Author Topic: TL;DR or the vast collection of thoughts on HGL Revival  (Read 1078 times)

Antediluvian

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Greetings!

Another dive into HGL, this time a deep one, so there's a lot I want to draw your attention to. Problems known to originate in a specific version of the game are marked:
VN – vanilla
RV – Revival
UN – Unofficial Revival

Entries are marked:
[?] question
[!] major issue
[-] minor issue
[>] suggestion

Currently installed version: Unofficial Revival mod 2.31.
Options: extra monster info, auto-pickup, speed 50, expanded storage, sniper accuracy 25 and firing speed 38.

[Disclaimer] Knowing that modders are not equal to developers, as the "job" is completely voluntary and often blind, I leave it to you to decide what things from the list below can be fixed at all, and what things among them you are willing to fix. To avoid being too selfish, I offer help in testing and minor editing (text/xml). I'd like to take a better part in actual modding, but my experience is limited: the most complicated thing I've done so far was fixing upgrade tables in "S.T.A.L.K.E.R. Clear Sky", which included finding all related files in resource folder, linking the right pics and effects in *.xml files, plus separating NVG into two types according to two existing effects and assigning them to light and heavy armor sets. No modeling whatsoever, no retexturing either, save for applying textures made by someone else.

[Disclaimer 2] There's a very specific bug no one else seems to have encountered: mod files are not unpacked completely for me, even though the installer reports no errors. Namely, the 10 community-named items are missing in-game models and inventory icons (Moon Blade, Dark Claw, Pyrocaster, Vigilante, etc.). The same applies to all essences and rings, though they can be used in crafting and have all the listed effects. I've already tried to find out the reason behind this with the help of Malachor, to no avail. Testing, if I take part in it, might be affected by this problem.
sp_hellgate_1.10.180.3416_1.0.86.4580.idx – too small in size
sp_hellgate_1.10.180.3416_1.0.86.4580.dat – missing entirely


[Questing]
•   VN [-][>] Objects to be found and activated on a mission are often found too close to each other, to the point of full collision, which makes some of them easy to notice and hard to aim for, especially without 1st person mode (Templars). If possible, add a condition like "no less than 1 meter in between".
•   [-] Some secret cave-like passages include no-clip walls that are only visible from one side (see "No-clip wall"). The indication of the presence of such wall is rapid blinking of all quick bar icons within the area.
•   [>] Spawn the required demons and items with 25% allowance (no less than +1 for small quantities) and stop picking up items once enough have been picked up. Way too often a fetch quest turns into a hunt for that one last demon that might have glitched through the floor or is a spectral and has way too narrow spawn range.
•   [-] Craven Street: Firesnaps only drop 2/3 Bilious Sacs (7/8 times, NG and NG+).
•   [-][>] Chocolate Park: disallow those crawling fields of danger from entering the small square where Lucious Aldin and his fearsome minion await – receiving damage during the dialogue is not desirable.
•   [-] Whitehall, NG: lv. 13 Zombie Summoner spawns lv. 18 zombies.
•   [-][>] Jack and Jill, err, Gil and Joanne at Charing Cross Station give no quests for the areas on the way to Temple Station, only the task to speak with NPCs at final destination. Once Temple Station is reached, both NPCs give quests for Waterloo Bridge, Savoy and Temple Approach. I suggest following the pattern of other major stations: put fetch quests first and talk quests second.
•   [-] "Pudding Proof" (8 demon tidbits in Temple Approach): if all items are collected, but quest is not reported (when one tries to go back to a station via quitting to main menu), items have to be collected again. The second time all collected items are retained.
•   VN [-] Barge House: Wurm's model sometimes twists in the middle after spawning the Exospector.
•   [-] "Helping Hands": Tudor Street entrance is not highlighted yellow when approached from Eastcheap during MQ. Later on, during "Fight Night" quest (kill Motley Beast), the entrance is highlighted properly.
•   VN [-] Temple Place: Brandon Lann (or his evil twin) remains in the hellrift after having been saved during MQ.
•   [-] Fleet Street: Plague Zombies are not counted towards the goal if they are killed by allied forces. Thankfully, zombies spawn again when the area is re-entered from a passageway or a hellrift.
•   [-] Kingsway: the same problem with Darkspawn Troopers ("Faith & Fury"), but they don't even respawn at once.
•   [>] Aldgate: remove the remaining RGB energetic glands once the quest is reported.
•   [-] Cannon Street Rail: 4 train parts might be spawned, but one will not be registered when picked up (quest log text will remain white), and not recognized if brought to Techsmith 99.
•   VN [-] Exodus: summons and constructs cannot follow the player into a small area behind the train, unless summoned in it.
•   [>] Crown Office Row: how about adding Cabal and The Hunt members to the wounded? Templars are not the only ones doing the job. I believe dead bodies of other factions can already be found as "decorations" in other areas.
•   [-] Some "explore the area" quests are marked as complete the moment area is entered. Here's one: Liverpool Street Station > Passing Presence (explore Shoreditch).
•   UN [?] New bosses in Necropolis: 4 chars, NG and NG+ each, 2 runs through Necropolis each time (MQ and "Regicide"), 3-4 heads of each boss per char by the end of NG+, but just 1 encounter with Ash in all that time for all 4 chars, and that's with luck over 9000, err, over 500 thanks to mythic items. Mod notes say that spawn chance is the same for all new bosses (40%).
•   [-] Useless Fast Wand is given by Tyndall in Liverpool Street Station when he sends the player to see Rorke Pherral in Finsbury Square ("The Old Game"). Wand is not used anywhere and is not removed by the game's end when all quests are finished.
•   [>] Test of whatever: disable the dialogue once the test is passed – there's really no reason to pass those tests again, but sages will keep the character running in circles if allowed to. Test of Knowledge is the worst: the character is spawned right next to a sage after the test, so it's way too easy to start it again by misclicking.
•   UN [?] All of the Dessicator's pets (except for zombies) are completely invisible, though they receive damage normally. I take it it's related to the problem described in "disclaimer 2". Dessicator is visible, including the unusual texture.
•   UN [>] Add Old Crypt to quest log once Alay Penn has been spoken to. Too easy to miss treasure and challenge due to natural human forgetfulness.
•   UN [?][-] Old Crypt: is it planned behavior that Leviathan Fiends hover directly above the player? It's hard to aim that high with non-beaming weapons.
•   UN [?] 1.8 patch notes say that Daylight Garden portal (to Deathtrap) is functional, but it's not even visible. Has it been disabled in later patches?


[Exploration / Looting]
•   VN [-][>] By default, exits are marked with pale blue text which doesn't stand out against the color of exit itself and the color of mini-map (see "Exit text color - exit" and "Exit text color - mini-map"). How about alterations to text color? Yellow color (active quest area) does stand out enough.
•   VN/UN [-] Loot items sometimes get stuck in columns or under train cars (see "Stuck under a train car") and there's no way to pick them up. The Nicor, new boss in Necropolis lv. 2, is often seen stuck in a column instead of hovering around, and the loot it drops ends up mostly in the same column.
•   RV [-] Almost every starting character gets an item that is 5–7 levels too high, and that's required character level, not even item level (see "Outleveling item at the start").
•   VN [-] If one dies next to an entrance to another area, this entrance gets "forbidden" attribute and red color of text, but remains open (see "Forbidden, but still open").
•   VN [-][>] Unlike all other types of maps, Necropolis-like tomb levels have a thick outlining wall which makes it hard to tell path from walls when several paths converge at the same point of the map. If it's possible, I suggest filling the outer wall with the same pale grey color so that path is clearly visible (see "Tomb map shading").
•   UN [-] It's much easier to obtain and regularly update all of the special dye kits than to get the full collection of common dye kits: 4 chars in NG and NG+, 2 more chars at the end of NG, and none has all common kits (even trading won't do as not one of them has Jade, Twilight and Shadow kits). Drop chances have to be altered.
•   UN [?] What's the use of I.O.U. Notes that drop from Zomper?
•   UN [?] It's often raining when a station is entered via a PRD. Is it a planned effect?
•   UN [>] Common implants as they are now are only good for trading, as the number of skills that could be added to them is way too large. How about limiting skills to current character's class?


[Combat]
•   VN [-][>] Numbers on enemy HP bar are readable only while the bar is there; once HP is too low to cover the text, numbers become nearly invisible. How about some alterations to HP text so that it stands out against both yellow and dark blue?
•   VN [-] Orbiles sometimes become immune to all kinds of damage except AoE (air strikes, grenades, some guns and swords). Once damaged with AoE, they lose immunity and receive damage normally.
•   VN [!] Fellbore Lashers/Strikers aim their AoE attacks through walls, and even before the first visual contact is made. Can this be limited direct visibility range?
•   [!] Intoxication effect sometimes stays active even after an antitoxin injector has been used. Once it'd required 4 or 5 injectors to be removed completely, though even the weakest injectors are said to remove the effect at once.
•   VN [>] How about removing "blinking" effect from champion mobs? Chasing them all over the map is the opposite of fun, especially since they don't really try to engage. Maybe at least limit teleporting distance.
It does make sense for demons who already blink in an out and always engage again within few seconds (Dark Seraph / Malignant Titan, Warper / Dervish, Defiler / Pain Leech), but when it's a regular demon, and quest-related at that, it's pure frustration to chase it between two ends of a long street.
•   UN [-][>] With Moloch's doctors fixed, the fight has turned from challenging to boring, as even a single doctor restores Moloch's health to full within seconds, and doctors come in two batches, 6-8 each, and even heal each other at the same astounding rate. Most characters under lv. 20 can't keep up with that healing, especially without Unique weapons, and those dealing enough damage still have to engage into a fight that lasts for about 10 minutes and brings, well, not that much loot. I take it this boss is made for MP mode, but since SP is all we have now, I suggest limiting the number of doctors to a single batch of 4 to keep the fight reasonably short.
•   VN [-][>] Despite heavy melee damage, Sydonai is a pushover compared to the The Five Lies, especially The Flaw. How about doubling his HP?
•   VN [-][>] Hellgate: Emmera does absolutely nothing the whole time (save for greeting Sydonai in a cutscene). Is it possible to make her restore player's shields every now and then? Behavior could be copied from Engineer's drone (Shield Generator Retrofit skill) or from Imp Cabalists.
•   [?][>] How about removing Elite difficulty's resurrection restriction? In my opinion, backtracking after each death does not add difficulty, but increases tedium instead. Not to mention likely problems with Necropolis, which is 5 levels long, with 2 extra areas before it on the same metro line (Necropolis is already hard enough due to the game's unstable operation – too many times it has crashed right next to lv. 5 entrance).
•   RV [!] Enemy levels are highly uneven around Monument Station and later on in NG+, straightening up only around Finsbury Circus Station:
43   Mansion House > Cannon Street > Angel Passage
45   Monument Tunnels > Monument Crawlway
37   Upper Thames > Waterman's Walk
44-46 Bell Yard > Fleet Street > Ludgate Hill
46-47 Kingsway > Stonecutter > Bishop's Court > Old Bailey
38   Lower Thames > Tower Gateway > Tower of London
44   Eastcheap > Tudor Street > Temple Place
38   Fenchurch > Trinity Square > Aldgate
39-40 King William Street > Threadneedle > Cannon Street Rail > Crown Office Row
41   Mark Lane Approach > Mark Lane Station > Liverpool Approach
43-44 Primrose > Shoreditch > Necropolis 1–5
45   Bishopsgate > Wormwood > Undershaft
42   Devonshire Square > Houndsditch


[Classes]
•   VN [-] Guardian: Shield of Faith's counter is hard to read as both text and background are nearly white.
•   [-] The Hunt: air strike marker is often not visible and sometimes seems to glitch through walls, which results in air strike being lost until the skill cools down.
•   VN [-] The Hunt: if Tactical Stance is interrupted due to damage received, 3rd person shooting animation breaks – the character moves one of their arms awkwardly or lifts the gun with every shot until a step is taken in any direction.
•   [-] Engineer: drone building animation is not shown most of the time; only equipped weapons disappear for a short while. First time the game showed me this animation was on level 18 (apparently, there was something suggestive in that animation). The animation is always shown correctly in 1st person view, but almost never so in 3rd person view.
•   VN [-] Engineer: Phase Grenade's strength is listed the same for all levels, but it actually gets better (numbers for Marksman's Phase Grenade are listed right).
•   VN [!] Engineer's drone is often seen waiting (hiding?) behind the nearest corner (or even shooting through it in general direction of the enemy, without much effect) or blocking chests with its shiny metal body. Is it possible to alter its AI so that it just stays next to its master? It seems to stick to general area now, so "follow" behavior must already be in the game's code, just not "follow closely".
•   VN [>][-] Marksman badly needs ~25% damage buff for all regular weapons (grenades are good). The only weapon that works all the time is Static Coil, and it's a Unique weapon, originally not supposed to be present at every other trader. Engineer can use the effect of Haste Bot to improve the damage, but Marksman's only option is to keep spamming Rapid Fire that leaves him/her motionless (which often equals dead).
•   VN [!] Summoner: all elemental creatures except for Spectral one tend to fall behind and die way too often. They move slow, they cannot mount steep stairs in metro levels (those in between two tubes), and they are removed when the player is teleported to a sage's chamber; it kills all the fun in playing the Summoner. None of the above can be said about Engineer's constructs – they catch up with ease and never die on their own.
•   VN [!] Evoker: Drain Power and Drain Life spells often fail to recognize more than one target, which makes them severely underpowered most of the time and almost OP when they finally register all targets within range.
•   VN [!] Evoker clearly doesn't use both focus items to cast spells, even when the same spell is assigned directly to both focus items and not just called from quick bar. Worse, two different spells cannot be cast simultaneously when assigned to two focus items. As of now, Dual Focus is only in the name.
•   [>] Evoker: higher casting speed for starting spells (Spectral Bolt, Demonspine, Venomous Spirit). Single-shot damage is high enough, but firing speed is so slow that starting as Evoker is even harder than starting as Marksman.

Antediluvian

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #1 on: Jun 11, 2017; 04:43 PM »
[Inventory]
•   RV [-][>] Expanded Storage: switch to corresponding tab when an item is drag'n'dropped from trader's stock or equipped items to inventory. Items dropped from trader's stock do fall into corresponding tab even when it's not currently open, but items moved from equipped gear strictly require manually switching to the right tab, otherwise they can't be dropped at all.
•   RV [-][>] Expanded Storage: buy-back list is not expanded, which limits it to less than 20 items at a time. Make it the size of any tab in player's inventory.
•   VN [-] When checking for stats, the game considers _both_ equipped and new weapon or armor piece, so it's often impossible to equip them via RMB menu even if stats are high enough to equip _either_ item. Equipping items directly via drag'n'drop works all the time unless stats are too low for even one item (which is how it should be).
•   VN [-] The list of items offered for crafting sometimes loads incompletely; doesn't seem to be a memory issue, as this might happen at Covent Garden Station already, and no more than one hour after the launch. See "Incomplete crafting list".
•   [-] The order effect-curing items are used seems inconsistent: among items with resistance numbers of 1,5k/3k/4k, 3k items somehow got used up first in one column and 1,5k items in another one, while both columns were sorted worst to best top to bottom. Desired behavior is that the weakest items are used first.
•   [-] Worn Shirt's (starting attire) icon is way too large.
•   [>] When items are relocated, hand symbol appears over the upper left cell, which is kinda distracting when items are 3x2 or 4x2 in size. Is it possible to move hand symbol to geometric center of an item's icon?
•   RV [>] The Cube: allow converting healing items to better versions in groups, or at least move created items to inventory at once as long as there's enough free space. Right now the process of creating and moving items one by one is so tedious that it's easier (and much faster) to lose some cash and just buy better syringes. Another option is to allow moving items with Shift+LMB, the same way they are moved from inventory to stash (would also be nice to make them move back the same way).
•   UN [-] Common implant model shows correctly, but bio-implants dropping from new Necropolis bosses are represented by a flat square with gradient yellow-gray coloring.


[Weapons / Armor]
•   VN [-] Some flavor text takes up to 5 lines and default dark area of stats window doesn't have that much space, so text partially blends in. Is it possible to increase the size of lower area to fit all text?
•   RV [-] Static Coil (unique ballistic cannon) has "physical splash" icon and text in brief stats, but deals only shock damage.
•   RV [-] Shulgoth's Infernal Storm (unique Cabal rifle) doesn't count towards shocking kills in mini-game despite shooting electrical spheres. Regular Tempest Rifle counts.
•   VN [-] Electrocutioner sword has "toxic splash" icon and text in brief stats, but deals shock damage.
•   VN [>] Color text according to elemental damage in "Special Properties", "Modifications" and in brief stats (including augmentations). Right now, text is only colored in "Damage" section of full stats and next to main damage icon in brief stats.
•   VN [-] Arclight rifles' firing effect (6-way flame) often doesn't show.
•   [-] Phasebeam (Cabal heavy rifle) is said to have a rate of fire of 240 spm, but it has constant rate of fire with diminishing damage (a spectral flamethrower).
•   [-] Jin's Chromium Dragon (Unique XM Bolter) is described as having rate of fire of 120 spm (as regular XM Bolters do at that level), but it's actually a flamethrower, with diminishing power.
•   UN [-] Goggles in separate slot work only with Cabal's open helmets (Jawbone/Vizard), but not with any helmets that cover the eyes, which means all other helmets of Cabal and other factions. Taking a helmet off before receiving goggles doesn't help, and neither does reloading the game after receiving them. It only affects two locations: Aldwych and Necropolis lv. 5.
•   [?][>] It seems that shields cannot be augmented with active shields (yellow bar) even though some armor-only variations (like Polaris shield) have active shields by default. Could be because shields count as weapons and thus work with different list of augmentations. Anyway, if active shield augmentations are not allowed for shields at the moment, add them to the list. (So many shields…)
•   VN [-] Armor gets excessively reflective in shadowed areas of Templar Base. Similarly shadowed areas in any other station do not cause that effect.
•   [-] Darkray's Devastation (Unique minigun rocket pistol) has "Physical Damage 0-0" in damage section. Either remove the text or enter actual numbers.
•   RV [-] Double-edged Temple armor pieces sometimes come with negative bonus to minion armor/HP/damage, which makes no sense since neither Templar variation has any minions.
•   RV [-] Double-edged items of seemingly all types and for all factions might come with "Dreadful" negative effect that adds +1 to all attributes (and it's not just text – it does increase all attributes). How's that a negative?
•   RV [-][>] Double-edged items often have properties like "Total armor value increased  11%", which is misleading. I strongly suggest reducing all such descriptions to explicit form (Effect ±%) and negative effects dark red in brief properties list. (And since it's text-only editing, it's something I can take part in.)
•   RV [-] Double-edged items might have mutually exclusive effects in positive and negative section (see "Positive negative minion armor").
•   [-] If the game is running in windowed mode, stats text in "Special Attributes" section becomes bold and harder to read (see "Special attributes in windowed mode").
•   VN [!][>] For a reason unknown, XM Bolters are not present past item lv. 27-31 (char lv. 21-25), meaning that in NG+ pistol department is all but dead – all other pistols are either atrociously slow (Jackhammer, Cannonade, Impaler) or equally inaccurate (Perforator). The only weapon that comes close is Falcon/Predator minigun-like rocket pistol, but it lacks range and AoE damage, not to mention quickly dropping accuracy, so only Unique versions like Amir's Death Dealer allow plowing through the enemy hordes fast enough. XM Bolters were in the first cinematic trailer (albeit used by a Templar), so they deserve more fame, and this is why I ask anyone capable of copying and slightly retexturing the model to add two more tiers of XM Bolters for chars lv. 35 and 45, with firing speed of 140 and 160 spm, respectively.


[Armor models]
•   VN [-] Male top-tier Military chest armor comes with hoses on the back (in female armor, they are part of the helmet), which makes it look weird when a character is wearing chest plate w/o helmet – hoses seem to be connected directly to the neck (see Rorke Pherral in Temple Station and Saul Petrus in Liverpool Street Station). If there's anyone with modeling experience, how about moving those hoses from chestpiece to helmet, similarly to female model?
•   VN [-] Female top-tier Invoker leg armor is too wide in waist, so there's a gap in resulting model (see Crowe in Liverpool Street Station – see the floor through her belt). Again, it'd be welcome if someone could resize those pants a bit.
•   [-] Quartermaster gloves with wrist guards are shown with said guards partially in thumbs in model preview. The same gloves are shown normally on player model, so copying the right source model over the wrong one is required.


[Modding / Augmentation]
•   RV [-] Mythic items: the same elemental damage is sometimes added twice to the list of effects.
•   VN [>] Remove effects like "HP/MP +40" from the list of possible effects. They usually amount to ~5% of current HP/MP and bleak in comparison with effects like "All Attributes +10" (see "HP +40, PP +15").
•   UN [?] Are gambling tokens functional? Patch notes mention some fixes, but The Cube makes nothing out of them.
•   VN [-] Weapon model does not change to default one after de-modification.
•   [?] "Evasion +3": none of the classes have this skill, so there's no knowing how much is +3. Either it's wrongly named Escape or some implicit stat/skill that has to be either be explained or removed from effect list.
•   VN [?] "Weapon Energy Consumption -6". I take it it's related to beaming weapons and flame throwers, but it's not stated anywhere how much energy they use per second, so it's impossible to know how much -6 is. I suggest either removing or explaining that effect.
•   VN [-] A cosmetic thing: adding a legendary property to a rare (blue) item should make the item legendary (orange).
•   RV [-] Max mod level in NG+ is 50 (item lv. 42-56), but max item level is 58, which makes some items unmoddable (Static Coil).
•   RV [-] When mods are seen with weapon stats opened in middle window, all outleveled mods are normally dimmed. With Expanded Storage in action, only mods in immediately visible part of the inventory are registered as outleveled – any mod stored in lower cells is not dimmed no matter the level (see "Two outleveled mods, only one dimmed"). If moved up, the same mod will be properly dimmed and vice versa.
•   [>] Raise the lowest chance of any elemental discharge to 5%.


[Other]
•   VN [>] Disable some animations for NPCs: standing more or less still looks more natural than frantic jumping like a child who's got a lollipop.
•   [-][>] Windows 7 drops to simplified color scheme every time the game is launched. No other game in my collection does that, including newer and much more demanding games. Is there a workaround?
•   VN [-][>] Names of all assigned keys names are cut to 3 characters and an asterisk, so PageUp and Page Down are both PAG*, and all Numpad keys are just NUM*. Is it possible to change in-game names to PGU/PGD and NM1, NM2 and so on?
•   [-] Single-letter key binds text sometimes almost disappears from quick slots and, what's even weirder, from the corresponding section in Options menu – only thin vertical lines remain (see "Letter key binds - default" and "Letter key binds - obscured"). Reloading the game helps, quitting to main menu does not.
•   VN [>] Hide crosshair in Vanity Cam mode (it seems to land on the crotch more often than not).
•   [-] With DX10 executable in use, screenshots are taken with what appears to be default brightness setting and not the custom one. There has to be a variable that stores that value and doesn't change accordingly.
•   RV [-] Random CTDs with error message "The instruction at 0x8005e3f5 referenced memory at 0x00000134. The memory could not be read." still happen from time to time, mostly during Moloch fights, but not necessarily when he's about to topple – sometimes even running around him in circles is enough.
•   VN [-] It's impossible to completely shut the sound in the game: all inventory-related sounds (mini-game, quest rewards, selling/buying, dismantling, etc.) remain on no matter the settings. Can this be fixed?
•   [>] Include Total Luck into "Basic stats" section. It's shown explicitly for every separate armor piece, but the sum has to be counted by hand.
•   UN [?] With Mythic armor pieces adding over 200 Luck at once, a question arises: is there any reasonable limit for Luck stat? Soft cap, hard cap, diminishing returns – are there are numbers in the game's code?
•   [>] If it's possible, alter mini-game to make it more sensible:
o   no "30 critical hits" at the very start (say, until lv. 5);
o   no "kill X enemies of Y type" until said type is encountered once (no spectrals before British Museum, and spawn more in it);
o   swords less rare for non-Templars (the rarest type of loot now, up to few dozens of champion mobs without a single sword).


Take your time with possible reply – I do realize this post is huge.

Kikina the templar

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #2 on: Jun 11, 2017; 10:05 PM »
Nice work on bug finding !  :o

I'll read it once I have some time.
But even with a quick look, i see that a whole host of problems with revival things come from problem with wrong linking TCv4 patch. Almost all textures and files, which are directly linked do not work for you.
That the installer behaves otherwise on any computer i know long time, but you problem is extreme.   :(
On my laptop with WinXP i have just opposite problem - instaler write log with long list of errors, but after that mod working normally..


Kikina the templar

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #3 on: Jun 12, 2017; 09:15 AM »
The vast majority of the errors come from the vanilla version and their removal is totally out of my possibilities.
Good work on bad stats on weapons, i could probably fix some of that.
Many questions I can not answer at all, so just about what i am about:

[Questing]

•   [-][>] Jack and Jill, err, Gil and Joanne at Charing Cross Station give no quests for the areas on the way to Temple Station, only the task to speak with NPCs at final destination. Once Temple Station is reached, both NPCs give quests for Waterloo Bridge, Savoy and Temple Approach. I suggest following the pattern of other major stations: put fetch quests first and talk quests second.

This can be fixed, but i dont know if it is bug or feature..

•   [>] Aldgate: remove the remaining RGB energetic glands once the quest is reported.

This is not possible, things are too many, they do not fit into the table in the program. But with my fix (batteries in revival can be destroyed) this is not necessary..

•   UN [?] New bosses in Necropolis: 4 chars, NG and NG+ each, 2 runs through Necropolis each time (MQ and "Regicide"), 3-4 heads of each boss per char by the end of NG+, but just 1 encounter with Ash in all that time for all 4 chars, and that's with luck over 9000, err, over 500 thanks to mythic items. Mod notes say that spawn chance is the same for all new bosses (40%).

Thats is right, all bosses have same spawn rules and spawning ramdomly. Luck affected only drop of normal items (dropping is reduced).

•   UN [?] All of the Dessicator's pets (except for zombies) are completely invisible, though they receive damage normally. I take it it's related to the problem described in "disclaimer 2". Dessicator is visible, including the unusual texture.

Dessicator textures are in game data, pets into patch. This bug is consequence of error with load TCv4 patch (I can not help you with this, sorry)

•   UN [>] Add Old Crypt to quest log once Alay Penn has been spoken to. Too easy to miss treasure and challenge due to natural human forgetfulness.

Are used original quest for Parliament square and modified. Complete change would be too laborious and with uncertain outcome - i would have to hit the files that the Reanimator likes to destroy..

•   UN [?][-] Old Crypt: is it planned behavior that Leviathan Fiends hover directly above the player? It's hard to aim that high with non-beaming weapons.

Its original AI from Stonehenge patch. I'm glad it works at all, i can not change it.

•   UN [?] 1.8 patch notes say that Daylight Garden portal (to Deathtrap) is functional, but it's not even visible. Has it been disabled in later patches?

Portal data are in TCv4 patch - link error. Deathtrap is completely functional.

[Exploration / Looting]

•   UN [-] It's much easier to obtain and regularly update all of the special dye kits than to get the full collection of common dye kits: 4 chars in NG and NG+, 2 more chars at the end of NG, and none has all common kits (even trading won't do as not one of them has Jade, Twilight and Shadow kits). Drop chances have to be altered.

This system coming from official revival, common dye kits drop only like first loot from bosses or named monsters, randomly one from two or three types. I only added to game new monster "Lord Puppy". Its hard to find him, but he can drop all existing types of common dye kits. (I dont remember version of revival, you can look to patchnotes).

•   UN [?] What's the use of I.O.U. Notes that drop from Zomper?

Nothing, its only joke.

•   UN [?] It's often raining when a station is entered via a PRD. Is it a planned effect?

No, i do not know why it does, but this is bug of original game.

•   UN [>] Common implants as they are now are only good for trading, as the number of skills that could be added to them is way too large. How about limiting skills to current character's class?

It was intended to be some sort of gambling. Limiting skills it not possible, i dont know how make it with using cube.


[Combat]

•   UN [-][>] With Moloch's doctors fixed, the fight has turned from challenging to boring, as even a single doctor restores Moloch's health to full within seconds, and doctors come in two batches, 6-8 each, and even heal each other at the same astounding rate. Most characters under lv. 20 can't keep up with that healing, especially without Unique weapons, and those dealing enough damage still have to engage into a fight that lasts for about 10 minutes and brings, well, not that much loot. I take it this boss is made for MP mode, but since SP is all we have now, I suggest limiting the number of doctors to a single batch of 4 to keep the fight reasonably short.

Its again original skill, i cant change it.


[Inventory]

•   UN [-] Common implant model shows correctly, but bio-implants dropping from new Necropolis bosses are represented by a flat square with gradient yellow-gray coloring.

Common implant data are in original game, uniques in TCv4 patch - link error.


[Weapons / Armor]

•   VN [-] Some flavor text takes up to 5 lines and default dark area of stats window doesn't have that much space, so text partially blends in. Is it possible to increase the size of lower area to fit all text?

For several items i already did it, if it was necessary to translate them into czech. Because editing of original string files is not possible, is always necessary copy all texts to revival files and then relocate addresses into program tables. It is very time consuming..

•   UN [-] Goggles in separate slot work only with Cabal's open helmets (Jawbone/Vizard), but not with any helmets that cover the eyes, which means all other helmets of Cabal and other factions. Taking a helmet off before receiving goggles doesn't help, and neither does reloading the game after receiving them. It only affects two locations: Aldwych and Necropolis lv. 5.

Slot for goggles comes from official revival. Have wardrobe layer change on, goggles (original like helmet) too. On most characters and helmets it looks very nice, so I did not turn it off yet.

•   RV [-] Double-edged items of seemingly all types and for all factions might come with "Dreadful" negative effect that adds +1 to all attributes (and it's not just text – it does increase all attributes). How's that a negative?

This affix add only 4 point of attributes and cost over 20, if remember correctly. Then yes, its negative :)

•   RV [-][>] Double-edged items often have properties like "Total armor value increased  11%", which is misleading. I strongly suggest reducing all such descriptions to explicit form (Effect ±%) and negative effects dark red in brief properties list. (And since it's text-only editing, it's something I can take part in.)

Its not possible, i tried it before. Singleplayer system had never counted on displaying negative qualities. Description display working automatically, and can not recognize that the affix is negative. The whole system would have to be completely redesigned.

•   RV [-] Double-edged items might have mutually exclusive effects in positive and negative section (see "Positive negative minion armor").

This is part of the above-described problem.


[Modding / Augmentation]

•   RV [-] Mythic items: the same elemental damage is sometimes added twice to the list of effects.

Its original Abyss expansion bug. Original game requires the correct location of the property on the subject. For example: thorn damage may only be like a property of the thing. If you give it on item like affix, program displays this value twice. And next - critical chance must be only in affix, if is like property of item, will not appear at all. This can be fixed in item displays tables, but it would be very hard work..

•   UN [?] Are gambling tokens functional? Patch notes mention some fixes, but The Cube makes nothing out of them.

Yes, its functional, only sometimes make random unexpected item.


Antediluvian

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #4 on: Jun 14, 2017; 02:12 PM »
(Gil and Joanne at Charing Cross Station)
I forgot to say that the road to Temple Station is devoid of any tasks at first due to such order of quests, and even the exit (Waterloo Bridge) is not highlighted, so if it's the first run, one has to consult the map just to know where to go next. And again, it's fetch before talk with all other major stations.

(Aldgate)
I just dislike manual labor where machine could do all the work, but since it's vanilla version's oversight, I guess there's no way to mend it.

… files that the Reanimator likes to destroy
Ironic =)

(Dye kits)
Farming Lord Puppy requires functional goggles (see below).

(Flavor text)
"… copy all texts to revival files and then relocate addresses into program tables. It is very time consuming."
Sounds like something I can do, if explained how.

(Goggles)
My bad – I was unclear on what "work" is: goggles don't shed light as they should, so Aldwych and Necropolis 5 are pitch black for most characters.

(Gambling tokens)
Maybe I'm missing something about the way they work. Put them into The Cube and press "Create" – is that all it takes?

(general notes)
Pity that the original game's design isn't flexible enough to address some problems.

(TCv4)
Is there a way to manually copy the required files into game folder? I did try something like this with Malachor's guidance, but I can't tell if it was related to that particular patch.

Kikina the templar

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #5 on: Jun 14, 2017; 07:08 PM »
(Flavor text)
I'm still working with those files, so maybe later..

(Goggles)
So this is not the mistake of goggles, but their skill - its old bug from original game, goggles randomly do not working on some videocards.

(Gambling tokens)
Yes, but you must mostly mix two different tokens between themselves, see recipes in cube menu.

(TCv4)
Sorry, i do not understand these things completely. I think the whole system now knows only Malachor..

Malachor

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #6 on: Jun 15, 2017; 04:16 AM »
Regarding the TCV4 files, you could grab unhell,  drag the executable over either the .idx, or.dat file you want to extract. Then copy all of the files, except for the data/excel(and data_common/excel) folder and the data/units/players folder, to the mod's folders, then install the mod.
Alternatively you could copy the files to reanimator's directory and just run hellpack, again don't copy data/excel, data_common/excel and data/units/players.
Most of the excel files aren't compatible between versions, and due to a change in the player models, something needs to be changed, but I don't know what.

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #7 on: Jun 15, 2017; 02:43 PM »
To Kikina: goggles do work with jawbone-like helmets that don't cover the eyes, so I don't think it's related to videocard.

To Malachor: how do I obtain full versions of idx/dat files? Mine are either missing or too small in size.

Kikina the templar

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #8 on: Jun 15, 2017; 09:01 PM »
Goggles -
I admit that somehow I do not understand what's going on.   :-[ With some helmets goggles is not visible, to avoid model collisions, its normal.
But that does not mean they stop working - skill is active until the glasses are deployed. For all my characters it always worked..

Malachor

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #9 on: Jun 18, 2017; 06:20 AM »
To Malachor: how do I obtain full versions of idx/dat files? Mine are either missing or too small in size.
You don't have the full version of the mp patch files?
mp_hellgate_1.10.180.3416_1.0.86.4580.dat
mp_hellgate_1.10.180.3416_1.0.86.4580.idx
mp_hellgate_localized_1.10.180.3416_1.0.86.4580.dat
mp_hellgate_localized_1.10.180.3416_1.0.86.4580.idx

Antediluvian

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #10 on: Jun 18, 2017; 11:31 PM »
The sizes are (same order): 1335.3 Mb, 1.7 Mb, 9.3 Mb, 19.9 kb. Are those correct?

Malachor

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #11 on: Jun 19, 2017; 02:25 AM »
Yes, now run unhell on them, as I mentioned in my previous post regarding the TCV4 files.

Antediluvian

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #12 on: Jun 20, 2017; 09:59 PM »
Please describe how to use Unhell. Dragging it over the files gives me "no entry" icon in Total Commander and no reaction at all in Windows Explorer. Launching the executable does nothing, either.
Is there a cmd line like there was in S.T.A.L.K.E.R.? Something like "path to unpacker.exe" -unpack -archive_type "path to archive" -dir "path to target folder for extracted files".

Malachor

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #13 on: Jun 21, 2017; 03:12 AM »
Drag a file onto the unhell.exe.

Antediluvian

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Re: TL;DR or the vast collection of thoughts on HGL Revival
« Reply #14 on: Jun 21, 2017; 11:14 PM »
Tried it. There's no way it'd unpacked 1.3 Gb archive in just two seconds, so I guess it did nothing again. I'm confused…