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Utraean Seizure of hopless Mapping

While the previous 'seizure' isn't really over (and related on content we rather should say: as consequence of it) i have been touched by another 'mapping seizure'. This time however, i didn't use the SE2 (so far), it's not really tuned to handle DS1, and this is what i did. Wink

 
The following mods are published based on the DS1 Modding EULA and Modding EULA from DS2.

Required resources:
- All*Saves for v2.2 or v2.3/Addon.
- DS1 Utraean Peninsula Map, Alpha 10 (82.7mb, ReadMe)
- DS1 Utraean Peninsula Map Update, Alpha 10q (1.6mb, ReadMe)
- DS1 Content Pack, Alpha 11a (18.8mb, ReadMe)
- DS1 Terrain Pack Beta 3 (62.4mb, ReadMe)
- DS1 Objects+Sounds Fix (38.1mb, ReadMe)
- Level Adjustment Mod, Beta 5u (905kB, ReadMe)

Additional remarks:
- Please respect the initial release notes and also the notes in the 'ReadMe' files about the changes meanwhile.
- You also may like to check out Iryan's forum thread for additional map resources.

   

There is now also a Diabloish Map for DS2, Beta 2 e (16.4MB, for DS2 v2.2 ReadMe):



Compared to Beta 1 there are now some more NPCs, a shop with enchantable items only, two heroes to hire, better dungeon loading/fading, and instead of remote start positions now 'session portals' are available to let you always restart in Tristram and to take you back into the dungeons when you like to depart.

Required resources:
- All*Saves for v2.2 or v2.3/Addon.
- DS1 Content Pack, Alpha 11a (18.8mb, ReadMe)
- DS1 Terrain Pack Beta 3 (62.4mb, ReadMe)
- DS1 Objects+Sounds Fix (38.1mb, ReadMe)
- Level Adjustment Mod, Beta 5u (905kB, ReadMe)

Unfortunately I wasn't able to contact Dr. Smooth aka James Lang so far (e-mail account still seems to be valid, but there was no reply) to ask him what he thinks about before investing more time in this map.

Updates for Alpha 0.09:
- Town gates should work now (trespassable if half opened already).
- Fallraen revitalized: NPCs/shops added and environment tuned.
- Broken radar images for several regions fixed (thanks to PhoeniX).
- Town portal fixed (leads now back to the previously visited town).
- Some problems with untouchable containers fixed (thanks to PhoeniX).

Some lacks are still evident though, and my tests with/in the addon v2.3 were rare.
Unfortunately i'm quite busy these days so further tunings must wait. But lucky it's
still labelled with alpha and there are many zero to fill in the version number. :o Wink

Will get the new version asap and continue tests. Have checked every region's north vector (99 99/100% sure anyway Smile ) and found no other problems there.

PhoeniX wrote:
Will get the new version asap and continue tests. Have checked every region's north vector (99 99/100% sure anyway Smile ) and found no other problems there.

The strange thing is, that these wrong north vectors are caused by the original map files. Ammazingly also the SE1 complains about wrong north vectors sometimes. But how could the Utraean Peninsula exist for so many years with inconsistent definitions of north...? Puzzled


Nevertheless there's now a little Postfix available for Alpha 0.09. It doesn't change/fix a lot, and sadly several problems with the radar images remain unsolved. However i have no clear plan at the moment when/how to fix it. Maybe i will take another approach next year with a new/stronger PC...


KillerGremal wrote:
. . . As you know maybe, you can delete/remove YourHeroName.ds2radar to reset all revealed radar regions.
As experienced recently, DS2 doesn't always like this procedure. It's better to use an 'empty' radar file (948 bytes). Alternatively it's also possible to adopt the radar file of a new hero, preferably created on another map.

ray2010's picture

Thanks for the feedback! Laughing out loud
Maybe there will be Krugs in the future once, so far however the Urgs are functionally and gameply-wise a sufficient replacement for the Krugs. So the priority to place real Krugs is rather low compared to other things to do.
Also the Undead Soldiers from Act 2 perform quite well at moment in place of the Skeleton Sodiers DS1 had (...although the bones of the Undeads don't chatter so funnily as those of the Skeletons ;)).

Whether to use monsters from DS1 or not - this is widely a matter of modding work, monster look and the amount of additionally required game resources.
A monster incl. animations, sounds and fragments easily consists of 20-30 files. Currently i have to copy all manually into the corresponding folders after a content comparison between DS1 and DS2 (some unused content of DS1 actually persists in DS2). The adjustment of the template and its settings needs some time too.
If you practice 'speed-modding' it's well possible to import a simple/weaponless monster within 20 minutes. But as soon as the monster is a bit more complicated, if a (bigger) modifications needed with extra tests (different texture, auxiliary sounds or fragments, alternate mind settings) or e.g. if even a spell is required, then you better start counting time in hours, not minutes.

Recently someone asked me for DS1 music in better quality...

I'm aware that the sound files in the 'Utrea mods' are not HiFi (indeed with 16kHz rather LoFi) but concerning the final size of the mod files (a matter of download time, server bandwidth, web space,...) and due to copyright reasons too, the mods don't contain the full/large files from the retail version.

However besides of buying DS1 (if you haven't it), the easiest way to get better sound files is to download the DS1 Demo.
After the installation, the sounds are inside a file called 'Demo.ds' that you may open with the DS1 TankViewer.
By the way, DS1 LoA Demo contains some related MP3 files too.

Actually the DS1 demo contains also textures in better quality partially, so if somebody is interested in it i could post once a rough guide how to use the demo content to make his own mod to enjoy the Utraean Peninsula in (some) higher quality.

Been away from DS2 for a bit, but will be finishing my new Araleg character through DS2 and BW, then start testing again.

PhoeniX wrote:
Been away from DS2 for a bit, but will be finishing my new Araleg character through DS2 and BW, then start testing again.

You're welcome anytime :), however no need to hurry. There is still no 'repair date' scheduled for the radar problems. At the moment I'm just tuning some minor things here and then.

If you feel stranded once on the Utreaen Peninsula or feel annoyed by the GPG maps, remind maybe that green potions (you find them on Utrea too) may lead you back into the native gameplay of DS2(BW) - supposed your hero level is sufficient for the intended mode/map. Thus playing on custom maps 'during the Veteran levels' shouldn't be a big problem.
By the way, also the ghost on the Greilyn beach may help you in similar way, but usually you only reach him if you never have played/started the official map before.

Got my new characters through UP again with minimal problems. Postfix got the north vector aligned properly and Fallraen gates work as intended with Araleg now.

Just a minor problem with the elevator to Hades. If I have main toon selected it is not visible or selectable, but with other toon selected, it is.

And them darn chickens got me good till I figured out the reason and minimized the casualty ratio. ^^

PhoeniX wrote:
Got my new characters through UP again with minimal problems. Postfix got the north vector aligned properly and Fallraen gates work as intended with Araleg now.

Just a minor problem with the elevator to Hades. If I have main toon selected it is not visible or selectable, but with other toon selected, it is.

. . .


Nice catch. Smile
Maybe this happened due to some own changes for that reagion. I just hope this no general problem because we have now multiple party members in DS2 instead of one with DS1... Puzzled

 

PhoeniX wrote:
. . .

And them darn chickens got me good till I figured out the reason and minimized the casualty ratio. ^^


Indeed the chicken are tricky, but i hope people learn quickly how to use the 'eggs' they sometimes are laying. Laughing out loud
However there seems to be a lack with the (custom) drown curse the white chicken have, it's too aggressive anyhow.
 

Out of curiosity, is this like the Erthos map where you kill all the monsters and they're gone for good, or will they respawn?

Monsters respawn. Smile

And if you use Mod-Erthos-MonsterLevelAdjust-Beta4g and are familiar with coding you can adjust the difficulty and respawn ratio of the monsters as well. Wink

////////////////////////////////////////////////////////////////////////////////////////////////////////////
// MAP SPECIFIC (PSEUDO) MOOD TO CONFIGURE THE (MONSTER)LEVEL ADJUSTMENT MOD
// BY KILLERGREMAL/F3 - 11-FEB-2008, 19-SEP-2008, 11-JUL-2009
////////////////////////////////////////////////////////////////////////////////////////////////////////////

// THIS IS JUST AN EXAMPLE ASSUMING THE GAME-INTERNAL NAME OF YOUR MAP WOULD BE 'your_world'.
// SO IF YOU LIKE YOU CAN MODIFY THIS SPECIAL MOOD FOR YOUR OWN WORLD/MAP AND SAVE THEN THIS
// FILE IN THE moods FOLDER OF YOUR MAP (WITHIN PATH world/maps/your_world/moods/ USUALLY),
// IF YOU MAP GETS LOADED THEN THE MONSTERLEVEL ADJUSTMENT MOD WILL CHECK FOR THIS MOOD AND
// READ IN YOUR CONFIGURATION SETTING. - PLEASE TAKE CARE SERIOUSLY ON THE REMARKS BELOW!

[mood_setting*]
{
	// ----------------------------------------------------------------
	// ----------------------------------------------------------------
	// THIS IS AN AUXILIARY MOOD USED AS CARRIER FOR CONFIG SETTINGS,
	// FOR SPECIAL PURPOSE ONY, DON'T USE/TRIGGER THIS MOOD IN-GAME!
	// ----------------------------------------------------------------
	// GENERALLY, IF THIS MOOD EXISTS WITH CORRECT MOOD NAME THEN
	// THE MONSTERLEVEL ADJUSTMENT MOD BECOMES ACTIVE FOR YOUR MAP!
	// ----------------------------------------------------------------
	// ----------------------------------------------------------------


	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// MOOD NAME MUST CONSIST OF 'config_monsterlevel_adjust_' PLUS
	// THE INTERNAL NAME OF YOUR MAP (ASSUMED IT IS 'your_world'):

	mood_name = config_monsterlevel_adjust_your_world;



	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// TRANSITION TIME SEVES AS DIFFICULTY SCALAR (DEFAULT IS 1.0),
	// ALLOWED VALUES ARE 0.5 UNTIL 5.0 (BUT BEWARE OF THE MAX!).
	// THIS SCALAR WILL BE APPLIED 1:1 ON THE MONSTER'S DAMAGE AND
	// HALF ONLY ON THEIR DEFENSE, FOR EXAMPLE: A VALUE OF 1.5 WILL
	// INCREASE THE DAMAGE BY 50% AND THE DEFENSE BY 25%.

	f transition_time	= 1.000000f;



	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// THE INTERIOR SETTING IS USED TO TELL THE MOD WHEVER OR NOT
	// THE MOD SHOULD DROP EXP BALLS/JEWELS OR IF THE PLAYER SHELL
	// REWARD EXP THE USUAL WAY. DEFAULT IS true TO DROP EXP BALLS,
	// SET false FOR REWARDING EXP WITHOUT EXP BALLS:

  	b interior		= true;		



	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// ----------- MORE ADVANCED/SPECIAL/STRANGE SETTING --------------
	// SNOW SETTING IS (AB)USED TO SETUP CUSTOM MONSTER-RESPAWNING.
	[snow]
	{
		// DEFAULT FOR snow_density IS ZERO TO DISABLE CUSTOM
		// MONSTER-RESPAWNING. VALUE-RANGE IS 0 UNTIL 100 AND
		// ANY VALUE >0 WILL BE CONSIDERED AS CHANCE (PERCENTAGE)
		// TO RESPAWN THIS MONSTER AFTER IT HAS BEEN KILLED THE
		// FIRST TIME. SO 100 WOULD RESPAWN THE MONSTER WHENEVER
		// THE MAP/SESSION GETS RELOADED.

		snow_density = 0;


		// IMPORTANT REMARK FOR QUEST-RELATED MONSTERS WHO HAVE
		// THEIR SCIDs MENTIONED IN TRIGGERS, FLICK OR SKRIT:
		// THIS CUSTOM RESPAWNING METHOD HERE WILL NOT WORK WITH
		// MONSTERS THAT MUST HAVE A PERMANENT SCID. ALL RESPAWNED
		// MONSTERS WILL GET A RANDOM SCID THAT IS NOT IDENTICAL
		// WITH THE SCID OF THE MONSTER AS PLACED ON THE MAP!
		// SO THIS CUSTOM RESPAWNING METHOD HERE IS ONLY AUXILIARY
		// AND THE OFFICIAL METHOD SHOULD GENERALLY PREFERED:
		// http://garage.gaspowered.com/?q=node/3389
		//
		// FURTHER NOTES:
		// - YOU MAY DEFINE A GOLD VALUE IN [aspect] FOR YOUR QUEST
		// RELATED MONSTER, SO A GOLD VALUE FORM 1 TILL 100 WILL BE
		// CONSIDERED AS MONSTER-INDIVIDUAL RESPAWNING-CHANCE, ZERO
		// WILL JUST USE THE snow_density OR PLAYER'S *.INI SETUP,
		// A *NEGATIVE* GOLD VALUE WILL DISABLE RESPAWING FOR THIS
		// MONSTER IN ALL CASES.
		// - THE CHANCE TO RESPAWN ALREADY IN THE CURRENT SESSION IS
		// 3x LOWER, THUS A GOLD VALUE >100 WILL HAVE CONSEQUENCES.
		// - THE RESPAWNED MONSTER WILL GET MOST DATA (CONVERSATIONS,
		// COMPONENT VALUES, SCALES) FROM THE ORIGINAL MONSTER AS SET
		// IN SE2, SADLY TEMPLATE/INSTANCE TRIGGER WILL BE IGNORED!
	}



	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// ----------- VERY ADVANCED/SPECIAL/STRANGE SETTING --------------
	// PARTY LIGHT COLOR: ALLOWS/DENIES A SPECIAL LEVER ON THE STASH,
	// BY DEFAULT ON NON-GPG MAPS THERE WILL BE A LEVER PROPRIETARLY
	// ATTACHED VERTICALLY ON ONE SIDE OF THE PLAYER'S YELLOW CHEST
	// SO HE IS ABLE TO (DE)ACTIVATE THE LEVEL-ADJUSTMENTS.
	[party_light]
	{
		// DEFAULT FOR light_color IS 0x11111111 TO ALLOW THE LEVER,
		// IF YOU HAVE GOOD REASONS SET 0x00000000 TO SUPPRESS IT.

		light_color = 0x11111111;
	}



	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// ----------- VERY ADVANCED/SPECIAL/STRANGE SETTING --------------
	// WIND SETTINGS: USED TO CORRECT EXP CURVE FOR MONSTER LEVELS
	// ABOVE 100 (ASSUMED YOUR MAP/MOD IS ABLE TO DO SO) IN ORDER TO
	// MAINTAIN THE EXP CURVE BELOW THE GAME'S NUMERICAL LIMITATION.
	// THIS ARE QUITE *SENSITIVE* AND *CRITICAL* SETTINGS, THUS KEEP
	// THE DEFAULTS UNLESS YOU ARE FAMILIAR WITH THE CURRENT EXP CURVE
	// AND IF YOU HAVE EXACT KNOWLEDGE WHAT MAXIMUM VALUES YOU WILL
	// REACH WITH YOUR SETTINGS RESP. YOUR NEW EXP CURVE!!!
	[wind]
	{
		// WIND VELOCITY: EXPONENTIAL BASE FOR EXP CURVE ABOVE
		// LEVEL 100. IF POSSIBLE KEEP DEFAULT OF 1.11 TO PROVIDE
		// CONSTANT/DS2-USUAL LEVELING SPEED AND NOT TO MESS UP
		// WITH LEVELLING CALCULATIONS FOR EXISTING SAVEGAMES:

		wind_velocity		= 1.110000f;


		// WIND DIRECTION: REDUCTION OF wind_velocity PER LEVEL
		// IF THE MONSTER LEVEL IS ABOVE 100, DEFAULT IS 0.000175.
		// THIS SHOULD BE YOUR PRIMARY SETTING TO ATTENTUATE THE
		// VALUES OF THE EXP CURVE ABOVE LEVEL 100:

		wind_direction		= 0.000175f;

	}




	// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// THE FOLLOWING SETTINGS WON'T MATTER CURRENTLY:
	[fog]
	{
	  x fog_color = 0xFF000000;
	  f fog_density = 1.000000;
	  f fog_far_dist = 45.000000;
	  f fog_lowdetail_far_dist = 35.000000;
	  f fog_lowdetail_near_dist = 25.000000;
	  f fog_near_dist = 35.000000;
	}
	[music]
	{
		room_type = rt_plain;
		standard_repeat_delay = 10.000000;
		standard_track = s_mu_drums_01;
		ambient_track = s_en_amb_wind_lp;
	}

}

////////////////////////////////////////////////////////////////////////////////////////////////////////////
// END OF FILE CONTAINING THIS MOOD ONLY!
////////////////////////////////////////////////////////////////////////////////////////////////////////////

And welcome to SiegetheDay Ghoulz. :welcome:

Will that RadarandRespawn mod work with BW and custom maps(I forgot to mention)? It doesn't do anything for Erthos so I assume this wouldn't be any different...? Or is it because Erthos lacks respawn coding is the reason why so.... it would work on this.?

Ghoulz wrote:
Will that RadarandRespawn mod work with BW and custom maps(I forgot to mention)? It doesn't do anything for Erthos so I assume this wouldn't be any different...? Or is it because Erthos lacks respawn coding is the reason why so.... it would work on this.?

There are/were mods to respawn all dead monsters and mods to disable respawning generally.
Most probably this has been realized by changing the config settings of DS2 - if they really do so, such mods only work for official map resp. for maps where the official respawning manner is used.

But I don't think/remember whether or not PacMadModder has implemented this official manner for his Erthos Struggle Map.
And the custom respawning method of the MonsterLevel Adjustment mod only works for 'virgin' regions as the readme states:

(Monster) Level Adjustment Mod, Beta 4c: (3-Jan-2009) wrote:
- Auxiliary respawning feature added for [many] custom maps, however there are some more restrictions to respect:
  • Respawning generally will only happen at next session (reloading map).
  • . . .
  • The player can adjust it with an option in the DS2 *.ini file,
    for example: monster_adjust_respawning = my_world:55,other_world:40
  • Map-makers can preset respawning as enabled by the 'mood config tweak'.
  • Respawning only works for new heroes resp. only for map regions where
    your current hero never has been before.

In case you want to use the custom respawning manner with a party that already has visited Erthos Struggle map, then you should try a savegame surgery: Open your savegame with the TankViewer, remove 'test_mercenary.ds2world' (also veteran and elite varaints if existing) and re-tank the savegame again.
Eventually you also remove quest related data by this process though. And it's not so easy as it sounds but for someone who already has made experiences in mod making it should be manageable.

 

By the way, by default on the Utraean Peninsula 75% of the monsters will respawn currently.
And as you may see above, there are alternate ways to change this percentage as player. Wink

I don't think there will be any fixes for the radar problems with UP. The more I played and did the radar upgrades, the more I realized how the regions really do not fit together. You can see how "path2crypts" and "mega_forest_r3" are supposed to fit together by the mega map image. Sad

This problem is continued throughout the rest of the map as well. DS1 maps weren't tuned to handle the continuous radar of DS2. Stare

@PhoeniX: This offset it quite amazing/shocking. :o
Maybe the Utraean Peninsula is not as plain as assumed, and maybe you need to switch over to map creation with interruptions!? Wink

 
However as long as the transition from one region to the other are distant enough, will you then really become aware of this matter in the locally restricted radar overview?

In worst case there would be a radar related setting (unfortunately a general one) in config/engine.gas to fade out visited regions again over time, so frictions far away won't be visible/irritating.

With some delay, the new postfix 0.09b is available (as mentioned/linked above).

There are minor changes only.
The tuning for trees and bushes is probably very welcome when wandering in the Northern Forests.
Mine Scorpions and the Biting Trasaks have got now life points that appropriately accord with their reduced body seize.

The postfix 0.09a is obsolete now, it's included in 0.09b.

KillerGremal wrote:
...The tuning for trees and bushes is probably very welcome when wandering in the Northern Forests....

I had to reduce object detail whilst in the deep forests so the alpha fade for trees etc. will be quite refreshing. ^^

Getting back to work on the radar for UP. Snow areas were giving me a problem because the white border was getting lost in the image. Finally tried using a circle fuzzy 5 pixel brush in black. Then I used the bucket fill in white with a threshold of 15. That left me with a white border that was still definitive from the rest of the image.

Finally got the radar fixed for UP. Multiple regions occupying the same game space were killing the radar. Kept trying different things in the frustum settings (height/width/depth) with no success. Found the fix in radar_stitch though.
Broke Fixt

Broke Fixt

Changes will be in the next version of my radar mod after I get all the stitch problems found and corrected.

PhoeniX wrote:
Getting back to work on the radar for UP. Snow areas were giving me a problem because the white border was getting lost in the image. Finally tried using a circle fuzzy 5 pixel brush in black. Then I used the bucket fill in white with a threshold of 15. That left me with a white border that was still definitive from the rest of the image.

Sounds complicated anyhow... actually i'm not really familiar with it, but it looks good! Smile

 

PhoeniX wrote:
Finally got the radar fixed for UP. Multiple regions occupying the same game space were killing the radar. Kept trying different things in the frustum settings (height/width/depth) with no success. Found the fix in radar_stitch though.
Broke Fixt

Broke Fixt

Changes will be in the next version of my radar mod after I get all the stitch problems found and corrected.


That's great to hear... Laughing out loud

...because didn't find a solution so far. Sad
As you probably have experienced, sometimes even non-adjacent regions overlap, so the last thing i've tried was to delete all data in radar_stitch.gas, however i've used the data to expand each regional radar.gas file with the radar images of the adjacent regions - in order to keep a continuous/lag-less radar display when moving from one region to another.
Unfortunately, this did only work at the beginning. It seems the savegame is collecting local/regional radar data over time to produce itself a stitched/complete radar map whenever possible - most probably causing non-adjacent regions to overlap finally again... Puzzled

So as it seems, the next post-fix only will contain fixed animations for elevators with rotating gears/ropes, there also will be a tweak to pretend gather points (since Utrea wasn't made for parties, where aren't any) so all party members automatically approach and step on the platform before the elevator starts to move.

Had to make the radar exactly follow the terrain to get it working properly. There are a few regions where it is very noticeable but I think it is worth the trade off. Farmland-Mega Forest is a small example of what happens.

Also unstitched the radar when entering and leaving caves or dungeons and when using elevators.

And too much desert heat can cause hallucinations. :jawdrop:

http://www.youtube.com/watch?v=bXNtJnkngC8

PhoeniX wrote:
Had to make the radar exactly follow the terrain to get it working properly. There are a few regions where it is very noticeable but I think it is worth the trade off. Farmland-Mega Forest is a small example of what happens.

Also unstitched the radar when entering and leaving caves or dungeons and when using elevators.
. . .

A last work-around could be a hero-feature to fade out all non-adjacent regions and to fade in adjacent regions - as node fade trigger or elevator component sometimes do. This hopefully should fade out overlapping radar images form remote images too...

But this is rather hypothetical. It could help with one matter, and summon another one, like desyncs with original/existing node fade triggers.

 

PhoeniX wrote:

. . .
And too much desert heat can cause hallucinations. :jawdrop:

http://www.youtube.com/watch?v=bXNtJnkngC8

Looks like a stitching error - or quick-sand maybe. Laughing out loud
 

You sir! THANK YOU!

Almost moved me to tears when I found out about this mod and it would be pure awesome if it got as far as to a fullversion release.
Laughing out loud

There's now the postfix 0.09c (link in top post) updating:

- Party members will automatically follow on elevator platforms.
- Gear animation (wheel/rope) fixed for several elevators.
- Minor tunings for automatic town portal at guideposts.

 
Post-fix 0.09c includes post-fix 0.09a and 0.09b, they are no longer needed.

 

I'm happy to mention that PhoeniX has created a mod featuring improved radar images with marked region borders. :yahoo:
It solves problems with overlapping radar regions as well. Laughing out loud Laughing out loud

I always enjoyed playing Legends of Utraea with LOU Music. http://www.youtube.com/watch?v=z43ITaYAjqk Smile

PhoeniX wrote:
I always enjoyed playing Legends of Utraea with LOU Music. http://www.youtube.com/watch?v=z43ITaYAjqk Smile

Nice indeed. Maybe you should make once your own moods file?

If I start playing around with the moods settings, it never has an end. And one week after i think it's not good, and so i start again to make it much better ... :wacko: Wink

 
 
 
By the way, there is now a new Postfix 0.09d. No changes expect of a power fix for the Vasp pet.

Postfix 0.09e is available now (cumulative, so Postfix 0.09d and before is no longer needed).
Recommended to download if you like to use the little health/mana fountains on walls.

Instead of refilling life/mana (like in DS1) fountains will spawn now potions. A minimum amount is given always, however skill points in Survival resp. Brilliance may increase the gain.

Parts of the Easter holidays i've spent on the Ehb map from DS1 - in DS2. Honestly this sounds better than it really works, although i had some strange fun with it. Smile

 
For the fearless ones who want to try out this too, DS1+DS2 is required and the Utrae mods from above.
First you need to turn the DS1 map file into a DS2 resource tank/file:

1.) Take a hex-editor (like Frhed) to open the World.dsmap file from your DS1 installation.

2.) Change the marked double-bytes from 69 67 ... 02 00 into 67 32 ... 00 01 (the right side of the window may simultaniouly change too, but no need to bother).

3.) Save this file in the Resources folder of DS2, however change the file ending/extension from *.dsmap to *.ds2res (intentionally not *.ds2map).

 
Of course it's also possible to un-tank the DS1 map and to re-tank it again for DS2, but it's probably faster with a hex-editor.
If DS1 isn't installed currently, World.dsmap would be on the 2nd CD form DS1 (dsiege\maps\world_1.dsm) or on the 2nd Addon/LoA CD (files\maps\world_1.dsm). In this case copy the file from CD to a temporary folder, press ALT+Enter and remove the write-protection before editing the file.

To finally load the Ehb map with DS2 you also need Mod-DS1Map-Ehb-Alpha00-NodeMeshRadar.ds2res (12.5Mb, ReadMe).
It contains essential node-mesh index files and radar images until Glacern. Also place this mod in the Resources folder of DS2.

 
Remind however, this is rather an experimental adventure. Much isn't as it should be, e.g. there are no NPCs/Shops, so better don't go there without sufficient potions and try to stay alive. Start locations and party stashes only are at the Farmhouse, at Stonebrige and Glacern (i didn't get on further :().

Nevertheless it was quite amusing to walk around with my DS2 party in Ehb again. If You can take pleasure in this experiment as well, i don't know.

Been playing WoW again, but may have to give this a run as well. ^^

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