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Messages - Bumbleguppy

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1
Ideas and Suggestions / Re: Version 2 Development LOC
« on: Today at 19:09:39 »
You can check out the Alpha testing thread here:
https://titanquestfans.net/index.php?topic=798.0

I appreciate your anticipation :)

Version 1 took me 7 years to make. It certainly isn't good enough to warrant 7 years to make, more like a year or 6 months, but I'm not a professional. I'm that old man down the street than makes wooden toys for Christmas in his shed.

Anyway, I don't want to promise a release date and break my word.

So just keep checking back I guess.

2
Art Manager / Re: Large Projectiles?
« on: Today at 15:39:01 »
Interesting question.

In the example, I would use a wave skill to do it and call it a day.

Would the mesh of the projectile make a difference, even if invisible?

3
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 02:18:12 »
I think it's in the armor female mesh of the helmets.

In the medusa helmet for example, under "ArmorParameters" there is an entry for armorFemaleMesh --> Items\EquipmentHelm\Default\MedusaCircletFemale01.msh

If you look at the mesh shaders entries, you can see how the texture for the helmet ponytail is baked into the mesh:


So you would need to override Items\EquipmentHelm\FemalePC01hairhelmet.tex and Items\EquipmentHelm\FemalePC01hairhelmetBMP.tex for the Medusa helmet to accept the new ponytail texture.

You could just do that in the resource folder of your mod and mimic the directory structure to the texture there, then it will be global for all helmets.

Otherwise you would have to manually change all teh female helmet meshes to add a new texture.

So just make a FemalePC01hairhelmet.tga, and in your resources create a Items directory, then an EquipmentHelm directory an place the texture there. If you mimic the game's directories, you can override existing game textures by using the same file name and directory structure.

4
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 01:30:59 »
THe sword doesn't dissolve when he  dies, so I copied the mesh and opend it with MeshEditor and removed the sword attachment in the TextData. I saved it and created an asset and built.

Got the flipping screen full of colors again.

It isn't the shaders, it's my copy of tamchi's meshview or the ArtManager v1.6 or something else. The mesh you made works awesome.

So I just removed the mesh from the sword item file and made a copy that I put in his right hand, now it dissolves on death no problem.

EDIT:
Also a not to modders. Setting the dropItems bit to 0 in the Monster Parameters doesn't affect misc equipped items.

Surtr still drops a titanic essence sometimes. I though I was going to have to do an invisible monster spawn on death thing.

Found a small bug - Grieving Widow quest gives 3000 xp, not 30000.

That's what it's supposed to give in normal difficulty.

EDIT: All of Surtrs melee attacks are actually Attack Radius spells. I halved the fire damage in the spell file and put that half in raw elemental damage so it does phys+fire+elemental now.

5
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 01:10:20 »
Thank you nargil66!


6
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 00:50:52 »
I'd be very happy if you could send me that mesh you made for Surtr already. :)

EDIT: You have to increase the scale of the sword by 100% so it looks epic enough  ^-^

7
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 December 2018, 23:48:55 »
Wait, I changed the sword mesh R Hand attach point and nothing changed in game. Still poking through his hand perpendicular.

I tried changing Surtr's mesh and it looks like this in game:


So I guess I did something wrong. I dunno.

8
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 December 2018, 23:14:28 »
Maybe, but i dont know how.
Edit2: Fixed attach point:

Spoiler for Hiden:
AttachPoint
{
    name   = "R Hand"
    parent = "Bone_R_Weapon"
    origin = (0.200000, 0.000000, 0.000000)
    xAxis  = (1.000000, 0.000000, 0.000000)
    zAxis  = (0.000000, -1.000000, 0.000000)
    yAxis  = (0.000000, 0.000000, 1.000000)
}

Changing axis value from 1.000000 to -1.000000 rotates (flips) the attach point by 180 degrees. The sword was pointing downwards after swapping y and z, thats why i used the "-" trick.

Spoiler for Hiden:
OMG you are my hero!

I gave the sword a staticglowskinned shader and made a glow texture form the base texture. I added a white gradient to the sword tip too to amke it extra hot looking :)

Thank you nargil66!  :))

9
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 December 2018, 19:45:00 »
Thnks for the info on attach rotation!

But I can't use my version of the Surtr mesh as there is a critical shader issue when I do.

Could I do it on the sword?

10
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 December 2018, 19:22:54 »
The sword is in teh equipmentweapons/sword in xpack2.

I tried attaching it to the Surtr mesh, but the mesh had a freaky shader glitch that filled the whole screen with flickering planes of colors. So I can't change the Surtr mesh as I don't want to learn shaders.

So I just had him wield it in his equipment right hand weapon slot and added one-handed animations to the monster files.

The sword appears perpendicular to his palm, the pommel coming through the back of his right hand.



If Endymion was around, I would ask him to rotate the XPack2/items/equipmentweapons/sword/h_surtrsword01.msh 90 degrees on the X-axis, but I haven't seem him around lately.

I even tried creating a MIF file and archiving it in the resources, but the game ignores it. Even if it didn't, I still have the rotation issue.

So I am left with learning blender/3dsmax and how to convert them to TQ mesh, or dropping it altogether.

11
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 December 2018, 17:19:13 »
Hmm, I think Warlock is less like your last character. Try that.


Added two new chest/sarcophagai trap types: Runecircle and Grenade.

Fixed an existing trap type, fireball like the Monster Fire Trap's skill only from a chest. Had the AOE projectile in the fragment slot and vice versa.
I think that is the one that made a sound but nothing happened.


EDIT: Hey nargil66, don't you agree that Surtr should be wielding the Ragnarok sword in the final battle, I mean, that's the name of the expansion, right?

12
New Projects / Re: Hamunaptra Mod - Development
« on: 11 December 2018, 15:35:37 »
The stairs and walkway under the water is bea-u-ti-ful!

13
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 December 2018, 13:33:23 »
Hello together ... ;D

I dont report any Bug(s) ... I only want to say : GREAT ... GREAT ... GREAT ... This Mod is incredible (Already in the Alpha-Version ... O0)

My Plan is to go with a Magican (Rogue + Earth) ... I love the ("new") Traps and my Alltime-Favourite is (ever, ever AND ever ... ;)) Earth (Give me Fire, Babe ... >:D)

OK ... 100 Level per Mastery ... Is it intended ? Interesting Concept ... ^-^

Best Regard from Wolfgang / Germany

I remember the very first time I ever booted up TQ:IT and selected a battlemage, fire & war, baby!

Boy, was I disappointed lol

No int for Earth, no strength for Warfare.

I would love to see you finish Normal with a  Magician, I don't think I ever have

Yes 100 levels is intentional.

Same strength.int/dex/HP/MP per level.

Something to consider late game when you have points in all of the skills you want but have points left over.

EDIT:

Dream changes:

I moved Distort Reality ~ Temporal Rift to tier 7. Beefed up teh electric burn and added +%phys and vitality to boost the base skill damage as well. Increased the petrify duration. Decreased cooldown by a small token amount per level and increased the mana per level after level 10, increased radisu per level by a small amount.

Moved Nightmare ~ Mastermind to tier 7.

Added petbonus to Lucid Dream and Temporal Flux.

14
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 10 December 2018, 21:12:36 »
OKay, I fiddled around with Scarabeus. If nothing else, I have made him really difficult lol.

His summoned beetles are little clones of Scarabeus with a lot more health and defense than vanilla.

I finally found the boss chest bug, or should I say : bugs.

It seems while I was adding the boss chest proxies in a few locations, I accidentally placed duplicates of the boss chest location in the map instead of a boss chest proxy. So I went through the map and fixed them. I hope I haven't missed one.

I tweaked Sparta and moved the mystic and healer around and added a caravan.

15
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 10 December 2018, 17:01:15 »
Started a new Rogue. Two things i noticed with pirates:
Arquebusier's cannons have glitched texture. I think the game recognizes a single texture for the combined dwarf/cannon mesh. You can try attaching the extracted cannon i sent you as entity to a plain dwarf mesh and apply texture to each. Maybe there is an easier way to fix, but i don't know it.
The boss chest was missing after beating the pirate lord.
I noticed that yesterday when playing, I added the texture to the monster actor variabl efiles and facepalmed. Removed the monster file texture reference as it is already in teh mesh I made and it's fixed.

I reached Hathor Basin right now, got 3x question:

-  Do Jackalman~bladefinger, have bleeding dmg on their attacks ?

-I think the adredaline isnt very effective on jackalman~bersekers, i notice on other champions the skill is doing the work , could be wrong tho.

-Scarabeus boss, i think hes semi bugged, the reason i say this, is because, he just cast the ranged poison attack, then he standed on same spot trying to run our attack without any sucess

Bladeflingers have bleed damage,yes.

I will look into the adrenaline skill.

I haven't touched Scarabeus's controller, I don't know what the issue is.

I'm getting really frustrated with boss chests at this point to be honest. Everything is set up exactly the same way as vanila as far as proxies, quest file, quest locations. SOmetimes it works and other times it doesn'I'll keep trying I guess.

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