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  #91 (permalink)  
Old 06-28-2009, 12:01 AM
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Default Re: [WIP]Paths Mod

Alright, back from vacation and back to work on this

Today I'm working on Tartarus and Sekhmet.

Roughly 15 new skills completed for Sekhmet. Really enjoying the class so far, probably my favorite.

And for Tartarus I've been working on fine-tuning the summons. I've got the one huge demon (really cool), the bodyguards are working much better, and the swarm of smaller demons is fuuuun, though sometimes they don't follow well.

Trying to get the Tartarus tree set up better, at the moment everything is a bit scattered and not at all matching how I drew it out. Getting the tree connections set up, etc.

Hoping to completely finish Sekhmet today. Then once I finish Tartarus, I'll put out a beta release to get some wider testing (for any who are willing).

Thanks to those of you encouraging me through words or just by following this thread, and thanks to all who have helped me along the way (Pionas and MurderBunny mainly).

Cheers

EDIT: Okay, Sekhmet is done and I'm very happy with the class

Last edited by ShadowLAnce; 06-28-2009 at 06:00 AM.
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  #92 (permalink)  
Old 07-03-2009, 07:31 PM
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Default Re: [WIP]Paths Mod

Okay, I did say I was going to finish Tartarus, but I got side-tracked and ended up finishing Khloros

I just need to get the skills arranged on the tree the way I like them, iron out a few bugs, then I think I'll release a beta.

Which to sum up, would include: Lichdom, Sekhmet, Venefici, Berserker, and Khloros. And partial work done on Zealot and Tartarus. Then Dokkaebi and Poseidon completely unfinished. If I'm not too busy this weekend maybe I'll finish Tartarus too and make it an even 6 masteries for the beta

EDIT: Taking longer than I thought. Been working solely on fixing Khloros all today and still have a long ways to go. There was a lot more problems than I anticipated.

EDIT 2: Yeah, I'm calling it quits for tonight.. literally put in 10 and a half hours straight and Khloros still needs a lot of work

Last edited by ShadowLAnce; 07-04-2009 at 05:57 AM.
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  #93 (permalink)  
Old 07-06-2009, 09:29 PM
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Default Re: [WIP]Paths Mod

You are a fanatic modder! I like your energy!

Keep up the hard work! Worth!

Unfortunatelly I have lack of spare time, but I keep an eye on your work! I know its a quality work! Go ahead make my day!
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  #94 (permalink)  
Old 07-06-2009, 09:36 PM
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Default Re: [WIP]Paths Mod

have you seen occult? munderbunny uses different colors for the game menu something cool to try out if you can
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  #95 (permalink)  
Old 07-07-2009, 02:01 AM
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Default Re: [WIP]Paths Mod

Do you mean this mod?
http://www.titanquest.net/forums/mod...-apr-09-a.html

Quote:
Originally Posted by murderbunny
This mod comes bundled with the Allskins mod and JMD's UI reskin.
I like the recoloring, JMD did a good job

And actually this brings up something I've been debating with myself for the past week or so...

As is, the Paths mod by itself, is 21.1mb. BEFORE I added all of the graphics and imagery, it was only 8mb. So the more eye-candy I add, the bigger this thing is going to get. JMD's UI reskin (a single one, not all of them combined) is 23.7mb, which is more than my entire mod right now. AllSkins is 138mb...

What I don't understand (probably because I'm new at this) is how occult beta is only 34.7mb zipped and has AllSkins AND JMD's included.

All the sizes I've listed are compressed.

Anyways, if I could get mine down that small with JMDs and Allskins included, I'd definitely do it. Maybe MurderBunny will help me with this one (thanks in advance if you do! )

Also, thanks a bunch MadWasp. Encourages me to keep workin

Last edited by ShadowLAnce; 07-07-2009 at 02:11 AM.
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  #96 (permalink)  
Old 07-07-2009, 02:40 AM
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Default Re: [WIP]Paths Mod

Well, that's the size of the beta; the final game installer is going to be like 300mb.

Although tedious to use, you can build your resources with the archivetool. Set your compression to 9, and it'll make much smaller file sizes. Also, my occult database in the beta only includes the changed records. If your database includes all records, that'll add a lot of extra bloat to your db right there. For allskins, I included 0.7, and as the occult beta requires fanpatch 1.16, I didn't need to include the skins, but if I wanted to, it would have only added another 40mb, as you can compress them into an archive file; Lufe had decided that for maximum compatibility to add the skins to the mod uncompressed and have the user put them in the database folder (so the game would read them). There's no reason you should have to do the same thing.

Then, when packing the mod, I used winrar, and set compression to "best."

But, don't worry too much about the size of your mod. Build your beta's and stuff with the art manager compiling your resources, and then before your final release, you can tighten it all up with the archivetool. Not to mention, if you exceed 100mb, and have trouble finding free hosting, you can always use winrar to split your mod.

But, if you have a lot of large graphics, be sure to choose the game compression that suits them the best. DXT5 is great and all, but if you don't use the alpha channel on a texture, you can choose like DXT1, which makes smaller files.
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  #97 (permalink)  
Old 07-07-2009, 02:51 AM
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Default Re: [WIP]Paths Mod

Thanks a million!
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  #98 (permalink)  
Old 07-07-2009, 03:17 AM
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Default Re: [WIP]Paths Mod

NP, dude. Glad you're still working on your mod--keep it up; too many projects disappear at the half-way point.
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  #99 (permalink)  
Old 07-07-2009, 01:45 PM
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Thumbs up Re: [WIP]Paths Mod

Hi Munder!


I hope act V wont disappear!
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  #100 (permalink)  
Old 07-07-2009, 06:30 PM
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Default Re: [WIP]Paths Mod

Hey Mad,

I left fanpatch team a while ago--barely have time for my own projects.
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