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Topics - Kva3imoda

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1
Kva3imoda's Playground / A new beginning
« on: June 16, 2019, 05:00:18 AM »
Time is running, gentlemen, time is running...  8)  Almost 7 years

  Last year I burned out and lost my inspiration and interest.  But this is not the end.  ;D

  When I decided to make this Dark Palace mod, I did not know how long it would take and how difficult it would be to do. But this work gave me a lot of experience and it was fun.

  I made 2 big mistakes when planning my work:
Firstly - мy mod is too global for one person. I have a lot of characters, I have a lot of new ideas, concepts and mechanics.
Secondly - I decided to use new generated locations and I lost a lot of time editing chunks.

And that's what I tell you guys. Never make a global mod alone.  :D

2
Kva3imoda's Playground / "A long time ago in a galaxy far, far away...."
« on: January 17, 2018, 12:19:20 AM »
We were young, full of hope and interesting ideas.  :D

@Sch123 reminded me of those times and concepts that were not finished.
In this topic, I would like to talk about [Suggestion] Jedi or Sith

It is a pity that we still do not have full-fledged Jedi/Sith classes. I hoped that someday someone would do it. I waited so long that I lost interest in this subject. :)

But, I have an idea how to realize SW mod and it would be interesting without new classes. It should be a kind of easter eggs - some event in the initial locations where you can find a broken ship (Republic or Empire) and get unique items - weapons, pets, etc.

3
Kva3imoda's Playground / Spells for "The Dark Palace"
« on: November 18, 2016, 01:33:47 AM »
Let's talk about the Spell system.  8)


As you know, in my mod characters don`t have active skills. These skills will be replaced with Spells.

Well, I had planned that the magical characters can use 5-8 slots, but we should forget about that. It is a pity that it is impossible change the default amount of spell slots, you can use only 4. :) In any case, I believe that the 4 active spells is more than enough for a game.

Firstly: In my mod spells is not consumables, you can equip them at any time. This should solve the problem of a small amount of slots.

Secondly: I plan to create only active spells. For Passive bonuses I plan to use potions and other consumables.
For example: Fireball, Frostbolt, Energy Shield, Explosive Arrow - active spells.
Haste, Resistances, Adrenalin rush, Block, Critical i.e. - may be a temporary effect that you get by using consumables. No need to use a slot for such effects, it is sufficient to have a strong potion with a lasting effect.

4
Textures & Graphics / A Neural Algorithm for Icons and other cool stuff
« on: November 10, 2016, 12:03:47 AM »
I think you know what I mean.  :)

https://github.com/jcjohnson/neural-style

What do you think guys? I think it's a great opportunity to try to do something really cool.  :)

From Ostagramm



More:
Spoiler




Technically, we need a Torchlight Art Style Filter and patience for experimentation.  ;)

5
Kva3imoda's Playground / My Pets
« on: November 09, 2016, 12:17:57 AM »
Well, I have a couple of pets. Some I did before, long ago. Some are not finished and maybe someday I will finish some of them.
In this topic I'll post pictures of my work in this direction.

New Pet: Young guardian


6
Kva3imoda's Playground / Wings
« on: December 15, 2015, 03:12:36 AM »
Hooray! I have working wings!  :)


7
Modding Questions / Skills without RMB is that possible?
« on: October 23, 2015, 05:18:25 AM »
Ok guys, I have two different items with different functions.
ITEM_WARBEAST_01.DAT
I use it to summon a pet.
Code: [Select]
[UNIT]
<STRING>UNIT_GUID:8425117549788770001
<STRING>NAME:ITEM_WARBEAST_01
<STRING>ICON:icons_scroll_portal
<TRANSLATE>DISPLAYNAME:|cFF00DEEESummon a Warbeast
<TRANSLATE>DESCRIPTION:Right-click to Summon Warbeast
<STRING>UNITTYPE:SCROLL
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>BASEFILE:media/units/items/base.dat
<BOOL>DONT_USE_ON_FULL:false
<BOOL>HIDE_EFFECTS:true
<BOOL>ALWAYS_IDENTIFIED:true
<INTEGER>MINLEVEL:1
<INTEGER>MAXLEVEL:9999999
<STRING>USES:0
<INTEGER>RARITY:0
<INTEGER>VALUE:1
<INTEGER>MAXSTACKSIZE:1
<BOOL>SHADOWS:true
<STRING>TAKE_SOUND:LeatherGet
<STRING>LAND_SOUND:FishDrop
<STRING>USE_SOUND:PotionUse
[EFFECTS]
[EFFECT]
<STRING>NAME:SUMMON_PET_WARBEAST_01
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:CAST SKILL
<INTEGER>LEVEL:1
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:PET_WARBEAST_01
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:PET_WARBEAST_02
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:PET_WARBEAST_03
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[/EFFECTS]
[/UNIT]

and
ITEM_SPELL_01.DAT
I use it for the test fireball.
I want to make something like a spell, but without "learning".
Code: [Select]
[UNIT]
<STRING>UNIT_GUID:5842117549788770001
<STRING>NAME:ITEM_SPELL_01
<STRING>ICON:icons_scroll_portal
<TRANSLATE>DISPLAYNAME:Spell 01
<TRANSLATE>DESCRIPTION:Right-click to cast
<STRING>UNITTYPE:SCROLL
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>BASEFILE:media/units/items/base.dat
<BOOL>DONT_USE_ON_FULL:false
<BOOL>HIDE_EFFECTS:true
<BOOL>ALWAYS_IDENTIFIED:true
<INTEGER>MINLEVEL:1
<INTEGER>MAXLEVEL:9999999
<STRING>USES:0
<INTEGER>RARITY:0
<INTEGER>VALUE:1
<INTEGER>MAXSTACKSIZE:1
<BOOL>SHADOWS:true
<STRING>TAKE_SOUND:LeatherGet
<STRING>LAND_SOUND:FishDrop
<STRING>USE_SOUND:PotionUse
[EFFECTS]
[EFFECT]
<STRING>NAME:Fireball Test
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:CAST SKILL
<INTEGER>LEVEL:1
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
[/EFFECT]
[/EFFECTS]
[/UNIT]

Both items using the same effect:
<STRING>TYPE:CAST SKILL

Skills:
SUMMON_PET_WARBEAST_01.DAT
Code: [Select]
[SKILL]
<STRING>NAME:SUMMON_PET_WARBEAST_01
<INTEGER64>UNIQUE_GUID:2846215050988770001
<STRING>SKILL_TYPE:SKILL
<STRING>ACTIVATION_TYPE:NORMAL
<FLOAT>RANDOMRANGE:0
<FLOAT>TURNRATEOVERRIDE:-1
[LEVEL1]
<FLOAT>RANDOMRANGE:0
[EVENT_START]
<STRING>FILE:media/skills/SUMMON_PETS/SUMMON_PET_WARBEAST_01.LAYOUT
<BOOL>MAKEPET:true
[/EVENT_START]
[/LEVEL1]
[/SKILL]

FIREBALL.DAT
Code: [Select]
[SKILL]
<STRING>NAME:Fireball Test
<INTEGER64>UNIQUE_GUID:8874566694329512414
<STRING>SKILL_TYPE:SKILL
<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_ALIGNMENT:EVIL
<STRING>ANIMATION:special_gen_cast
<FLOAT>MANACOST:13
<FLOAT>TURNRATEOVERRIDE:-1
[LEVEL1]
[EVENT_START]
<STRING>FILE:media/skills/shared/fireball/fireballwarmup.layout
<BOOL>ATTACHES:true
[/EVENT_START]
[EVENT_TRIGGER]
<STRING>FILE:media/skills/shared/fireball/fireball.layout
[AFFIXES]
<INTEGER>AFFIXLEVEL:8
<STRING>AFFIX:SPELL_FIREBALL
[/AFFIXES]
[/EVENT_TRIGGER]
[/LEVEL1]
[/SKILL]

Ok. And now the question!  :)
Why when I use "ITEM_WARBEAST" the skill "SUMMON_PET_WARBEAST"is not added to RMB, but when I use "ITEM_SPELL" the skill "FIREBALL"is added to RMB?



The game automatically detects the type of skill?
Is there some way to make skills "without RMB"?

8
Kva3imoda's Playground / Stats, Skills, Passives for "The Dark Palace"
« on: September 08, 2015, 02:24:13 AM »
My old vision

Previously, I had a solid idea of how to implement this part of mod.
It was quite simple - you have passives, you have one type of Points - all this allows you to progress and become stronger.



On the screenshot you can see the latest version this system, which we did together with gytfunke year ago.
(Technically, all made gytfunke, I just gave the direction - many thanks to him.)

The main idea is that you don`t have a Prepared Сharacter Class(like in ARPG) - you build your character like in RPG. Some characters may have starting bonuses and disadvantages, including locked passives.

You can see "the stats"( Strength, Dexterity, Intelligence), but it's "fake stats" in reality it is also passive skills.
I did it because I did not know how to change standard bonuses for the stats - it interferes, because I needed the other bonuses.

But one year - is a long time, a lot has changed in that time:

1. Firstly, the greatest invention of gytfunke - STATS OVERHAUL

2. Secondly, I have discovered one sad thing - "I technically can`t increase a level of passive is higher than a character level(is hardcoded in the game)." This is a huge drawback that breaks all that has been done before.  :( Because my passives has many levels(50), but it is impossible to increase ahead a character level.

So I should do two steps back to start again!

9
GUTS Editor / Feature Tags
« on: September 01, 2015, 04:17:12 AM »
Has anyone tried to use a new tags?

At the moment I have 2 problems.

1. I can`t create a CHILD(Add inheritance) as showily here: http://docs.runicgames.com/wiki/Feature_Tag_Editor
I'm looking for a solution on the official forums and it looks like it's a bug that can`t be fixed.

2. My tags do not work as they should.  :(
I created several tags:
EC_DEAD_P01
...
EC_DEAD_P11

This should help me generate a random corpse in location. And that should be only 1 time for each corpse.
I changed my Level Rule Set:



Here is my layout for a corpse:



Each variant has its own tag, but when I create a level it's not working - corpses have duplicates.

Do I something incorrectly or new tags do not work?

10
Kva3imoda's Playground / Animation Keyframe Editing
« on: August 25, 2015, 08:14:56 AM »
and changing the timing of each keyframe by hand
A couple of days ago, Abramoff made me (after I asked) a utility that does this automatically (all operations: *, /, +, -).  :) But this utility has no translation.
With it  I accelerated animations for embercopter flags.

11
Kva3imoda's Playground / New props & ideas for "The Dark Palace"
« on: July 18, 2015, 06:43:36 AM »
Yup, I need some new decorations for my mod.

The destroyed Embercopter and its parts. As you know, I've done it a long time ago.

Spoiler




Also, I need some non-standard lootables. I suppose that these will be "uncivilized grave" like the dead adventurer and a variety of corpses(crash victims).

In this topic I will show new props when(and if) I'll do it.  :)

12
Trying to create a shipwreck.


13
Kva3imoda's Playground / [CONCEPT] "The Dark Palace" Crafting System
« on: April 22, 2015, 12:38:43 AM »
Let's talk about crafting.  :)

I found an interesting article about crafting: 5 Approaches to Crafting Systems in Games (and Where to Use Them)

Well, as we can see, systems may be different, with its own advantages and disadvantages and need to decide what we need.

In the beginning it is necessary to decide how serious should be crafting. Whether it is a mandatory part of the game or additional features?

In my mod the character will be alone most of the time - it must survive in the harsh and dangerous world . Find Merchants and NPCs will be difficult. Therefore, it is necessary give the player the ability to solve problems on their own.

I plan to use a hybrid of several systems, Type 1 - Basic System, 2 and 3 - Additional systems.
 
The Loot.

In vanilla you can sell everything, but in "DP" this will be a problem. To solve this problem, I plan to add the "Salvaging" - you can "disassemble" items and turn them into compact materials. This will save space and allow to accumulate "wealth" without merchants.

I have long thought that it is necessary to add and how it should work. Crafting should be clear, simple and convenient.
Weapons and armor can be disassembled into 7 types of materials: Steel, Brass, Gold, Leather, Fabric, Wood and Gems. Perhaps it is too complicated, but I followed the logic.  :) Each material will be divided into two types - "weak"(scrap, shreds, shards) and "strong"(ignots, pieces). Possible(with special tools) to turn "weak" materials into "strong" and vice versa.

You can get the following(with proportions):

Weapons

2h Swords - 2 Steel Scraps (100%)
2h Axes - 1 Steel Scraps (100%) + 1 Wood Flinders(100%)
2h Hammers - 1 Steel Scraps (100%) + 1 Steel Scraps /Wood Flinders(50/50%)
Spears - 1 Wood Flinders(100%) + 1 Steel Scraps /Wood Flinders(50/50%)

1h Swords - 1 Steel Scraps (100%)
1h Axes - 1 Steel Scraps /Wood Flinders(50/50%)
1h Hammers - 1 Steel Scraps /Wood Flinders(75/25%)
Fists - 1 Steel Scraps (100%)

Bows - 2 Wood Flinders(100%)
Сrossbows - 1 Steel Scraps (100%) + 1 Wood Flinders(100%)

Cannons - 1 Steel Scraps (100%) + 1 Steel Scraps /Brass Scraps(75/25%)
Rifles - 1 Steel Scraps (100%) + Brass Scraps(100%)
Pistols - 1 Steel Scraps/Brass Scraps(50/50%)

Staves - 1 Wood Flinders(100%) + Gems Specks (100%)
Wands - 1 Wood Flinders/Gems Specks (50%/50%)

Armors

Heavy Armor - 2 Steel Scraps (100%) + 1 Leather Shreds (100%)
Medium Armor - 1 Steel Scraps (100%) + 2 Leather Shreds (100%)
Light Armor - 1 Leather Shreds (100%) + 2 Fabric Shreds (100%)

Heavy Helmet - 1 Steel Scraps (100%) + 1 Steel Scraps/Leather Shreds (50%/50%)
Medium Helmet - 1 Steel Scraps/Leather Shreds (50%/50%) + 1 Leather Shreds (100%)
Light Helmet - 1 Leather Shreds/Fabric Shreds (50%/50%) + 1 Fabric Shreds (100%)

Shield - 2 Steel Scraps (100%) + 1 Steel Scraps/Leather Shreds (50%/50%)

Amulet - 2 Gems Specks (100%)
Ring - 1 Gems Specks (100%)

Moreover you get "Junk" after each disassembly.

Yes, it's not a perfect system, because armors/weapons can have several components, but I do not want to complicate this.

As you can see - Steel Scraps - the most common component. I want to use it as a main component for crafting the Vitalyser.

Golden Scrap you can get after disassembly Unique Items and Artefacts. This is a rare and expensive material.

For crafting items I use the same system, but it should require more materials.
Some armor / weapons require other materials - Bones, Scales, Claws, Blood. For crafting Unique Items may require a Unique Ingredient/Artefact.

But there is a problem - how to separate Recipes if they require the same materials?
You know how  Transmuter works - you can`t select a specific recipe, you just put materials and it makes everything that can be done.
So, we need some "Ingredients- separator". This can be done in several ways, but I do not have a final version.

1. Item Schemes
The easiest way - to add Item Schemes (Sword Scheme, Axe scheme, etc.)
Then crafting could look like this:
Sword Scheme #1 + 20 Steel Scraps = 1 Sword #1 + 10 Steel Scraps
Sword Scheme #2 + 10 Steel Scraps = 1 Sword #2
Hammer Scheme #1 + 20 Steel Scraps = 1 Hammer #1 + 5 Steel Scraps
Armor Scheme #1 + 20 Steel Scraps = Heavy Armor #1

But I do not like this variant, because you need a lot of space for these Item Schemes(to create 10 different swords we need 10 different schemes). Also, you need take these schemes somewhere  - buy, find or make yourself.

2. Type Tier Schemes.
In this variant we have Type Tier Schemes - Armor Scheme Tier1, Weapon Scheme Tier2, Jewelry Scheme Tier8, Shield Scheme Tier2.
Then crafting could look like this:
Weapon Scheme Tier1 + 20 Steel Scraps = 1 Sword Tier 1
Weapon Scheme Tier1 + 15 Steel Scraps + 5 Wood Flinders = 1 Hammer Tier 1
Armor Scheme Tier1 + 20 Steel Scraps = 1 Heavy Armor Tier 1
Armor Scheme Tier2 + 20 Steel Scraps = 1 Heavy Armor Tier 2

In this case, we have much smaller quantity of Schemes, but it's still a lot of them. (4 Types*10Tiers = 40 Type Tier Schemes)


3. Type Schemes + Special Tier Ingredient / Tool
In this variant we have Type Schemes - Armor Scheme, Weapon Scheme, Jewelry Scheme, Shield Scheme + Tier Ingredient / Tool
Then crafting could look like this:
Weapon Scheme + 20 Steel Scraps + Сatalyst/Tool Tier1 = 1 Sword Tier 1
Weapon Scheme + 15 Steel Scraps + 5 Wood Flinders + Сatalyst/Tool Tier1 = 1 Hammer Tier 1
Armor Scheme + 20 Steel Scraps + Сatalyst/Tool Tier1 = 1 Heavy Armor Tier 1
Armor Scheme + 20 Steel Scraps + Сatalyst/Tool Tier2 = 1 Heavy Armor Tier 2

In this variant we need additional material, but as a result we have smaller quantity of items: 4 Type Schemes + 10 Tier Ingredient / Tool = 14 Items in Total

4. Item + Special Tier Ingredient / Tool
You use Item as a Scheme (Preform).
Sword + 20 Steel Scraps + Сatalyst/Tool Tier1 = 1 Sword Tier 1
Armor + 20 Steel Scraps + Сatalyst/Tool Tier2 = 1 Heavy Armor Tier 2

Yes, it looks comfortable but there are drawbacks. If you have Item why you need to craft a similar? This should be an upgrade or creation of New Items?

to be continued...

14
Kva3imoda's Playground / [IDEA] Pandora's Box
« on: April 16, 2015, 10:07:52 AM »
There is an idea to make a unique item, which would be dangerous for the character. Something like a "Pandora's box" or Ghostbusters Trap (Easter egg). This item should have a "Warning", have a limited amount of usage (3-5), must summon dangerous creatures.
Yes, I know that Synergies has similar scrolls, but I would like something a little more cool!  8)

15
Kva3imoda's Playground / Perks
« on: April 06, 2015, 02:41:54 AM »
Has anyone thought about perks? I always starting to think about it, when I see the word "Perk" in the game files.  :D

I have some thoughts about it.

1. It should be something like "achievements".
2. It should give some small bonus. Or a big bonus, but for something really big.
3. It works as a "hidden passive"
4. A list of all hidden perks would located in an extra skill tab "Perks". It is activated after you received Perk.

How does this work?
Let's suppose you kill 100 goblins. Goblins are small and nimble, so you've got some experience while hunting. You get the perk "Goblin-Splitter" +X% Run Speed

Let's suppose you kill 100 trolls. Trolls are large and strong, so you get a perk "Trollsapper" +X Strength

I think this is not difficult, but requires imagination and free time.

What do you think about this?  :)

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