Author Topic: Version 2 Development LOC  (Read 11985 times)

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Online Bumbleguppy

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Re: Version 2 Development
« Reply #75 on: 29 December 2017, 21:56:52 »
I'm going to place Pale Fungoids around Styx and replace the Keres, they will match the fungus there :)

EDIT:
I did something a little different with the mesh. In Tamschi's MeshView there is an option to "resize" the mesh in the Mesh tab. I made 3 different glow textures and made 3 different meshes with them. I made the second one 5% larger than the first and the third 5% larger than that.

It's not a huge difference, but with 4 different base textures in the MonsterBaseTexure entry and three meshes in the MonsterMesh entry, each one is a little different.
« Last Edit: 29 December 2017, 22:05:15 by Bumbleguppy »

Offline sauruz

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Re: Version 2 Development
« Reply #76 on: 30 December 2017, 00:13:10 »
I'm going to place Pale Fungoids around Styx and replace the Keres, they will match the fungus there :)

Great ideia! Maybe they can cast poison / confusing pool on death! Well maybe with tthn could be some kind of swamp mage, styx mage !


EDIT:
I did something a little different with the mesh. In Tamschi's MeshView there is an option to "resize" the mesh in the Mesh tab. I made 3 different glow textures and made 3 different meshes with them. I made the second one 5% larger than the first and the third 5% larger than that.

It's not a huge difference, but with 4 different base textures in the MonsterBaseTexure entry and three meshes in the MonsterMesh entry, each one is a little different.

Neat ! :D
"Welcome to new home, be nice and strong ! "

Offline nargil66

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Re: Version 2 Development
« Reply #77 on: 30 December 2017, 21:16:38 »
BG, can you post some video with the new Nature pets? I'm really curious to see them in action.
Fungus can make sense if they are hallucinogenic :)
« Last Edit: 30 December 2017, 21:18:38 by nargil66 »

Online Bumbleguppy

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Re: Version 2 Development
« Reply #78 on: 31 December 2017, 04:18:08 »
WARNING: Shieldmaiden is a HOUSE!!!111!!!!!

Here ya go:



Offline nargil66

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Re: Version 2 Development
« Reply #79 on: 31 December 2017, 05:14:09 »
Damn i wanna play it aleady  :'(
Shieldmaiden, nymphs, and that quillvine ward... everything looks fantastic!

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Re: Version 2 Development
« Reply #80 on: 31 December 2017, 14:00:53 »


Happy New Year :)

Offline sauruz

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Re: Version 2 Development
« Reply #81 on: 31 December 2017, 15:36:28 »
WARNING: Shieldmaiden is a HOUSE!!!111!!!!!

Here ya go:



HYPED !

love the shieldmaiden !
"Welcome to new home, be nice and strong ! "

Online Bumbleguppy

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Re: Version 2 Development
« Reply #82 on: 31 December 2017, 23:16:05 »
My new computer crashed today and all the Shieldmaiden .dbr files were blank when I rebooted the ArtManager. It was open when the computer crashed so I dunno, it erased several files.

So I used ArzExtractor to extract the last good build and pasted them ALL into the working directory. Am now building the mod over again.

Wish me luck!

Online Bumbleguppy

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Re: Version 2 Development
« Reply #83 on: 01 January 2018, 02:06:17 »
Okay, everything is back to normal :)

I am so excited! Since I saw the new Mines skill in runemaster I wanted to repurpose it. BEHOLD!! The replacement for Volcanic Orb!!



I still have polishing to do, and I want a cooldown skill for it so you can end up laying three or four mines before they expire at high levels. But I'm on my way! :D

Online Bumbleguppy

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Re: Version 2 Development
« Reply #84 on: 07 January 2018, 21:36:48 »
Hey, we're back. I didn't know what the new link would be but the Grim Dawn forum had it.

Added the same dark meteor mesh to Fragmentation, and using the Skill_AttackProjectileAreOfEffect template and the new projectile template for mines works a treat. All the volcanic orb modifiers work with mines! :D

Right now I am agonizing trying to create an epic dungeon in the the Place of Truth. The entrance and the first rooms are done and the Khenti have returned

I am going to use the Avatar of Set as the main boss and give him at least two forms. I am using the Rhakotis Library dungeon set for the interior.

EDIT: Something fun I found, there are mud brick walls that are attackable, so I used them in the new dungeon. I have it set up where the Duneraiders in the entrance are trying to wall off the remainder of the dungeon just for flavor.

Offline sauruz

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Re: Version 2 Development
« Reply #85 on: 07 January 2018, 23:53:01 »
Amanzing stuff ! BG!!
"Welcome to new home, be nice and strong ! "

Offline Thanatos

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Re: Version 2 Development
« Reply #86 on: 08 January 2018, 00:12:58 »
Hey, Bumbleguppy: That Volcanic Orb replacement skill looks very cool.  Kind of reminded me of something I wished TQ had that is similar to Demolitionist or Inquisitor from Grim Dawn.

Offline Prosoro

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Re: Version 2 Development
« Reply #87 on: 09 January 2018, 12:48:40 »
EDIT: Something fun I found, there are mud brick walls that are attackable, so I used them in the new dungeon.

Hey Bumbleguppy, regarding the mud brick walls I too found them and was pretty excited because I wanted to add 'false walls' into my mod which concealed secret areas.  However, when testing them in game they weren't exactly ideal;

1) Firstly, they are real tedious to break through with low level characters, taking way way too long to be destroyed
2) The walls wouldn't act as an impassable object before actually being broken.  I could just walk straight through the sections ..making the first point irrelevant I guess
3) Thirdly, iirc the mud brick sections showed up almost highlighted, similar to the gold majestic chests, within darker areas such as dungeons.  Thus ruining the whole concealed secret idea  ;D

...But then good sir, I discovered another breakable wall in the database > hc_door01.dbr  ;D and this one is perfect! Doesn't have any of the above mentioned problems and even has a great crumbling-stone sound once clicked haha

You'll find it in; records\xpack\sceneryunderground\hadescrypt\setdress\hc_door01.dbr

Curious how they didn't add it into TQIT though  ???

Anyway, glad to see your progress BG and am stoked to hear about this new Egyptian dungeon you're working on!


« Last Edit: 09 January 2018, 12:50:55 by Prosoro »
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Lurking no more..

Online Bumbleguppy

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Re: Version 2 Development
« Reply #88 on: 09 January 2018, 18:42:52 »
Well, thank you very much. You certainly saved me the trouble of writing out why these mud walls sucked as I came to the same conclusions.

I was about to go into the files and try to fix the pathing issue at least, but I'll give this a go!

:D

EDIT: Well, I did change the template for the mudwalls from "monster" to FixedItemDoor and that did the trick. But the open animation on the hc_door01 is SO much cooler anyway.
« Last Edit: 09 January 2018, 19:00:33 by Bumbleguppy »

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Re: Version 2 Development
« Reply #89 on: 10 January 2018, 08:36:12 »
Here's a sneak peak of what I have so far for the Place of Truth in Egypt:



I have reached the time when I regret ever having made this dungeon and I will take some time to reflect before making changes.

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