I'll keep going.
Title: Re: Version 2 Development
Post by: sauruz on 02 February 2018, 23:06:31
its good to see its working well atm.

Great luck !
Title: Re: Version 2 Development
Post by: efko on 03 February 2018, 02:24:45
Bumbleguppy, can we rename 1st post in this topic from "Version 2 Development" to "Version 2 Development LOC" or something similar?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 03 February 2018, 02:28:03
Yeah, that's okay.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 03 February 2018, 14:34:27
Does it need it since it's in the Legion of Champions AE section?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 05 February 2018, 22:08:41
Today I added the game map to the mod (the one I had already worked on) and I made it to Megara with only one crash.

This time it crashed with an exception.txt which had a Shader error, which is a first.

I was using a custom mesh for Leimon the Zombie mini boss in Tegea, so I changed it to a vanilla mesh and no crash.

At least the evidence is accumulating to tell me WHY it crashes. It must be the custom meshes I've added. Well, some of them. Forest Nymphs and Magma Sprites aren't crashing it.

I noticed today that since Ragnarok, you no longer get blue and yellow checkers if the texture for a mesh isn't found, instead you get a uniform beige which makes me sad. It isn't as obvious as the old one. It also explains why all the meshes in Viewer.exe are that uniform color now, too. The path to the textures is wrong for Rag meshes. But I have yet to figure out where Viewer is getting it's files from so I don't know how to fix it yet.

Once I figure it out, I could extract and dump the Rag  creature meshes and textures in that folder. Oh well.

Decided to make Magma Sprites have the same spawn increment per level as wolves. Having one tanky one was just like having two coredwellers. They are still strong against poison and fire, but have a more average resistance to most everything else. I thought, since they are made of rock, they should also have a vitality resist boost as well.

I took the infinite potions out of all vendors and placed potions in the melee merchant's inventory with the same spawn rate as scrolls. So you can buy 5 or 6 per visit. Also, potions spawn from bonepiles and chests but at a much reduced rate than vanilla.

I'm not having any problem keeping up myself, plenty to spare, but I guess some people may struggle. We'll see.

I restored onslaught's base skill to +%physical, but I did add flat regen to ignore pain and +%regen to ardor.
Title: Re: Version 2 Development LOC
Post by: sauruz on 05 February 2018, 22:24:11
maybe the problem after all was a random meshing issue.

But im happy to see its going well, its a hard work after all, starting almost from 0 , and redoing the new content, three our four times.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 February 2018, 01:45:43
I just had an idea.

Look, I never use Ternion. I haven't used it in over 10 years. And there's a part of me that's a rebel and likes to cheese people off. Like having no potions. :)

Anyway, since there are no native vitality staffs, what about a vitality staff-like projectile skill? Like the Lich Queen in Act 5 but starting with one projectile. It can carry all damage too so Earth and Storm will synergize nicely.

Spirit Strike and Cascade are a pretty good substitute anyway.

No cooldown but a little mana heavy to fit the Spirit theme.

I've already added the giant volcanic orb spirit strike skill as a tier 7 skill. Maybe this is what is needed to make Spirit a real caster class finally.

Pew pew pew!

EDIT: Well, I realized I still have one slot left for Spirit anyway, so I'm gonna do it. No modifiers, that's sad. Would be cool to do a Flurry of Knives on it.
Title: Re: Version 2 Development LOC
Post by: Cygi on 06 February 2018, 14:05:32
Also, potions spawn from bonepiles and chests but at a much reduced rate than vanilla.

Oh, I can't wait to finish v2.0 in Solo-Self-Found playthrough.

Hype!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 February 2018, 01:11:51
Made it to the town below Arachne without crashing. So far so good.

I made the Obsidian Obelisks into monster generators with a vitality decay + fear aura. Placing more of them all around the world. Well, up through Orient, there aren't any after Typhon. I never realized how many surround the early Tigerman camps.

Health shrines come back to use again pretty much instantly.

Brigand's Bow in act 1 grants Envenom Weapon on equip now. I always thought it was a pretty weak MI, not even worth selling.  I should add it to an MI set with the Hood of the Magi and Staff and armband so bow or casters can use the same set.

Because of the lack of mana potions, my Summoner is having to actually equip +energy items. Haven't done that since I was a newb. :)
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 07 February 2018, 07:28:56
 ;D There you go!  Brigand's Bow is my "go to" bow for early toons.  I always dig one out of my Vault for Hunting toons to use.  Just miffed that Nordic upped the dex and level needed for the higher versions.  Means I can't equip my Epic/Legendary version as early I used to.  :(
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 February 2018, 20:46:43
Ha ha, I exhumed the old files from teh disc database and all three difficulty versions were set to level 4! No wonder you could equip them early! :D

Spent this morning making all the bonfires/burning houses/open fires throughout act 1-4 cause burn damage (4m radius). Open campfires too, but not cooking fires.

Finished adding healer NPCs and shrines by all the rebirth fountains in acts 1 - 4.

Finished up the obsidian obelisks I think.

Moved the +%speed modifier in Nature from Heart of Oak to Winds of Eos (new skill)
The Eos tree looks like this:

Winds of Eos (tier 2): elemental damage support buff aura.
Winds of Zephyros (tier 4): +%total speed and +%mana and health regen. (+%mana regen and +%health regen are extremely rare properties in this mod, usuallly you get flat regen)
Winds of Aiolos (tier 6): 33% chance of +25% to a random elemental damage type (includes physical).

Removed poison damage from tier 7 nature skill Deathblossom and added acid damage instead. Also nerfed the damage a bit.
Title: Re: Version 2 Development LOC
Post by: sauruz on 07 February 2018, 22:27:03
health shrines heal mana as well ?

I was thinking adding cosmetic Mi to some monsters just for flavour. Like in 1.1, Satyrs mages always had their MI staff as normal mesh for weapons.

Title: Re: Version 2 Development LOC
Post by: Typhon on 07 February 2018, 23:29:24
I always liked the monster obelisks that summon skeletons, reminds me of Gauntlet.
Title: Re: Version 2 Development LOC
Post by: Prosoro on 08 February 2018, 08:33:38
Man, you're a machine at adding new stuff! sigh.. wish I had more time but things are busy atm.

Loving the realism of burn damage at close proximity! nice touch!  8)

Also, slightly separate topic question; when playing LoC I know it's especially aimed at pet play-styles but how feasible is it if I wanted to try play through with a more character focused build? or even with minimal pets like just having the Lich King etc?
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 08 February 2018, 08:47:28
Well, some of us have been trying that as one of the LoC challenges.  We have a "no pets, no death" challenge.  No one's very far along with it yet though.  Cygi's got the furthest, Epic Parnassus caves and L49 (pre-Ragnarok).

https://titanquestfans.net/index.php?topic=78.0
Title: Re: Version 2 Development LOC
Post by: Prosoro on 08 February 2018, 10:10:04
Sweet! Sounds like my kind of challenge then Medea  :) although the 'no deaths' part hmm haha a challenge for sure.  Good effort by Cygi
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 08 February 2018, 11:00:59
Yeah, it's good fun trying all the challenges.  That BG, he's kinda sneaky you know.  Never know what's going to pop out at you.  ;D
Title: Re: Version 2 Development LOC
Post by: Cygi on 08 February 2018, 13:49:59
Good effort by Cygi

Thanks, but because my toon died back then because of being too cocky with Grieving Widow boss, this was less of a good effort and more of a Darwin Awards.  ;)

But I'll be back in this challenge, when v2.0 gets released.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 February 2018, 15:14:38
Grieving Widow boss killed me yesterday while testing.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 09 February 2018, 02:55:24
Updated Shieldmaiden tier 7 modifier. I cloned the Armored Spirit's top tier skill Curse of Aneketos.

I changed it a bit, though. Shieldmaiden's skill lowers enemy's armor absorption instead of lowering armor itself. It also lowers enemy defense ability by a small percent and also lowers stun resist by a small percent.

Starts at 9% but at max with +10 skills, it lowers enemy armor absorption by 70%. So in gameengine.dbr, armor absorption is set to 0.66, something along the lines of 66% of armor rating is deducted from incoming weapon damage. So lowering it by 70% would be 0.198 so only 20% of incoming damage is reduced. Since this is armor it only affects physical weapon damage. But man, you can really wallop them now!

Had a few crashes to desktop today. The battle continues.
Title: Re: Version 2 Development LOC
Post by: sauruz on 09 February 2018, 20:32:55

Had a few crashes to desktop today. The battle continues.

Same places as before ? Warcamps ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 09 February 2018, 20:59:16
Warcamp near Athens, yes.

I went into the map and removed everything I added and also removed a lot of the ambient fires.

Removed the custom meshes from the Ichthians in the nearby swamp (which also loads when in the warcamp).

Removed some proxies that were in vanilla as well to thin out the spawns.

Seems to have been enough for now.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 February 2018, 00:32:36
Crash to desktop over and over.

I restored all the map around Athens to the original map extracted from the game install directory.

I deleted every satyr, centaur, ichthian and boarman monster file and restored the monster pools to include only vanilla monsters.

I pointed all the undead pools to the vanilla versions of each monster.

Still crashes every time.

The most recent was just killing a vanilla satyr mage. It was right near the middle of the balle ground on the right most side where there is a shrine between buildings.

Maybe the pets wanted to path to the satyrs there and something happened? I don't know.

I'm stumped again. No exception record either.

I installed visual studio and clicked debug after the crash. It's all greek to me but it does mention ntdll.dll again.

Verified the game files, uninstalled TQ and reinstalled.

Only thing left is to remove the custom meshes and animations for the pets, though they never crashed the game up until the Athens area.

I just don't know what to do.

A small voice in me says "Uninstall all the new Anniversary and Ragnarok versions and develop for the disc versions".
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 February 2018, 00:42:59
I think I'm done with this.

I don't know why this game is crashing so I can't resolve the isuue.

I give up.

I'll probably develop something for TQ:IT for myself because I enjoy  this as a hobby.

This project is officially cancelled.

Sorry everybody and so long.
Title: Re: Version 2 Development LOC
Post by: sauruz on 10 February 2018, 00:44:15
it must be something in ATHENS that must be crashing, some npc ? sound, music, animation, sound, rats ?some item, something is trying to spawn under another monster ? wrong file sound misplaced
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 11 February 2018, 11:23:21
Sorry to hear you're having so many problems BG.  :( My thoughts, for what they're worth: v1.0 for AE works, but needs updating to take in Act 5.  So, forget about adding caves, tombs, etc, and concentrate on simply doing the same sort of things you were doing originally.  Making new items, sets, foes, mod Rune mastery for pets, etc, for that version.  That way AE also has the mod for people to play and it would take in Act 5 as well for people with the expansion.

Then, maybe think about making an entirely new map as Prosoro is doing, totally separate from LoC - a new mod effectively which may or may not be pet based.

I think it would be a shame if AE players can't enjoy this mod because it's great fun. 
Title: Re: Version 2 Development LOC
Post by: Akunde on 12 February 2018, 10:56:01
Hi Bumbleguppy,

Its been a good 2-3 years since I last played TQ, and I didnt even realise there was an expansion to it until I installed it the other day. I decided to come back to TQ because I remember how much fun it was playing with your mod, not because of the base game itself.

I'm not a developer myself, but I do work on software development projects almost daily as a career, as a Project Manager, Business Analyst and Tester, and what MedeaFleecestealer says makes a great deal of sense. The parameters of the game have changed, but not wildly. Start with the basics of the mod again if need be and identify the root cause of the issues.

While my time is a bit limited between work and a newborn, and I don;t know my around the modding toolset just yet (but I'm a quick learner ;) ) I'd be happy to invest a bit of time in helping you do a bit of testing if need be  :)

Andrew
Title: Re: Version 2 Development LOC
Post by: Prosoro on 18 February 2018, 12:37:59

Man, sorry to hear of your struggles and this news BG.. Hopefully after a bit of a break from the project you'll re-new your energy reserves, activate the Rally skill and smash this bug!

Let me know if there's anything I can do to help  8)