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Messages - Prosoro

Pages: [1] 2 3 ... 11
1
Forum News and Info / Re: Closed Beta Program
« on: 10 February 2019, 11:09:52 »
Promising news, moreso because of the added application process for testers - not just another balancing patch but something more substantial it seems.

I'd wager QoL features will be added, like auto cast instead of click target to cast :P
2019 is going to be a good year for Titan Quest guys!

2
New Projects / Re: Deities Mod - Development Thread
« on: 07 February 2019, 23:48:09 »
Yeah agreed with Sauruz  ;)
That Hail of Arrows skills look awesome btw

3
New Projects / Re: Hamunaptra Mod - Development
« on: 06 February 2019, 14:08:24 »
Work on the interior of the Nile temple is coming along nicely  ;D








4
New Projects / Re: Hamunaptra Mod - Development
« on: 28 January 2019, 08:42:09 »
Yeah agreed.  I like the Rebirth Fountain idea as a whole, I think it reduces the tedium of re-running areas already cleared and makes the playthrough more efficient.  It seems they're still unique to TQ as well since Grim Dawn doesn't have them..

5
New Projects / Re: Hamunaptra Mod - Development
« on: 26 January 2019, 04:04:03 »

Thanks guys.  ModDB also put up a link/feature for the mod on their Facebook page, so some nice promotion there  :D

@mvlad954 Yeah those are some of my favourite shots as well, I love the darkness of the tombs and having some overgrown ruin locales is refreshing.  I'll definitely be releasing on the Steam Workshop, I know many like yourself check over there frequently.  I'm reluctant to put anything on there yet that's not playable though.
Hmm regarding checkpoints I have played Lilith ages ago but don't remember these 'restpoints' but yeah, at the moment in Hamunaptra you will find Rebirth fountains.   I'm sort of approaching this in a way where there a fewer of them and longer distances inbetween, with some actually being semi-hidden.  For example in a large tomb with multiple levels you might run through it, reach the lowest level and die.. this can get frustrating having to run all the way back etc.  So to help with this you might find a secret chamber say halfway down within the tomb and inside is a hidden Rebirth Fountain. 

Thought on this? Of course playtesting will tell me if this is fine but we know I guess from the Athens catacombs that is helps a lot huh.   

@nargil66 Wow huge compliment! Thank you sir!

@botebote77 Thanks and for sure I'll add you to the Beta list  ;)

6
New Projects / Re: Hamunaptra Mod - Development
« on: 24 January 2019, 23:56:31 »
Finally set up over at ModDB, excited to join the community and bring back some more attention to TQ  ;D

https://www.moddb.com/mods/na41850

A few new screenshots added there too

7
General Discussion / Re: Russian Titan Quest Gold box (unreleased?)
« on: 24 January 2019, 12:35:00 »
Hey Malgardian, yeah that's also the same edition I own as well.  Guess it likely is just a 'promo cover' or concept that Iron Lore/THQ never used..

8
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 23:33:32 »
Nice work man, good progress on Artemis.  Current Deities demo on Steam workshop seems very popular

9
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 18 January 2019, 21:45:13 »
Trust me, a modder can get alot of fuel from simple comments or any kind of feedback

^Indeed this is true, can confirm.


10
General Discussion / Re: Russian Titan Quest Gold box (unreleased?)
« on: 17 January 2019, 08:01:33 »
Hey mammoth,

Torrent trackers eh, so as in only downloadable with the torrent showing this image? But still no sign of a physical boxed copy..?  :-\

11
General Discussion / Russian Titan Quest Gold box (unreleased?)
« on: 15 January 2019, 10:43:14 »

Maybe there's some TQ members here that can answer this for me..

During my usual searching sessions on the vast internets for all things TQ related I came across this unique Gold Edition box cover which, according to Mobygames, was only released for retail in Russia



But then again perhaps it wasn't?  And (much to my disappointment) I can't seem to find it anywhere else, including of course any of the online trading sites (ebay/amazon etc) listing this version

This leads me to believe that it was a potential prototype or concept cover for the Gold Edition that for whatever reason wasn't used ....unless someone has it??! (please post pics if so  ;))  In any case it's a real nice cover with the Greek marble ^^ Hope someone here can confirm the story behind it.










12
I'm a sucker for strategy guides too.  I have a collection of those including a TQ one

Yeah agreed, though I didn't know about this guide until recently tbh.  It's so interesting, with things like a nice foreword message from Brian Sullivan; unique art I've never seen; and even a modding section!

Is your one the same Brady Games guide or different?

13

Old thread I know, but wanted to post my collection here for awhile.  Had to wait for the official strategy guide to ship across half the world to NZ  :P ::)
I've been into collecting boxed PC games for a few years now but Titan Quest is of course the jewel of the collection.  You might notice I don't have the latest A.E:Ragnarok Collectors Edition and yeah it is kool but personally I prefer the original release editions from Iron Lore  8)

Anyway good to see some of you still keep the old big boxed copies as well.


14
New Projects / Re: Hamunaptra Mod - Development
« on: 03 January 2019, 23:48:43 »

New elemental dual sword set on its way  ;)


15

Before the beginning of today I didn't know how to do this - now with a bit of trial and error and much help and patience from WNG I have successfully added effects to a custom sword for my mod! Yes, perhaps childsplay to many veteran modders here, but I'm pretty happy atm with this achievement  8)

For the sake of keeping records for those who follow and may wish to do this in the future ill explain what I did:

Firstly, in addition to the ARC Encryptor and Mesh View Tool that WNG mentioned, you also need to have the ARC Explorer tool as well.

~Includes Trial and Error explanation as I experienced it~

1-  Using the ARC Explorer I opened the Items.arc file and then scrolled down to my desired item mesh; in this case it was 'spathalongbronze01'.
2-  I then extracted selected file to a folder I had previously named "MY CUSTOM MESHES".  I have a mod folder named Project Hamunaptra which has all my mod related stuff so for tidy safekeeping I created my custom mesh folder there.
3-  Now I have my sword mesh I then opened up Mesh View and following WNG's instructions loaded in the sword mesh by navigating to the aforementioned custom meshes folder.  In the Mesh View program under the 'Textdata' category, I added a new "CreateEntity" and "Anchor 3" line of code and added my chosen effect.  I knew the path to this from the TQ Editor database which in this case was 'effects\weaponenchantments\rclub07b_ambientfx'

This I all manually typed in... which is partly where I went wrong I believe.

4-  Saving and closing Mesh View I opened ARC Encryptor, and then the AM and followed WNG's guide for these last steps (especially taking care with the sliding of my Mesh.arc file to the desktop before building in Art Manager to avoid losing anything!)  Works a treat  ;)
5-  Loading up the TQ Editor I excitedly located my sword, clicked on it and the Editor froze and crashed! lol Obviously something wasn't right.

~The Fix!~

A) - Damn, Alright.  Went back into Mesh View but this time loaded in Pagos - A sword mesh I know already has effects attached to it.  Looking at the Textdata code for this sword I saw it had this:

CreateEntity
{
    attach = "SpeacialHit03"
    entity = "Records\Effects\WeaponEnchantments\SwordIce_AmbientFX.dbr"
}

So here were two things I noticed; One the entity text was typed out in full starting from 'Records' and using capital lettering etc.  And two, it wasn't using and 'Anchor' attach point.  However, instead of using "SpeacialHit03" for my sword, I saw there were other attach lines with one called "Upper Body".

Figured that this meant an attach point roughly in the middle of the blade (which is what I wanted) so used that instead.  So to clarify; all I did was added the 'CreateEntity' code lines as above but changed the 'attach' and 'entity' lines to "Upper Body" and my chosen effect  :D

Once again followed WNG's final steps, hit build in the AM and opened the Editor .....to find my glorious flaming sword!



Once again, thank you and credit to WNG for the help and insight into achieving this  ^-^


P.s - there will be a twin sword accompanying this one which will be lightning themed  8)
 







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