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Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has widely lost its clearness and reliability due the flood of spam there.
Sad

So this thread here is rather intended to catch (rescue?) all GPG 'fugitives' than to start a new modding offensive. So many years have passed since the game was released and personal priorities have changed since then partially too - however, for the time being smaller bugs or lacks (probably) still will be fixed.

 

Mod download:

Hotfix Mod, Beta 5p (22.3MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 4a (25.5MB, for DS2 Broken World addon, ReadMe)
 

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, but the Aranna Legacy mod
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.

All this makes me suspect, Drake, the problem is not with a texture gone missing but with a template having been changed (overridden?) to specify a different (valid) icon and a different (invalid) texture.

Here is what the relevant details should be, from the original (DS 2.2) wpn_staff_mage.gas

[t:template,n:st_mg_ds_tutorial] model = m_w_stf_311; [textures] { 0 = b_w_stf_311; screen_name = "Bent Druid Staff"; inventory_icon = b_gui_ig_i_w_stf_311;

[t:template,n:st_mg_ds]
model = m_w_stf_311;
[textures]
{
0 = b_w_stf_311;
screen_name = "Druid Staff";
inventory_icon = b_gui_ig_i_w_stf_311;

RSimpkinuk57 wrote:
All this makes me suspect, Drake, the problem is not with a texture gone missing but with a template having been changed (overridden?) to specify a different (valid) icon and a different (invalid) texture.

Here is what the relevant details should be, from the original (DS 2.2) wpn_staff_mage.gas

[t:template,n:st_mg_ds_tutorial] model = m_w_stf_311; [textures] { 0 = b_w_stf_311; screen_name = "Bent Druid Staff"; inventory_icon = b_gui_ig_i_w_stf_311;

[t:template,n:st_mg_ds]
model = m_w_stf_311;
[textures]
{
0 = b_w_stf_311;
screen_name = "Druid Staff";
inventory_icon = b_gui_ig_i_w_stf_311;


My thoughts exactly lol. Also I knew that they'd have the same model. I bet it'd be easy to find out where the problem is with matching the comparisons between the Aranna Legacy wpn_staff_mage.gas and the original wpn_staff_mage.gas.

Original:

[t:template,n:st_mg_ds]
{
specializes = base_mage_staff_template;
doc = "druid_staff";
[aspect]
{
model = m_w_stf_311;
[textures]
{
0 = b_w_stf_311;
}
}
[common]
{
screen_name = "Druid Staff";
}
[gui]
{
equip_requirements = combat magic:#item_level-2.0|nature magic:#item_level-2.0;
inventory_icon = b_gui_ig_i_w_stf_311;
inventory_height = 4;
inventory_width = 1;
}
[pcontent]
{
[base]
{
item_level = 5.0;
}
[var1]
{
item_level = 16.0;
}
[var2]
{
item_level = 29.0;
}
[var3]
{
item_level = 53.0;
}
[var4]
{
item_level = 66.0;
}
}
}

Aranna Legacy:

[t:template,n:st_mg_ds]
{
specializes = base_mage_staff_template;
doc = "druid_staff";
[aspect]
{
// model = m_w_stf_311;
model = m_w_stf_311-093;
// [textures] { 0 = b_w_stf_311; }
[textures] { 0 = b_i_twn_rock-02; }
}
[common]
{
screen_name = "Druid Staff";
}
[gui]
{
equip_requirements = combat magic:#item_level-2.0|nature magic:#item_level-2.0;
inventory_icon = b_gui_ig_i_w_stf_311-beige;
inventory_height = 4;
inventory_width = 1;
}
[pcontent]
{
[base]
{
item_level = 5.0;
}
[var1]
{
item_level = 16.0;
}
[var2]
{
item_level = 29.0;
}
[var3]
{
item_level = 53.0;
}
[var4]
{
item_level = 66.0;
}
}
}

I actually don't see anything off between the two files. I now think the problem must lie elsewhere.

Quote:
Well, sadly there never was much AI behind auto-casting spells in DS2. (e.g.: Magic Steal on a melee attacker). Some matters have been fixed though, but choosing automatically the best spell to cast out of six is still an optimization problem...

The problem is more that my party members just randomly get stuck running in place and not doing anything, and my active character is left fighting a mob by him/herself. I'm just assuming it has something to do with autocasting, because it kinda seems like the characters are prioritizing autocasting over attacking, but have no target or mana to actually cast the spells on. But that's just my guess. I don't remember it ever happening with the previous AL version I had, which was 3u. So I was mostly wondering if something in the newer updates maybe conflicts, or someone else had brought up the same problem, etc.

I see three things that are off in the Aranna Legacy version of the druid staff template, just where expected:

model = m_w_stf_311-093;
[textures] { 0 = b_i_twn_rock-02; }
inventory_icon = b_gui_ig_i_w_stf_311-beige;

b_i_twn_rock-02 will be what makes the black-and-yellow!

// at the start of a line (e.g. // model = m_w_stf_311;) makes it a comment, of course.

RSimpkinuk57 wrote:
I see three things that are off in the Aranna Legacy version of the druid staff template, just where expected:

model = m_w_stf_311-093;
[textures] { 0 = b_i_twn_rock-02; }
inventory_icon = b_gui_ig_i_w_stf_311-beige;

b_i_twn_rock-02 will be what makes the black-and-yellow!

// at the start of a line (e.g. // model = m_w_stf_311;) makes it a comment, of course.


Oh wow! I don't know how I missed that lol. It's been awhile. He even put the proper code as a comment for future-reference. I was assuming that m_w_stf_311-093 and b_gui_ig_i_w_stf_311-beige were just intentional customizations for Aranna Legacy. I definitely had my suspicions about b_i_twn_rock-02 though. I couldn't really find the model that belonged to.

Do you know what the tank priority should be for Aranna Legacy? I knew it once before but I forgot on my time away lol. I just want to go ahead and put it together for testing and so I can play without being OCD about that staff Insane

Sadly, altering the wpn_staff_mage.gas and retanking it didn't prove useful.. However, I was only taking into consideration the original druid staff. Through a lot of test runs I found out that it really is just the Bent Druid Staff. So I'm going to try it out with changes on that one now lol.

EDIT: Fixed it! Here is the link for the fix-- https://www.dropbox.com/s/oaky1p8mlv4czpf/Mod-BrokenWorld-ArannaLegacy-Alpha3w-hotfix.ds2res?dl=0
and the link for just the changed .gas file-- https://www.dropbox.com/s/xiygqh0eq7c6i9u/wpn_staff_mage.gas?dl=0

Simply changed:
model = m_w_stf_300-112; to m_w_stf_311;
[textures] { 0 = b_w_stf_302; } to b_w_stf_311;
inventory_icon = b_gui_ig_i_w_stf_300-beige; to b_gui_ig_i_w_stf_300;

In the .gas file I put KillerGremal's changes (m_w_stf_300-112 and 0 = b_w_stf_302) in the comment field instead in case he has plans for those again.

I think that the texture file matching b_w_stf_302 must be what's broken. If that can be fixed I'm sure KillerGremal's revised changes will be a much better addition.

Thanks for your examinations. Smile

Unfortunately I wasn't able to reproduce this matter with v2.2. Perhaps it's really STEAM-specific!?

The yellow-black look is typical for a missing texture. If that would be the case I would be quite surprised, because the texture assigned for this staff is a native DS2 texture (in the retail version) and hence not provided by the mod.

However, the I just uploaded a tiny mod (see above) shipping the missing texture.

KillerGremal wrote:
Thanks for your examinations. Smile

Unfortunately I wasn't able to reproduce this matter with v2.2. Perhaps it's really STEAM-specific!?

The yellow-black look is typical for a missing texture. If that would be the case I would be quite surprised, because the texture assigned for this staff is a native DS2 texture (in the retail version) and hence not provided by the mod.

However, the I just uploaded a tiny mod (see above) shipping the missing texture.


Oh wow! Yeah, in my Steam version of Objects.ds2res, "0 = b_w_stf_302" isn't even there nor it's .gas file. Makes me wonder what else is missing..
Thanks for uploading the missing texture, that definitely fixed it Dance Could you possibly upload your retail copy of Objects.ds2res? I'd like to make a comparison with my Steam-version if I can.

Till then I'll keep on playing to see if I notice anything else like this.

If you'd like to take a look at the Steam-version of Objects.ds2res, here it is-- https://www.dropbox.com/s/e9xiemuhfyx02gk/Objects.ds2res?dl=0

DrakeIsGod wrote:
. . .
Makes me wonder what else is missing..
. . .
Actually me too... Puzzled

Thanks for the object tank however. Besides of the missing staff texture I noticed 5 other weapon related textures not provided by Steam, hence I have updated the post-fixes above.

 
Could you possibly post the file size of the Terrain.ds2res shipped by Steam.

KillerGremal wrote:
DrakeIsGod wrote:
. . .
Makes me wonder what else is missing..
. . .
Actually me too... Puzzled

Thanks for the object tank however. Besides of the missing staff texture I noticed 5 other weapon related textures not provided by Steam, hence I have updated the post-fixes above.

 
Could you possibly post the file size of the Terrain.ds2res shipped by Steam.


Oh wow! It's awesome that you noticed that. Also thanks for the fixes!

Here is the Terrain.ds2res: https://www.dropbox.com/s/ggudorsxlpk0d73/Terrain.ds2res?dl=0

The file's size is 458,454 KB (447 MB)

DrakeIsGod wrote:
The file's size is 458,454 KB (447 MB)

Mine is the same, both as installed and on my retail CD (so downloaded 2.2 patch didn't add anything).

EDIT - My Objects.ds2res, by the way, is 247,544 KB on Disc 3 and 247,545 KB as installed and patched.

RSimpkinuk57 wrote:
DrakeIsGod wrote:
The file's size is 458,454 KB (447 MB)

Mine is the same, both as installed and on my retail CD (so downloaded 2.2 patch didn't add anything).

EDIT - My Objects.ds2res, by the way, is 247,544 KB on Disc 3 and 247,545 KB as installed and patched.


Ah yes, Steam's version is 246,152 KB. So Steam obviously has something lacking.

Logic.ds2res-- 8,010 KB
Movies1.ds2res-- 385,792 KB
Movies2.ds2res-- 326,953 KB
Objects.ds2res-- 246,152 KB
Sound1.ds2res-- 364,197 KB
Sound2.ds2res-- 73,031 KB
Terrain.ds2res-- 458,454 KB
Voices.ds2res-- 226,550 KB

World.ds2map-- 217,035 KB

Thanks for your posts and all the useful data! Smile

I have checked Steam's Terrain.ds2res by an MD5 check and it is identical with the one from v2.2 - which I'm quite glad about. Concerning the game stability a missing texture is not critical, but a missing node (there are so many (DS1) nodes not used in DS2) may crash the game instantly.
This is actually no matter for this mod here, but for all the DS1=>DS2 ported maps expecting that all the required nodes are avaiable - based on the retail version.

KillerGremal wrote:
Thanks for your posts and all the useful data! Smile

I have checked Steam's Terrain.ds2res by an MD5 check and it is identical with the one from v2.2 - which I'm quite glad about. Concerning the game stability a missing texture is not critical, but a missing node (there are so many (DS1) nodes not used in DS2) may crash the game instantly.
This is actually no matter for this mod here, but for all the DS1=>DS2 ported maps expecting that all the required nodes are avaiable - based on the retail version.


No problem! Smile It's awesome that you provided the textures for Objects.ds2res. It's more of a general fix for Steam too. I'll keep an eye out for anything else that could be Steam related

@DrakeIsGod: Well, the fixing mod I have posted above is just tuned for the Hotfix resp. the Aranna Legacy mod. It's no general compensation for the textures/icons STEAM stripped out.

That's not a subject of egoisim, STEAM removed about 200 images, whereof already ~100 images were intended most probably for an alternate DS2 handbook - so definitely quite useless if you don't intend to rewrite tutorial instructions.

Finally of course the missing textures are annoying, but overall they will have a minor impact. Besides of the mod here, concidering the Legandary mod too:
- In the Content Pack I made for DS1 there is 1 texture missing, but/luckily for a monster weapon not used so far.
- In the current DS1_Mod_Logic_Beta31q.ds2res there are 4 images missing, whereof only 1-2 of them have a good chance to be noticed by the player. However I just have sent Iryan a PM to add these images soon as possible.

KillerGremal wrote:
@DrakeIsGod: Well, the fixing mod I have posted above is just tuned for the Hotfix resp. the Aranna Legacy mod. It's no general compensation for the textures/icons STEAM stripped out.

That's not a subject of egoisim, STEAM removed about 200 images, whereof already ~100 images were intended most probably for an alternate DS2 handbook - so definitely quite useless if you don't intend to rewrite tutorial instructions.

Finally of course the missing textures are annoying, but overall they will have a minor impact. Besides of the mod here, concidering the Legandary mod too:
- In the Content Pack I made for DS1 there is 1 texture missing, but/luckily for a monster weapon not used so far.
- In the current DS1_Mod_Logic_Beta31q.ds2res there are 4 images missing, whereof only 1-2 of them have a good chance to be noticed by the player. However I just have sent Iryan a PM to add these images soon as possible.


Oh I see, and that's where Hotfix/Aranna Legacy comes in utilizing the textures Steam would have otherwise deemed unnecessary, hence their deletions.
I also didn't think of the other mods that might have been affected by this. However, I thought that DS1_Mod_Logic_Beta33c.ds2res was the current, undoubtedly still lacking the textures I'm sure. It's cool that you noticed that though. Knocking it out one at a time lol Big smile

I posted my findings here-- https://www.siegetheday.org/?q=node/1607#comment-49302

I'm not exactly sure where to look to find what textures are needed, but I noticed the Orange "?" and the 3-helms icon above hire-able heroes are missing with Aranna Legacy active. I'm not sure what else might have been affected so far. Insane

KillerGremal wrote:
In the current DS1_Mod_Logic_Beta31q.ds2res there are 4 images missing, whereof only 1-2 of them have a good chance to be noticed by the player. However I just have sent Iryan a PM to add these images soon as possible.
Would one of them be the male version of the Mechanized Suit armor converted from LoA?

(How many images, for different races and sexes, does DS2 need for each one image in DS1? Remind me please.)

RSimpkinuk57 wrote:
Would one of them be the male version of the Mechanized Suit armor converted from LoA?

(How many images, for different races and sexes, does DS2 need for each one image in DS1? Remind me please.)

For each DS1 armor you need to match all the skin tones plus one for armor on the ground. So that would total 22. The reason for this is that even though the male humans and elves share skin tones with the females of their races. The male and female meshes are totally different. If you wish to add in the Utraean's you would have another 12. So the conversion of a single DS1 armor type (1 image) balloons to between 22 to 34 images.
Insane Insane
Elf

DrakeIsGod wrote:
I posted my findings here-- https://www.siegetheday.org/?q=node/1607#comment-49302

I'm not exactly sure where to look to find what textures are needed, but I noticed the Orange "?" and the 3-helms icon above hire-able heroes are missing with Aranna Legacy active. I'm not sure what else might have been affected so far. Insane

Thanks, and I just have take a look on it.

Actually I don't think it's a matter of missing textures in this case (they should also exist in the STEAM release), it's more probable that the Flick or Skrit files producing these icons have a lack (both have been expanded, eg. with a work-around against 'dropped' icons into NPC's head).
So it may be that there's a problem anywhere, time-critical or whatever, since most NPCs get their icon.

Don't know why this got deleted the first time I posted it... but in 2.2 OEM, as of 5L, loading a game results in all existing large health/mana potions having a value of 30. Potions harvested after load are fine, until the game is loaded again. Only large potions are affected. This was not an issue prior to 5L, and I've not changed any other mods in a long time.

@timeshifter: Thanks fro your feedback. Smile
Indeed there is something wrong with the large potions. I will take this weekend a closer look.

Last time I checked, the mini-quest in the Azunite Desert with the skeleton hinting at the chest under a pile of sand, that chest wasn't actually openable. Visible and clickable, but for whatever reason I couldn't get anybody in a position to actually open it. It *may* have had something to do with a Hodfix mod update during that save, but I'll double check it on my current new game, which was started with 5L.

Bug is still present. When clicking on the chest, the move waypoint is too far away from the chest to actually open it, as seen here: http://i.imgur.com/1zwdfUd.png

timeshifter wrote:
Last time I checked, the mini-quest in the Azunite Desert with the skeleton hinting at the chest under a pile of sand, that chest wasn't actually openable. Visible and clickable, but for whatever reason I couldn't get anybody in a position to actually open it. It *may* have had something to do with a Hodfix mod update during that save, but I'll double check it on my current new game, which was started with 5L.

Thanks, I will look at it soon.
Indeed it seems to be a general matter, but no idea how/when it crept in. :o

I have absolutely no idea to what extent this game can be modded, but I'm finding that the way I like to play would be made much simpler if a new movement AI/formation could be added... basically, I like to control the party healer, and push the rest of the party around with move/regroup commands in Rampage mode. I could probably find a way of creating that specific macro, but what would *really* be perfect, I think, is if my party members could *move* as if they were in Mirror mode, but *react* as if they were in Rampage. AKA, when I click to move, everybody immediately moves there regardless of current action, but Rampage AI takes over immediately, letting them attack freely. Even better would be if the selected character's move could be delayed slightly... as in, I click to move, the *rest* of my party moves on ahead to try to capture any aggro, and *then* my selected character follows, maybe one second later.

Again, I have no clue if this kind of mod is possible, but it would be an awesome feature.

Just so you know, this is the only chest I've seen this for. Everything else appears to be perfectly fine, it's only this specific chest that's doing this.

I probably wouldn't even have noticed, except I'm playing for max magic find for Veteran difficulty, and I need a one-slot item to fill the cursed skull reagent leftover, and I'd much rather have a treasure map than a rainbow trinket there, lol.

Tangentially: did the magic find reagent store rate change in the last couple versions? I seem to remember both treasure maps *and* the skull being in at least one store on occasion, but I haven't seen a single one of either since 5L.

@timeshifter: Thanks, but I have to postbone the fixes some day.

This is a really nasty chest, and since its placement did not change, I guess something messed up with the property changer (to control the selectivity). Moreover one-shot trigger are involved, possibly no longer available, so I have to recheck it in the SE2 and to test with a hero that never was close to it.

timeshifter wrote:
The way I like to play would be made much simpler if a new movement AI/formation could be added... basically, I like to control the party healer, and push the rest of the party around with move/regroup commands in Rampage mode. I could probably find a way of creating that specific macro, but what would *really* be perfect, I think, is if my party members could *move* as if they were in Mirror mode, but *react* as if they were in Rampage. AKA, when I click to move, everybody immediately moves there regardless of current action, but Rampage AI takes over immediately, letting them attack freely. Even better would be if the selected character's move could be delayed slightly... as in, I click to move, the *rest* of my party moves on ahead to try to capture any aggro, and *then* my selected character follows, maybe one second later.

DS1 (single player) has a rich selection of party formations and character orders, e.g. combining "hold ground" and "attack freely" makes rangers and mages go where you send them but blast away from there at any monsters in reach. Hotkeys can be assigned to select (and thus control) any number of party members from just one up to the whole group. (So if placing your healer at the back of a column doesn't suit, you could tell everybody else to move together then quickly switch to controlling the healer.) I like a hotkey to select just my melee characters so as to unleash them (change from "hold ground" to the movement order "engage") at the moment provoked melee monsters hit the line.

DS2 looks to have been developed from DS1 multi-player which lacked those refinements.

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