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Messages - Bumbleguppy

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New Projects / Re: Deities Mod - Early Development
« on: 17 February 2018, 17:23:43 »
Good Lord those Spartoi are magnificent! Truly inspired work.

This is shaping up to be a great mod!

Ideas and Suggestions / Re: Version 2 Development LOC
« 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.

Ideas and Suggestions / Re: Version 2 Development LOC
« 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".

Ideas and Suggestions / Re: Version 2 Development LOC
« 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.

Ideas and Suggestions / Re: Version 2 Development LOC
« 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.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 08 February 2018, 15:14:38 »
Grieving Widow boss killed me yesterday while testing.

New Projects / Re: Hamunaptra Mod - Development
« on: 07 February 2018, 21:03:19 »
Bless you my son, I got a little misty. :')

Good job with the spawn effect, that's tricky if it isn't already baked in.

EDIT: Okay, here's an idea. The chest skill spawns an invisible monster/hidden from combat,. It has SIX summon skills (cloned duplicates) that spawn increasing amounts of 3 then the cloned skill is set to four etc. In the skill config the first is set to the initial skill, then the rest have a 0.5 second delay (or will it have to increment? like 0.5, 0.8 etc.). I will have to fool around with this idea, but having summons POUR out instead of burst out might be feasible...and fun :D

You'd have to set the invisible monster to die after like 30 seconds or when it's done summoning...otherwise it would do the skill again if the player reloads the area.

Ideas and Suggestions / Re: Version 2 Development LOC
« 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.

Immortal Throne - General discussion / Re: Which pet is the best?
« on: 07 February 2018, 01:14:06 »
I have to agree with wolves, not only for the same reasons...but having 3 pets drawing aggro can't be understated. That crowd control is a life saver.

Ideas and Suggestions / Re: Version 2 Development LOC
« 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. :)

Ideas and Suggestions / Re: Version 2 Development LOC
« 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.

Yeah, I noticed today that the blue and yellow checker default texture has been replaced with a monochrome beige.

Could be the viewer isn't reading textures or the paths are wonky.

Ideas and Suggestions / Re: Version 2 Development LOC
« 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.

Ideas and Suggestions / Re: Version 2 Development
« on: 03 February 2018, 02:28:03 »
Yeah, that's okay.

Ideas and Suggestions / Re: Version 2 Development
« 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.

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