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  #241 (permalink)  
Old 04-15-2008, 10:22 AM
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luedtke6788
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Default Re: Bugs and fixes for unofficial patch

@dawe1313
Quote:
rather than getting bombarded by PM's, why don't you start a poll thread. also, that would get the attention of more people, rather than just those of us who are following this thread. i imagine that quite a few people viewing this thread are just looking for the latest d/l and not reading every post.
i don't really have a problem being bombarded with pm's, but that is a very good point i'll do that

@lufe
Quote:
One question that I've been wanting to ask, luedtke: would you be interested in using unix's find, grep, sed tools? If you never heard about them, it's ok. But the way you work with dos, I believe that you could profit a lot of using these powerful tools. They exist in native format for dos and that's how I'm able to change hundreds of files in one go (using these tools and some .bat files).
i've heard of them before and have a general grasp of what they do, but please explain what exactly the benefit would be to using them, compared to what i'm already using?
@nemhauser
to clear this up, if i left the dbrs in what would be the point in separating the two mods?
the way i was planing on doing this is to leave everything from the mod in except the dbrs that way if someone wanted to have the allskins mod added to the main quest all they would have to do is install the dbrs witch i plan on making an installer to do this as an addon of sorts

Last edited by luedtke6788 : 04-15-2008 at 10:25 AM.
  #242 (permalink)  
Old 04-15-2008, 10:41 AM
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Default Re: Bugs and fixes for unofficial patch

well, i was under the impression that the separation is only because people don't want new merchants in normal game

maybe this changed but i thought that you are/were planning to keep all those new skin textures in the patch

Quote:
to clear this up, if i left the dbrs in what would be the point in separating the two mods?
i don't see the point in separating those two mods anyway (well except the thing i mentioned first - someone might not like seeing new merchants in town)
all skins mod is not invasive, it does not change the gameplay
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  #243 (permalink)  
Old 04-15-2008, 10:57 AM
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Default Re: Bugs and fixes for unofficial patch

Quote:
well, i was under the impression that the separation is only because people don't want new merchants in normal game
this is correct
Edit: there where also a number of concerns about the addition of items(regardless of how useless they are)
Quote:
maybe this changed but i thought that you are/were planning to keep all those new skin textures in the patch
this is also correct, plan on keeping the skins only not the items
untill i find a better way of doing it you would have to load the allskins as a mod change your skin then you could go back to the main quest with your new skin, along with the MP benefits discussed earlier.
If you or anyone else has any suggestions on a better way of doing this I am very much open to ideas

Quote:
i don't see the point in separating those two mods anyway (well except the thing i mentioned first - someone might not like seeing new merchants in town)
all skins mod is not invasive, it does not change the gameplay
I couldn't agree more, but the people have spoken and they seem to

Last edited by luedtke6788 : 04-15-2008 at 11:01 AM.
  #244 (permalink)  
Old 04-15-2008, 02:04 PM
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Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by luedtke6788 View Post
this is correct
Edit: there where also a number of concerns about the addition of items(regardless of how useless they are)
Well, I'll have to break my promise to you and turn back to the matter, sorry about that.

AllSkins mod has the following sub-functionalities:

1) It defines the dialogs with the new merchants on
database\records\allskins\dialog\merchant

2) It gives some nifty equipment to the new merchants on
database\records\allskins\item\equipmenthelm
database\records\allskins\item\equipmentarmor
database\records\allskins\xpack\item\equipmentarmo r\helm
database\records\allskins\xpack\item\equipmentarmo r\torso
database\records\allskins\xpack\item\sets
database\records\allskins\xpack\game

3) It defines the new merchants on:
database\records\creature\npc\greece\helios

4) It redefines the market of the standard merchant on:
database\records\item\merchants\greece

5) It creates the market of the 3 new merchants on:
database\records\allskins\merchants

6) It defines the loottable for the merchants of the new dyes (not the dyes themselves) on:
database\records\allskins\item\loottables\misc\dye s

7) It redefines prices for the standard 16 dyes on:
database\records\item\miscellaneous\dyes

8) And finally, it defines the new dyes and their bottles on
database\records\allskins\item\miscellaneous\dyes\ female\adult
database\records\allskins\item\miscellaneous\dyes\ female\adult
database\records\allskins\item\miscellaneous\dyes\ male\adult
database\records\allskins\item\miscellaneous\dyes\ male\adult



The items.arc is broken down in:
1) The place where the pirate's cloth is:
resources\Items\allskins\equipmentarmor

2) The place where the bottles are:
Items\miscellaneous\oneshot\uibitmaps



So, why I am writing all this?
The interesting thing would be to put in the FanPatch (more than the skins for creatures.zip which are already there of course) the parts in bold, i.e.:
the number 8) from the first listing on the Fanpatch's database.arz; and
the number 2) from the second listing on the Fanpatch's Items.arc.

- Those two parts DON'T override anything that exists on the game.
- Adding those two parts WON'T make the merchants available on the Fanpatch
- The only feature that would be available by adding those two parts is that after you bought the bottles when the AllSkins mod is active, you would be able to see them and use them even when the AllSkins mod is NOT active.

So, baseline is: if you have and use the AllSkins mod, you'll be able to buy the bottles, keep them and use them without the AllSkins mod active.
If you DON'T have the AllSkins mod, you'll not notice at all that you have the bottles on your items.arc; they will never appear or be available to you in any way. The only thing that could happen would be, if you are in MultiPlayer and
someone gives you a bottle because they have the AllSkins mod, you'll be able to see it and even use it if you want.

The bottles's .tex files occupy 864 Kb unpacked; packed inside the items.arc they will be much less.
The database.arz's bottles .dbr's occupy 264 kb unpacked.

So, it's not a space issue (everything together should be less than 500 Kb) and as far as a non-user of AllSKins was concerned, there's nothing changed at all.

luedtke, you might consult with your PM's bases and see if they'd be ok with adding the bottles this way. Whoever wants the AllSkins mod will still have to download it to use it; it's only a add-on for the comfort of the AllSkins users actually (but a worthy one imo).

About this:
Quote:
Originally Posted by luedtke6788 View Post
@lufe

i've heard of them before and have a general grasp of what they do, but please explain what exactly the benefit would be to using them, compared to what i'm already using
It needs a good explanation with examples, otherwise it's not easy to explain. I'll be sending you a PM when I can organize a decent example.


EDIT:
btw, I'm not visceral about the mod being added on the Fanpatch nor I am against being criticized. I feel someone(s) has/have something that they don't feel ok with in the mod, but they won't come out and talk about it. Maybe by doing so, I could make it better? I got no criticism at all on the mod's thread, which is, let me say that, very weird. I'm used to being criticized in my work regularly (I'm a systems analyst ffs), so if it didn't happen, I wouldn't be able to make better software. So, whoever has anything negative to say, please do so. I'll be most thankful for it - believe me.
  #245 (permalink)  
Old 04-15-2008, 02:14 PM
Popsthegreat
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Default Re: Bugs and fixes for unofficial patch

I'll put my 2 cents in for including the allskins mod in the fanpatch. I've been using it for the past week with no problems. THe new merchants are even in the masteries mod.

Also go ahead and make whatever changes you want to the screens.
  #246 (permalink)  
Old 04-15-2008, 04:31 PM
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Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by KonataEx View Post
Bug:
Ternion Attack,the skill of "Spirit Mastery" will not take advantage of the "projectile speed bouns" witch Arcane Lore offered.
Reason:
Qualifying weapons of Arcane Lore Buged,but the AoE damage still work.
Fix:
Set Bow to 0 & Set Staff to 1
Excellent find, KonataEx.
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  #247 (permalink)  
Old 04-15-2008, 05:12 PM
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Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by I_Raps View Post
Excellent find, KonataEx.
Wow, this explains why my Spirit/Storm character sucks.
  #248 (permalink)  
Old 04-15-2008, 06:45 PM
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Default Re: Bugs and fixes for unofficial patch

Quote:
btw, I'm not visceral about the mod being added on the Fanpatch nor I am against being criticized. I feel someone(s) has/have something that they don't feel ok with in the mod, but they won't come out and talk about it. Maybe by doing so, I could make it better? I got no criticism at all on the mod's thread, which is, let me say that, very weird. I'm used to being criticized in my work regularly (I'm a systems analyst ffs), so if it didn't happen, I wouldn't be able to make better software. So, whoever has anything negative to say, please do so. I'll be most thankful for it - believe me.
well said couldn't put it any better myself
as much as it is nice to hear good things all the time, things just don't get fixed as quickly that way

Quote:
Well, I'll have to break my promise to you and turn back to the matter, sorry about that.
not a problem, I am definitely all for this
i'll see what kind of feedback i get from this

Quote:
It needs a good explanation with examples, otherwise it's not easy to explain. I'll be sending you a PM when I can organize a decent example.
I look forward to it
  #249 (permalink)  
Old 04-15-2008, 07:06 PM
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Default Re: Bugs and fixes for unofficial patch

I love the All-skin mod and I have no problem with it so far. I know that you want to have feedbacks on the mod but other than it is fine/great and it is working fine. I have no other comments. You did a good job. Except MY girl friend find the nude-male weird, it looks like he is wearing it and not having it (you see what I mean) but I don’t play with nude-male any way so it does not present an inconvenient for me anyway.
I like the idea of 2 versions of the patch one with All-skin and the other without it. Integrating all-skins to the patch means that we can use it with masteries too and with other mods without having to quit the game to change the skin (like Lilith for example).
  #250 (permalink)  
Old 04-16-2008, 01:51 PM
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Default Re: Bugs and fixes for unofficial patch

I'm proud to announce v1.08
iv added the pet fix, Arcane Lore fix,and refixed the merchant bugs that didn't seem to work in the last patch
added a new loading screen so you can see it in action(doesn't necessarily mean it will stay in, unless you all like it )

also allskins is completely intact except the merchants are gone, so you will be able to keep the dyes and trade them to all other patch users without the allskins mod.
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