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Messages - WNG

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1
Around the world / Community game : True or false?
« on: 18 May 2019, 01:37:22 »
I had this silly idea that a community-driven game would be very enjoyable on this forum. So for this reason I suggest one for you all. This one is very simple, it's called True or False.

Basically, every poster says 3 facts about himself or herself, 2 of them will be true, the other one will be false. The other people have to figure out which one of those facts is the false one.



Alright, so I start :

1] I dislike rain
2] I dislike vegetables
3] I dislike cats

2
Items / Re: New Atlantis Items Showcase (spoilers)
« on: 18 May 2019, 01:29:47 »
Gorrogos, a STR-based stuff. Uses Volcanic Orbs as projectiles, unlike other staves. Don't get too excited, they have no explosion radius, rendering the staff nearly useless.



3
Modifications / Re: Atlantis update messes with mods :(
« on: 17 May 2019, 14:29:03 »
Yes, something like that a uncompressed folder of your arc that you need to put in same directory as the other arcs.

My games/Immortal throne/custom maps/ your mod name/resources

I had meshes.arc file with all my custom meshes, since the game right now dont read custom arc files, i created new folder  named "meshes"( it must have same name as the arc file that doesnt work).

Inside new meshes folder i copied the folder i had with all my custom made meshes.

Open the artmanger , build the mod and it should be working.

Thanks for the tip about the uncompressed folder and location as I was able to get the Allskins mod to work but now I need to learn how to convert one of those skin models I want to use to be permanent so I can still get the Steam Achievements to work with the mod.

Not necessary. You can go two ways :

1] Replace the base texture of the female_pc with your new texture.

2] Add/replace the texture of your choice in the game's database and place it in a dye or something.

4
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 16 May 2019, 19:16:09 »
Yes, for example, my brother who plays the AE without both Ragnarok and Atlantis still could see some new changes that the update brought up. Currently it's a mess, but hopefully it will be cleared soon.

5
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 16 May 2019, 15:20:38 »
So as many of you may or may not know, the Atlantis expansion is causing a lot of trouble to us modders who had work from pre-Atlantis. For that reason, I'm not implementing anything more until I the devs do something about the issues.

Besides, we're now 3 working heavily on the overhaul of vanilla/new items and the masteries as well.

6
New Members Introduction / Re: Hello, New player here!
« on: 15 May 2019, 13:42:14 »
Welcome and enjoy your stay :)

7
Other Modifications / Re: [Tool] TQ Blacksmith
« on: 14 May 2019, 11:09:37 »
I installed this and it worked for the first few times i used it but now I always get this error:

Quote
2019/05/14 00:40:26.75 :Unable to load character Test data: System.ArgumentException: Error parsing player file Item Block- C:\Users\xxx\OneDrive\Documents\My Games\Titan Quest - Immortal Throne\SaveData\Main\_Test\Player.chr ---> System.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: count
   at System.IO.BinaryReader.ReadBytes(Int32 count)
   at TQ_weaponsmith.TQData.ReadCString(BinaryReader reader)
   at TQ_weaponsmith.Item.Parse(BinaryReader reader)
   at TQ_weaponsmith.Sack.Parse(BinaryReader reader)
   at TQ_weaponsmith.Character.parseItemBlock(Int32 offset, BinaryReader reader)
   at TQ_weaponsmith.Character.parseRawData()
   --- End of inner exception stack trace ---
   at TQ_weaponsmith.TQData.loadPlayerData(String playerName)
   at TQ_weaponsmith.TQData.loadCharacter(String chrName)
   at TQ_weaponsmith.CharacterSelectionForm.SelectButton_Click(Object sender, EventArgs e)

how do i fix it?

I have absolutely no idea how to fix this, but did it stopped working when the Atlantis update kicked in?

8
Atlantis / Re: Titan quest Atlantis Feedback
« on: 13 May 2019, 17:12:42 »
Anyone else misses the lack of portals or paths at the end of every boss fight in Atlantis.   It might not make sense, but having to use my teleport ability at the end of every boss fight seems lazy.

Not sure I'd call that laziness. It justifies them introducing more varied landscapes, which demands lots of work, doesn't it? And I think they did a good job on the variety. Having to use a portal to get back to the main town isn't very tedious either.

9
This would probably require to add the skins and probably their dyes to the game's database (which is probably going to be updated a handful of times in the future.) With this, you would no longer need a bounce mod, but it would probably prevent you from entering multiplayer though...

Not entirely sure though, but it would be a big price to pay.

10
Doesn't look like all hope is lost. I put my work on hold since devs are apparently working on fixing a few things for us.

In the case that it screws all of our work though... it might be the death of TQ for me.

But let's not be grim just yet, shall we?

11
Atlantis / Re: Titan quest Atlantis Feedback
« on: 12 May 2019, 12:47:16 »
Not to mention all weapon MIs that have no stat at all, and that now all past mods need to be rebuilt for them to work. Not really a fan of this TBH. I won't deny that there is good additions though.

12
I rebuilt the mod with the new Art Manager to "update" it to Atlantis as per recommended by developpers. I launched the game and my mod worked just as fine as it did.

I then proceeded to send it to two friends for them to try it, but it wouldn't work for them. Custom textures and UI pictures weren't loaded, the text tags from Modstrings does not load, etc. What I sent was the folder of my mod from "custommaps", only leaving .arc and .arz files.

Anyone else suffering the same issue? Have you tried to see if your mod runs on other machines?

13
Imported successfully in, however the XPack 3 maps render very oddly, and no creature or item has a visible mesh... Just checking if you have the same issues?

14
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 10 May 2019, 01:09:55 »
We definetly want skills on unique items to be more common, so your character has a complete arsenal to work with >:)

It will take a while to add one to so many items, but it's worth the hassle if you ask me.

15
Art Manager / Re: Breath Attacks
« on: 03 May 2019, 13:54:14 »
Welcome to my probelm  ;D

It seems to cause really random effects. Your model stretches but the effect displays nonetheless. Does the game crashes? In my case, they would disappear entirely, soon followed by a crash.

What you could try (I haven't) is to see if any of Tamchi's Animation Tools can help to edit the effect of the animation : https://mega.nz/#!5f4xASxD!ukkfEcPFEr6eF5h7_lsjrjTjZ2cdasmSzkQ4ri_CxEU

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