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Messages - Prosoro

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New Projects / Re: Hamunaptra Mod - Development
« on: 27 June 2019, 03:15:59 »
Hahah well the workload feels the same sometimes Id wager  :D

Apart from being fast moving undead, what skills would fit with these guys? And if they had a potential monster infrequent drop what would it be?

New Projects / Re: Hamunaptra Mod - Development
« on: 26 June 2019, 14:41:26 »
Fast run animation? Yep definitely!

New Projects / Re: Hamunaptra Mod - Development
« on: 26 June 2019, 14:12:19 »

Hey guys,

Lately among other things I've been working on adding in some elite mummified soldiers inspired by these guys:

aaand here's my where I'm up to at the moment - still more iteration to do but am happy with how they're coming along  :D

Other Modifications / Re: Enemy 'hitbox' issue
« on: 20 June 2019, 16:05:52 »
Using this one atm - Creatures\npc\newmisc\secrguardf01.msh

Other Modifications / Enemy 'hitbox' issue
« on: 19 June 2019, 04:02:10 »
Hey all, last night I was testing a priestess boss (human female pc mesh) and found that none of my ranged attacks were hitting her - my arrows kept aiming toward her feet   ???

Anyone know what needs to be tweaked in order to fix her hitbox? Am guessing its in the character variable list..

New Projects / Re: Hamunaptra Mod - Development
« on: 15 June 2019, 12:36:45 »
lol yeah its brutal atm, so many spawns casting sticky webs at you!  ;)

Sorry pictures not the best quality

New Projects / Re: Hamunaptra Mod - Development
« on: 15 June 2019, 12:21:37 »

Speeeyyydahz - Run! is it worth disturbing the nest??  :o

...testing a now revamped spider lair and boss

New Projects / Re: Hamunaptra Mod - Development
« on: 11 June 2019, 10:18:46 »
If you missed this post: ..the mod woes thankfully are no more  :)

As for this evening I think it'll be devoted to writing and adding lore!

Hey guys  :)

There have been pathing issues encountered within certain Titan Quest mods since the Atlantis DLC happened.  Well, here's some good news!

The devs at Pieces Interactive have helped me solve this problem and I'm happy to say things are working as they should be.  So all credit to them!
I'll outline below what was done but first I'll just preface this by saying - these things tend to be case by case as no two mods are the same.  So depending on where you have things located etc and the nature of your modding, such things aren't always 100% the same for everyone.

As for me, the first sign of something abnormal was when building my current changes in the Art Manager.  In the build process pane an error showed up;
Spoiler for Hiden:
Then, loading up the game I found my character could not move.  Following this I also noticed no new changes were showing up ingame - I tested this by placing monsters/objects by my character spawn location and seeing if they were there ingame.  Nope.

 > At this point I'll just mention that yes I'm aware others in the modding community prior to this post have found alternate fixes - see this thread by Sauruz: Of course I tried these methods myself but still my problems remained.  As I've said all mods/setups differ etc etc.

I then had a thought to toggle the console while ingame and was met with a long list of errors:
Spoiler for Hiden:

The "unable to open file" from this and the "unsupported version..." from the Art Manager build step had me thinking it's something, at least in part, to do with my directory path locations.  Ultimately I was still stumped and reluctant to mess around with things incase I made it worse.  Sometime later the guys at Pieces provided some much needed insight.

The fix.
The new Atlantis DLC comes with an updated version of the MapCompiler.exe.  This is located in the Atlantis installation directory.  Therefore, the Art Manager needs to point to this new map compiler version when you are building levels/changes for your mod.  To verify this, in the Art Manager go to "Tools > Options" and ensure that the "Tools Directory" is pointing to the root directory of your Atlantis installation. (In my case, mine was still pointing to the old Immortal Throne directory, hence the aforementioned error messages)
Once this is correct, build your mod in the Art Manger and the process pane should build as normal and ingame pathing will be fixed  ;)


THQ Nordic / Re: Titan Quest Atlantis released
« on: 03 June 2019, 09:33:48 »
that's like saying the devs don't want their players to play with mods..

Nope, all its saying is that they're gonna make sure the base game is optimized.  Sure they want their players to enjoy mods but their priority is refining the base game which the majority of people play - so complaining about your experience with xmax is somewhat irrelevant in this thread. 

Of course I'd love it if they considered mods in each official update/patch..  ;D

THQ Nordic / Re: Titan Quest Atlantis released
« on: 03 June 2019, 01:46:01 »
edit: last time i tried, Atlantis was terrible with xmax

The devs are patching for the base game experience, not xmax. 

Kool man, Iove that archer wraith!

New Projects / Re: Hamunaptra Mod - Development
« on: 27 May 2019, 10:13:01 »
Beautiful, as always. I've come to expect only professional grade artistic quality from the images you post.
You have talent and an eye for detail that is always impressive.
Any progress on the Atlantis map problems?

Thank you BG, I wasn't sure what to say after reading what you said - but let me say it really means a lot because from the beginning of this mod I set out to achieve a level of quality that might reflect a professional development studio.  A lofty bar to reach indeed I know, but I've kept pushing myself toward this goal.  So, I'm chuffed to have such praise man!

I hope Hamunaptra will bring a refined, high quality experience and showcase to new and old players what the TQ engine/tools can achieve with careful and innovative design.   

Regarding the Atlantis issues... unfortunately no new progress.  I'll do a few more tests tonight, and of course if I have success I'll post my process/fix here.

New Projects / Re: Hamunaptra Mod - Development
« on: 25 May 2019, 06:25:09 »

Hey guys,

Wanted to share what I've been working on - here's a sneak peak at a new boss room8)

@botebote77 I can agree with some of your points but for me I guess I'm more of a 'glass half full' type when looking at/playing with the new skills.

Ive only been using a caster (Evoker) since the dlc and am loving it.  Psionic Beam is frikken awesome and if anything has made my build even more viable in Legendary.  With skills like Storms new Lightning Dash, while it is more melee orientated, I see it as a much needed movement skill - heaven knows TQ masteries need moar movement skill options.

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