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Messages - Endymion

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16
New Projects / Re: A Few Bug Fixes And Some More
« on: 26 September 2021, 13:44:28 »
In short, a bounce mod is a mod that kicks you back to the main menu upon activation, allowing it to affect the main game.
Hardmod is when you replace files in the game directory bypassing the need to activate it each time you run a game and allowing you to use more than 1 mod at a time. Also enabling achievements (though they're buggy and oftentimes you can get them with a mod still).

Bounce mods need to be put in C:\Users\User\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps. If CustomMaps folder is missing, create it.
Extract downloaded archive, put afewbugfixes folder in CustomMaps.
Launch the game, click Play Custom Quest in menu, you should see afewbugfixes - main.map in the map list.
Create a character if you don't have any, select the mod and launch it. This should get you to the character selection menu and show notification that you've activated a bounce mod.
Click Ok and you're good to go.
You need to activate your mod each time you run the game.

For hardmod you need to extract Database, Text and Resources folders into the game directory with replace (...Steam\steamapps\common\Titan Quest Anniversary Edition for Steam version). Then start the game as usual.

There are several ways to tell the mod's running, probably the easiest one is you should see new shields and staves being sold by merchant in Helos.

17
New Projects / Re: A Few Bug Fixes And Some More
« on: 24 September 2021, 15:37:45 »
Now where do we begin.
Pardon my long absence and thanks for continuing reporting issues!

I've decided to use a snapshot system, I'll be posting smaller test versions before incorporating everything into an update. If you are interested to test it out and send feedback my way I would appreciate it a whole lot.

My current scope of work will chiefly be dealing with affix tables in Ragnarok & Atlantis especially, which as you may or may not know have been in a dire state from the very beginning, with incorrect affixes placeholder'd onto anything and everything. Something I've been putting off for the longest time for various reasons, hoping developers would sort it out eventually.

...Well you'll never guess what! That never happened.
Here goes.

ver 9/24/21

Items
  • Atlantis MIs now get proper affixes instead of chest affixes for all armor and axe affixes for all weaponry respectively (with the exception of bows and shields for some reason), sometimes not even correlating with difficulty.
  • Fixed botched suffix paths in Normal MI torso tables which resulted in them not getting any suffix at all
  • Fixed Amazonian Spear mesh. Credit to @nargil66
  • Fixed Reptilian Limbs set granting set bonus with just one part equipped


Skills
  • Added flight and impact sounds to Aegipian's rock fall skill so it looks more natural

https://drive.google.com/file/d/1L5uBv4ytufW18VEJCDRS3a6Zkrb1fIWY/view?usp=sharing

18
New Projects / Re: A Few Bug Fixes And Some More
« on: 24 September 2021, 07:27:19 »
Made separate hardmod versions for 2.9 and 2.10 due to issues with UI when using it on 2.9.
New update's coming some time.

Why was Psionic Beam bug reverted? Is it not supposed to work only with staffs? Dev confirm?
Yes, confirmed by a dev. Wording threw me off too.

19
New Projects / Re: A Few Bug Fixes And Some More
« on: 12 May 2021, 19:57:31 »
New update's up.
The mod is now compatible with both 2.9 and 2.10!

v 5/12/21
Skills
* Fixed Storm Wisp having Arc Discharge skill by default on 10th level
* Rolled back Psionic Beam staff requirement

Items
* Bone bow's proper bitmap is back
* Fixed some Epic shields not dropping from Act IV loot tables
* Hati, throwing weapon is now easier to come by
* Fixed Mistletoe of Nerthus not being obtainable in 2.10
* The Greg shield which apparently has been missing added in the game
* Fixed a few special items not dropping due to unadjusted level range
* Blessing of the Gods amulet now drops on Epic difficulty

Misc
* Custom textures now work properly on both 2.9 and 2.10

20
New Projects / Re: A Few Bug Fixes And Some More
« on: 08 April 2021, 10:24:03 »
Updated for 2.10 beta
Do note, this update is incompatible with 2.9 version of the game. Some of the textures had to be updated to function properly and as it appears new .tex format has no backward compatibility, so affected textures won't display on older versions.

v 4/6/21
Skills
* Fixed Mana Burn Ratio and %Current Life resistances scaling with difficulty incorrectly for a boss immunity passive skill

Items
* Cleared up the mess with Atlantis loot tables. Atlantis bows and spears now drop properly
* Fixed Staff of the Deep projectile distance
* Rolled back Bone Bow's bitmap due to technical complications
* Fixed Mollusc set bonus

Misc
* Fixed various textures not displaying properly on 2.10 beta (mainly item bitmaps)

edit:
Yeah to go a bit in depth as to why textures broke down in the first place, I've been mainly using GD's Bitmap Creator for bitmaps and with the new update it seems GD's format lost compatibility with TQ. A word of warning if you've ever used GD tools to build textures.

21
Outstanding work. Now I have to confess I'm commenting mostly in reply to this:

I'm not a fan of this mod. Sorry.
I'm gonna jump the gun and speak for the author here, but this is really not a warranted sentiment, which I unfortunately seen before. Frankly modding in TQ is taxing enough (or oftentimes straight up frustrating) for him to have to defend it in his own thread. More than anything it's art, and it's not up to you to decide its purpose.

I guess English isn't your native language but certainly you could find less rude ways to express your thoughts... Or better yet just move on if you're not interested.

22
Other Modifications / Re: [Tut]Creating models
« on: 08 December 2020, 01:01:40 »
Hey!
Did you include event callbacks in your converted animation? Attack animations in particular need a Hit callback to let the game know at which frame to execute attack.
On a side note you don't have to redo animations in Max, they'll work as is. For meshes as well, they can be converted using any hex Editor without involving Max (as described in the post).

23
New Projects / Re: A Few Bug Fixes And Some More
« on: 03 August 2020, 07:08:55 »
Appreciate it and thanks for the report
It appears for some reason only a part of the mod's records were packed into hardmod's .arz. Fixed version is up

24
Other Modifications / Re: [Tut]Creating models
« on: 01 August 2020, 09:21:07 »
In some versions of Max MSH tools can't be run simultaneously with the official TQ plugin. Meaning you'll have to choose one or the other.

25
New Projects / Re: A Few Bug Fixes And Some More
« on: 28 July 2020, 01:32:30 »
New update's up. Also made database replacement version.
I don't have access to my old Steam Workshop at the moment so Steam page won't be up to date for indefinite period of time. Either unsubscribe and install it manually or put new version in ...Steam\steamapps\workshop\content\475150\2045473788


@Endymion  What do you think of Atlantis performance issues ?
Well there's a multitude of issues.
As has been mentioned, with Atlantis they went Grim Dawn way and made a wide variety of separate smaller decoration pieces than need to be put together on the map, as opposed to previous acts where it's mostly single block decorations.
So density of objects, textures of higher resolution; I assume more complex hitbox data for enemies' models, and better textures for them as well, these are probably the main source of problems with performance

26
New Projects / Re: A Few Bug Fixes AE/Ragnarok/Atlantis
« on: 04 May 2020, 17:27:51 »
Another one of those updates

v 5/4/2020
Creatures
* Ryewolf now has a tiny chance to appear in wolf groups in Ragnarok (as a temp measure)
* Fixed mess with attach points in snake models which caused issues with targeting and incorrect positioning for various effects
* Adjusted race for Mollusk Turret
* Lowered hp amount for new tigerman hero

Quests
* Pharaoh curse from "The High Priest's Request" quest now has more impact on player

Skills
* Revamped Dark Elves' Curse debuff
* Revamped Emasculate, granted skill; Fixed indefinite duration
* Fixed incorrect animation references for Redfist Knife & Chang-Kuo Lau's Steel Blur granted skills which prevented them from proccing

Items
Content
* Loki now has a chance to drop Mistletoe of Nerthus (previously unobtainable); Fixed model alignment & attach points
* The Great Shroom boss received new MI
* Gungnir received unused unique look (originally looks identical to some common spears)
* Redone models & repurposed two unused maces as thrown weapons

Fixes
* Adjusted spawn weights for unique throwing weapons in common chests in Greece, Egypt and Orient
* Fixed Aphrodite's Favor being obtainable effectively only in Ragnarok
* Improved model alignment for all Atlantis spears; Properly set attach points for weapon trail effect
* Fixed attach points for weapon trail effect for some Ragnarok spears
* Teeth on Gill Raker now face away from character's hand
* Corrected values that now scale with difficulty properly on following items: Ichtian Spine, Hood of the Chosen, Boots of the Valkyrie
* Removed unnecessary attach points on Springvine Bow model
* Set mace sounds for some Ragnarok hammers previously using those of axes
* Redone bitmaps for Ball Mace

Misc
* Set proper text tags for new items & skills

A few pics featuring some new content can be found here https://imgur.com/a/s0ilFSk

27
Other Modifications / Re: [Tut]Creating models
« on: 28 April 2020, 10:24:58 »
Updated info regarding documentation for TQ's 3ds plugin. Now you can find official guide in the game directory (presumably added after atlantis release).
Besides basic set up it also goes over things like skinning, rigging and making animations.
Also fixed link for GD 3ds tut.

28
New Projects / Re: A Few Bug Fixes AE/Ragnarok/Atlantis
« on: 03 April 2020, 17:26:41 »
New update's here and it's now out on Steam Workshop!
https://steamcommunity.com/sharedfiles/filedetails/?id=2045473788

v 4/2/2020
Creatures
* Utilized previously unused idle fidget and alert animations for enemies such as arachnos, automatoi, boars, beetles, centaurs, cryptworms, dune raiders, eurynomuses, turtles, hyenas, reptilians
* Added a couple of new heroes (for tigermen and satyrs each)
* Added some missing heroes in Ragnarok proxies
* Removed extra Hit callback in buff casting animation for dual wielding tigermen
* Fixed skill references and various inconsistencies for reptilians from "Plight of the Nile farmers" quest

Skills
* Revamped Barmanu's Blizzard for Legendary difficulty, now it's closer to its vanilla version (pre-IT); Current version is still used on Normal and Epic
* Fixed Blast Fang's fire breath skill missing casting sound
* Fixed summon animation for Sand Wraith Lord
* Remade botched bump texture for Battle Standard

items
* Fixed Staff of the Cosmos not having base damage chances set, which caused it to use only one type of damage
* Fixed name tag for Epic Celtic helms

29
Other Modifications / Re: [Tut] Misc Tools Guide
« on: 02 April 2020, 01:15:38 »
Did you have Viewer open during building? Since it's using archives of the active mod it won't let AM update them.

30
Other Modifications / Re: [Tut] Misc Tools Guide
« on: 02 April 2020, 00:45:24 »
What sort of error are you getting exactly?

And in case with animations you can just use any text editor and change callbacks manually. And then build the .anm as it is without adding .aif.

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