Author Topic: Unofficial Revival SP modification 3.8  (Read 2160 times)

Kikina the templar

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Re: Unofficial Revival SP modification 3.8
« Reply #15 on: Jun 26, 2018; 08:10 PM »
 ;)
So this time the FSS is really innocent (surprisingly).
Bug have only guns created by me  :D
The cause is in the uncompatibility of some 3D weapon models with some missiles or muzzle flashs.
Because i do not see the bug on all the computers, i thought they did all these weapons, sometimes.
I will have to replace the missiles on Steamer and all RJ-10 gatlings, in next patch.
Nice bugfinding, thanks
« Last Edit: Jun 26, 2018; 08:14 PM by Kikina the templar »

kumose

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Re: Unofficial Revival SP modification 3.8
« Reply #16 on: Jun 27, 2018; 01:56 AM »
glad I can help.

got another question for you. For Chelsea Flameguards, is it possible to get "increase use rate" (16-18%) option from augmentation? The gloves are for all faction so I'm wondering if getting that option specific for either hunter or templar (or both) is possible.

Also, is 5% crit maximum value?
« Last Edit: Jun 27, 2018; 04:45 AM by kumose »

Kikina the templar

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Re: Unofficial Revival SP modification 3.8
« Reply #17 on: Jun 27, 2018; 08:59 AM »
- use rate affix - i dont know. There are always several ways to fold item for all characters, and with each one then program  treats a bit differently. Important parameter is "containerUnitType" and "requiredAffixGroup".
For example new rune daggers have set like unit type all three factions, so all affixes can appears on it. On Flameguards (both) is set "any", which may or may not cause a different program behavior. Required affix group is filter for some affixes. On Fawkes gloves is set to "253", for Chelsea gloves i turned it off ("-1"). Name of groups can be find out in affixes file, but connection betweem name and number is mysterious for me (TCv4 patch have for this completely new table). Maybe someone from old Hellgateaus community know about it more...
- critical chance on Chelsea Flameguards can be between 1-5%

kumose

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Re: Unofficial Revival SP modification 3.8
« Reply #18 on: Jun 27, 2018; 12:04 PM »
thank you for the reply. I've tried it about 100 times last night with no luck.
Anyway, great mod as always!

rutart

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Re: Unofficial Revival SP modification 3.8
« Reply #19 on: Jun 30, 2018; 02:35 PM »
I realized that the two-handed melee weapon is in the game, but there is no animation and it is impossible to do?
« Last Edit: Jun 30, 2018; 03:22 PM by rutart »

Kikina the templar

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Re: Unofficial Revival SP modification 3.8
« Reply #20 on: Jun 30, 2018; 04:11 PM »
Yes.
For two handed weapons is needed some new skeleton animations for player model.
Old animations from Hellgate global client cannot be used on current player skeleton.

rutart

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Re: Unofficial Revival SP modification 3.8
« Reply #21 on: Jun 30, 2018; 04:33 PM »
Sadly. :( But, thanks for the answer!

Lamatiel

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Re: Unofficial Revival SP modification 3.8
« Reply #22 on: Jul 14, 2018; 11:19 PM »
Playing 3.8 currently with an engineer.

A few mins ago, I found a Hellgate in Finsbury Circus and went to Hell + Ancient Blood. Killed Moloch and went back, but my drone somehow didn't make it back out of the hellgate.

After summoning it, equipment is gone and attribute points are missing (looks like I only got the original +2/lvl). No backup, of course - looks like Hell won this savegame ...

(Lamatiel.doc is my char, wasn't allowed to upload a .hg1 file)

Kikina the templar

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Re: Unofficial Revival SP modification 3.8
« Reply #23 on: Jul 15, 2018; 07:51 AM »
I'm sorry.
Unfortunatelly, this is bug from original version of game and cannot be repaired.
The only defense is prevention - you must sometimes make backup you gamesaves.
This bug also appeared in all online versions, only Omerta perhaps have it fixed in 2038, i dont know exactly.