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Messages - sauruz

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16
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 28 February 2020, 02:32:53 »
Been adding the new content in Egypt ( everyhting is done up to Old kingdoom ruins- nearby Sais) i hope tomorrow i can get to Giza.

The most trouble things im facing its connecting the dungeon floors between lvs, it seens most arent working in Egypt, (except the library padron) i can find a way to link then but they are not that perfect.

Also fixed couple animation problems , now zombies can spit venom bolts!

To finish, at this day the mod have 1032 new monsters.

17
Modifications / Re: Newbie looking for a working camera mod
« on: 26 February 2020, 22:35:43 »
Hello CarryNL

I think i remember the camera mod, but sadly with the last expac , ATlantis, broke alot of current mods ingame. Unless the author redone the mod im not sure if will works again.

I could be wrong, maybe theres someone else with different answer.

18
Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 20 February 2020, 18:33:55 »
@Bumbleguppy I'm progressed to somewhere in near end of A3... but now not have much time to go deeper. And i'm doesn't know... should i'm go into Ragnarok/Atlantis content or i'm should go into Epic sooner? I'm already at level 35.

I'm found what LoC content/monsters, especially heroes much stronger than normal ones. I'm doesnt say what they are too strong, they just not match majority of other nearby monsters. But without deeper progress i'm will not able provide real feedback here.


Champions/Heroes and bosses are more stronger than the normals ones and versus vanilla champions. Its one  features of the mod.

19
Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 20 February 2020, 01:45:35 »
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 :)

I think it will be the opposite, ofc there always people who complain about everyhting, but most of people really liked on steam.

20
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 18 February 2020, 20:51:14 »
video
So, how did you make the Scarab Demon ? Some Atlantis model with a beetle on top. Age of Mythology sounds ?
I think I heard AoM sounds from the humanoids as well.

Im been using some monsters sounds from Age of Mythology as well from Diablo.

About Scarab Demon, i made it myself, with 3ds max , hybrid between scorpos ( body/arms/legs) and bettle model ( carapace/head).

21
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 18 February 2020, 10:20:24 »

22
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 February 2020, 20:45:13 »
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  ^-^

Thank you very much for the kind words. Reading words like those are what keep me more motivated to expand the limits. Trying my best.


Anyway i will leave a new video




23
Tinker suffix only can appear in green itens only found in Atlantis. I beleive MIs found in there are affect by this.

No legendary jewel are affected by this suffix. Forge cant reproduce such effect. Because enchanting legendarys/magic is require some code editing ingame

Tinker can be useful to get a particular resistance up, like double demon blood for vitality resistance. it have some values and some cons.

edit: There are some itens in Atlantis that are bugged/blank do not drop right now. i might be wrong tho.

24
General Discussion / Re: Mastery Questions of Certain Skills
« on: 10 February 2020, 00:18:48 »
they can work toghter, since its complety different skills

25
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 06 February 2020, 02:00:20 »
Update

I didnt say much in terms of progression , duo of the editor thing.

The progress is going really well,

Made and reworked several monsters in egypt

Reworked several caves/tombs , who knows whats horrors lurks in there.

http://i.imgur.com/2ObZ3DC.gifv

26
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 04 February 2020, 12:59:29 »
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...

I just imported the laptop Editor and pasted over the current editor i have in here ( bit confusing sorry) but when i open the editor its says "missing port is not detected" not sure what exacly is that.

I only copy the editor.exe, do i need copy another dll or something ?

27
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 04 February 2020, 02:30:49 »
Just tried "Run as Administrator" for the Editor, but still didnt worked, i dont know what is the problems , the map problem i have its only in Rhakotis Slumbs/ new dungeon i added in the area as well ( i made it in November tho). Tried to replace the backup of that area and resolved the insta crash, but it needed do redone the whole area again, wich i dont want to.

Since i can tranfer the area files to the laptop i dont mind continue working in there, its more faster than redone the whole thing.

BUT i still have issues when i select a monster in the editor. for exemple today i created 5x new monsters. While i can check 4x of then without problem, when i select the last one its insta crash. While ingame its working well. I will not think to much about this, for now. i strongly beleive its a Nordic problem.

About the custom maps, i think the custom maps folder is connecting the game, not sure, because when you select "Play Custom Maps" its open the custom maps folders you have in your PC, like Documents/My Games/Titan Quest (I think it can be it , not 100% sure)

28
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 03 February 2020, 21:43:41 »
Loaded up the Editor tonight and it's working fine!?? No idea why or what's changed but so far no crashes occur.  Saved and conducted a new build in the AM, but sadly clicking 'Play Custom Quest' still crashes to desktop.  (1 step forward 2 steps back?...sigh)

You didnt do anything ? It fixed by itself ?

Happy to hear you got working on your side.

About the "Play custom quest" problem, i think it can be a broken/corrupted link between the game folder to the game , im not 100% sure.

29
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 03 February 2020, 00:24:44 »
Hey man, any progress/news on these Editor problems? I'm still dead in the water with mine, can't do much at all  :-\

Sadly not, the only way i can check the editor ( to view textures , rhakotis ) is on my laptop wich have 2.8 version.

I dont know whats the reason of it , yet. It sux , i guess we are the only ones who have this issue

30
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 27 January 2020, 15:35:08 »
Update time.

With last update they did , 2.9, my editor is having some problems, i cant acess Rhakotis map and cant check any monster in it as well, its insta crash. By reverting the Rhakotis vanilla map  fixed the map crash but i dont want to waste my time to redone the area again, plus ingame is everyhting working perfect. The problem is not on my side , i fell that. The monsters i dont know why selecting then are causing a crash on the editor.

I dont know how to resolve it, yet,  the good thing is i have 2.8 version on a backup PC so i can still working the area map and chrck the models in there. Its litle annoying to see that kind of unespected troubles.

Putting the bad things aside, the 2nd act content is almost done.. Various places to explore, monsters, heroes, bosses, majestics chests to open, and alot of surprises.

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