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Messages - Bumbleguppy

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 30 November 2020, 00:37:45 »
I do have something planned of some random undead ambushs when you open tombs on Greece/Egypt, like Bumble had it on Loc, i need to study how to trap chest work before i advance with the ideia. Probably i will mostly look at then, when i complete the main content on remaining acts.
Yeah, it is a real pain with all the files you have to weave together. I ended up with multiple levels of nested directories under "traps" in the database just to keep myself sane. :D

Basically, all chest traps are summons. The trick is to summon a monster that drops a "treasure" proxy. Then that proxy has monster pools in it.

The way I ended up consolidating it was have only one kind of trapped chest that spawned the vanilla poison/cold/fire in a proxy pool instead of having 5 or 6 kinds of chests or sarcophagai, which means reworking every chest and sarcophagai accessory file in entire game lol. Then you can add a  monster spawn to THAT pool that spawns another proxy that spawns a monster pool.

See? It gets pretty confusing lol

Quest Modding / Re: [Tutorial] Create your own quests!
« on: 29 November 2020, 23:59:58 »
Excellent tutorial as always WNG. Good job.

Dirty cheats for hacker types like me:

It's possible to copy a quest step/trigger/condition, even though the QuestEditor interface doesn't have a selection for "copy" or "paste" in the menus. Select a quest step and hit Ctrl+C. Deselect or in the case of triggers, select the quest step you want it to appear under and hit Ctrl+V. Saved me a lot of time when I had similar quest steps with only a couple different conditions to differentiate them.

If you don't want to use the game map to add new quest files to your mod, simply commandeer an existing vanilla quest file, especially triggered scenes as these aren't game breaking if you screw up. For example, take one triggered scene's quest file and add it to your mod and create an asset of it. Open it in QuestEditor, select each quest step and ctrl+c/ctrl+v into another triggered scene quest file you add the same way to your mod and append the entire quest code at the bottom of the second quest file. Since triggered scenes use the "token you can never get" mechanic, they will not stop each other from firing. Delete the original quest file quest steps in QuestEditor and you now have a blank quest file that is already registered with the game map.

New Projects / Re: Hamunaptra Mod - Development
« on: 02 August 2020, 01:24:33 »
One thing TQ doesn't have is lighting CHANGES during gameplay.

Could an invisible stationary monster with a light attached to mesh be placed and then quest killed when a player enters a trigger?

Or a monster quest-casts a spell that is a toggled aura with a light as a particle effect to increase light?

Forum News and Info / Re: Birthdays
« on: 18 July 2020, 16:17:02 »
Thank you  :))

Oh time goes really different when i was working on the editor, it feel it was 1h but in reality it was 4h+..

I know, right?  Just a couple more flowers in this spot no one will notice THEN i will quit... :D

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 17 June 2020, 18:47:39 »
Ha ha, my reputation has become mythical.  :))

I can't even do this that nargil66 has done. :)

I hope the animation translates well.

Ha ha, made me chuckle.

Every modder trying animations: sweating, eyes shut, fingers crossed "pleasepleasepleaseplease"  :'(

Here's hoping nargil!

The biggest obstacle with more types of shrines is emulating the vanilla style of using the fixed item/ accessory slots in the proxy. Come to find out, you can use monster proxy pools for fixed item spawns to use the much larger array of slots in the proxy pool template.

I personally enjoy using templates in ways they weren't intended mwa ha ha

Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 20 February 2020, 18:41:12 »
If ArtManager doesn't report this kind issues, then we can do this programmatically. If you need help with this kind tool, let me know. It is should be really easy to do in hacky but still automated way.

WHat? That would be great!

What you are saying sounds to me like "It is an easy thing to fly to the moon and build a city in a day" and I am all like:


I use TextCrawler for mass updates, but I have nothing that can find bugs I don't know are there. :)

ArtManager only gives errors on incompatible file types in source/assets in my experience, a utility to find broken file references would be a AWESOME tool for big mods!

Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 20 February 2020, 01:33:45 »
Oh hi @mountainblade  :) it's been really hard to keep going when nordic/pieces make big changes that make me start over again and again...I'm too old for this sh*t ;) if I could have just made it once, I would have been done and getting lame feedback on Steam about drop rates or something

@lixiss thx for detailed feedback, I really appreciate it :)

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 12 February 2020, 00:56:58 »
I see you got better in surviving your own mod 8)

LOL that's what I was thinking watching that :D

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 10 February 2020, 21:37:57 »
sauruz, you've always been better than you give yourself credit for. Whenever you believe in yourself, you leap to new accomplishments by your own wits and drive and vision.

I'm truly impressed and happy to see your continued success in creating awesome things!

I knew you could do this  ^-^

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 04 February 2020, 03:23:41 »
Another thing you could try is copy and paste the laptop Editor.exe version from the game directory to your other computer's game directory...

Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 17 January 2020, 23:18:00 »
I wonder if the Dream tier 7 skill Touch of Nyx can be used for Earth's Flamesurge?

That would be pretty cool.

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