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Hellgate: London (Single Player) => Downloads => SP Modifications => Topic started by: Kikina the templar on Mar 29, 2018; 05:03 PM

Title: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 29, 2018; 05:03 PM
Welcome to "Unofficial Revival" patch version 3.4

"My heart stays in Hellgate."
                            Kikina the templar

If you like Hellgate and want to remember a bit of old times, this mod is the best solution for you. Contains elements from many versions of the game, while maintaining the original gameplay.
Mod retains original skills, quests and monsters, but adds some things from early game concept (for example using implants), original online game (pets, dye kits, events..), game from test servers (new weapons, rings, many types of monsters), korean Hellgate Global (bosses, weapons) and ideas of members the Hellgateaus community (expanded stash, better monsters info, cheats..).


Important ! All attachments on this forum is visible only if you are registered user and logged in.

Development of official Revival mod from Hellgateaus community it was completed by version 1.5b2.
Unofficial Revival mod (v1.6 and up) is extension of this mod - whole content of official revival is included,
lots of errors has been fixed and some things were added.

Mod can be installed through "Revival 1.5b1 launcher".
You need:
 - installed game client Hellgate London from original disc or iso image (supported languages is english and czech)
 - installed 1.2 SP and 2.0 MP (TCv4) patches (its necessary run both clients (SinglePlayer and MultiPlayer) once after installation of patches)
Unpack the launcher to any location, start "launcher.exe", go to utilities section and choose "modifications - install".
On select screen load "revival un 3.4 .mod.zip". Do not unpack mod before installation !
For more information take look on topic "The "new" launcher (for Revival 1.5 and up)" from Bryan or "Revival 1.5b2 SP Modification" from Malachor.

Installation of Revival mod automatically revert all before installed mods.

This patch is based on Revival version 3.3, all characters from foregoing versions is (theoretically) compatible, but is strongly recommended to backup your save games before instalation.
If you want load to this version character from version 1.9 or lower, then its necessary before installing remove all mythic and double edged items from character and all weapons from weapon slots to backpack.
After instalation you can return it back.



3.4 Patch Notes
---------------

- appearance of almost all weapons, monsters and some items from Stonehenge and Abyss patch has been improved.
     Many models until now did not use specular and glow bitmaps. Now all these things should look the same as in the online game. You can easily see the change for example on the FS Core Magnum gun (it was previously matte, now glistening) or on Nautilus pet (both now have light waves on body).

- gleamcarvers was fixed.
     Immediately after the light waves began to operate, the error with overlighting of backpak during the viewing of the item occured (bug is known from Hellgate 2038). I fixed it, but at the price of a small reduction in the overall luminosity of the swords. I also reduced the transparency of the inner part of the sword, which has removed the error which was reflected only on the DX10 - nearby objects viewed through the blade, looked like they were in front of the blade.

- animations of some Abyss focuses was fixed.
     The problem is in the incompatibility of animations on a 64-bit system. On 32 bit systems animations working normally. I managed to make animations work on Ripshard and Glypshards. Unfortunately, Bloodshards still working correctly only on 32 bit PCs...

- almost all weapons from Hellgate Global (Japanese and Korean expansion) were added to the game.
     Items are not exactly the same as the originals, but they are very similar. Can appear everywhere in game at any level and can be spawned at merchants, no have fixed itemlevel and the probability of spawn is a bit lower than for normal things.

New weapons:
- Hell Mountain Locus (focus), unique Valley of Death
- Dreary Hand (focus), unique Slayer from Another World
- Scythe Axe (sword), uniques Freedom, Reaper
- Scythian Blade (sword), uniques Democracy, Ghost Axe
- KL-11 Power Ripper (sword), uniques Axe of Weyland - Yutani, Red Dragon
- Demolition Sword (sword), unique Moonlight Demolition Sword
- Silkworm Sword (sword), unique Nightmare Sword
- Turtle Shield (shield), unique Hyeonmoo's Iron Shield
- RJ-5 Gatling Rifle (hunter 2h gun), uniques The Hammer of God, Rattler
- RJ-10 Barrage Rifle (hunter 2h gun), uniques The End of Eternity, Ghosthunter
- RJ-20 Onslaught Cannon (hunter 2h gun), uniques The Eden, Hecate's Storm
- Twister Gun (hunter 2h gun), unique Person of Thor (Jupiter)
- Beast SNPR (hunter 2h gun), unique Keel's SNPR
- JR-10 Sniper Rifle (hunter 2h gun), unique Bull's Eye
- Pistol Sword (templar 1h gun), unique Craftman's Handmade Gun
- Steel Shotgun (hunter 1h gun), unique Dark Debris
- Penetration Pistol (hunter 1h gun), unique Corpse Mountain
- Incurable Contaminated Gun (cabalist 1h gun), unique Final Attempts of Merihim
- Flame Diffuser (cabalist 1h gun), unique Arsonist of Hell
- Joint Gun (cabalist 2h gun), unique Joint Gun of Varlaam
- Antigravity Sword (sword), unique Yama Iron Sword
- Bastion Blade (sword), uniques Death Shepherd, Leviathan
- Holy Claymore (sword), uniques Molay's Avenger, Hero of Heorot
- Guillotine (sword), uniques Blade of Behemoth, Night Angel

- All these weapons generally have a light problem on the DX10. If you stand in a partial shade with them, tend to darken quickly and some particles have only black color. In full light this error will not occur. After longer testing, i found that the bug is right in the 3D model of the items, koreans simply never wanted to run the game on DX10. The lights are OK on the DX9. There's nothing to do with it...
- Focus Dreary hand have same problem like a Abyss focuses - is not symmetrical, so is not correctly displayed in left hand. SP client does not allow a mirror overturn.
- Two handed swords - are all in game, but all is one handed  ;D Since most Hellgate Global files are incompatible with SP data, currently its not possible to make the necessary animations for the player's character, sorry.
- Most weapons have fewer slots for mods than the originals - koreans did not worry about displaying mods on a 3D model of weapon and sometimes it looked very unnatural. Weapons now have only slots, on which the 3D model is ready or where presence of mod does not seem totally absurd.



I've been preparing this upgrade step by step and really long time, it's possible that with the huge amount of data changed i made some mistakes somewhere. So, if you find some bug or perhaps some nonsense in unique affixes, write about it here, maybe it will be possible to fix it  ;)
Mod is now much larger than before and can not be distributed via Hellgateaus site.  :'(
Here is a download link:
https://uloz.to/!HXDsDQgRoWrl/hellgate-london-unofficial-revival-v3-4-rar (https://uloz.to/!HXDsDQgRoWrl/hellgate-london-unofficial-revival-v3-4-rar)

Title: Re: Unofficial Revival SP modification 3.4
Post by: Morphy on Mar 29, 2018; 08:49 PM
Thanks, mate, that's awesome...  60 megs - musta been a LOT of work for you.

Just so the rest of us can have fun....

Truly - MANY thanks!
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 29, 2018; 10:59 PM
Thank you  :)
Most of the data added to the mod are of course the graphics and models of each weapon.
These models were created by artists who mostly originally worked for the Flagship and later for Redbana.
Some still have their websites where they present their creations..
Thanks to all of them (and thanks to all who still playing Hellgate).  :D
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 29, 2018; 11:28 PM
Thank you for keeping this game alive!

I will give it a try when i will have some day off.
Title: Re: Unofficial Revival SP modification 3.4
Post by: spag on Mar 30, 2018; 12:06 AM
Started a new game and I have 3 new weapons.Very impressive work.Thank you Kikina. :)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 30, 2018; 03:42 PM
For the events, do i have to set my computer to the event date?
* Fawkesday, to 5 -12 nov,
* Halloween, to 17 oct,
* Winter Holliday, to ??

Or they are active whatever the date?

Or can i use soft like RunasDate to make the game "thinks" that date is some day else?

EDIT:
NVM, i just installed the mod and i saw "permanently enables the .. event" in the Revival launcher.
Thank you.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 30, 2018; 05:01 PM
To start some event, use check marks in the bottom part of installation screen, while instalation of mod.
If you want then set event again off (or launch another), just reinstal mod with the check mark switched off.
Is possible launch all three events together, but order of event quest from Nemo is then confused..
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 30, 2018; 07:03 PM
Each time i hold something with my cursor, the item is not shown. Cursor goes from hand to fist.
The item visual is back only if i put it back in the inventory.
I tried with DX9 x64 and DX10 x64, same thing happens.

Secondly, each time i log in a character, i have one more event quest item in the inventory, a duplicate quest item for bulletin missions.

And, each time i quit the game, i have a crash window from HGL.

Not a big deal.

Maybe i need to re-install the mod.
I have 2 install folders for the game : one for London2038 and one for SP with mods.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 30, 2018; 08:01 PM
 - item in cursor - this is new bug for me, i hear about it for the first time. But, most errors in graphic came from wrong mod installation. Most people for example forget run clients before mod installation..

- event scroll - this is right. This is setting from original event, made by Flagship. After fullfilling the main winter holiday quest all items dissapears. You can abandon this quest, and after obtaining Decodex take it again.

- crash after quit - yes, it happens, but only on some PC machines. So far i do not know what exactly causes it. On some machines appears another problem - after quit desktop will appear, but main process of Hellgate still running into memory. But it does even without the mod installed...

- running 2038 and Revival from separate folders should work without problems.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Zen on Mar 30, 2018; 08:30 PM
This is awesome! Thanks so much for this Kikina!
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 30, 2018; 09:12 PM
Kikina,

It seems my HGL game doesn't like the "Expanded storage mod".

With or without other options from your mod 3.4, this bug is there if i chose to include "Expanded Storage mod".
Same thing if i launch the game from " hellgate_sp_dx9_x64.exe" or if i launch it with "Unleash Hell" from Revival 1.51b Launcher (as admin or not).

Not a big deal!

Going to enjoy this mod - Thank you again  :D
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 30, 2018; 09:47 PM
Hmm  :(
"Expanded storage" is function from original revival. I never tried it - all my testing characters using normal backpack (is expanded too, but weapons and armors is not separate).
While development i made only one change in this option - in v 3.3 i fixed position of "item examination panel". But this change should have no effect on anything else.
You can try this - open zip file of current mod version (3.4). In optional/expanded storage/data/uix/xml swap file "inventory_screen.xml" with file which i attached to this post (its old version without the fix).
Reinstal mod a try function again. File is zipped, unzip it first - xml format cannot be uploaded to forum.
Perhaps the panel was in a bad position deliberately (but in that case i do not understand why it should be wrong in the normal game). As i said before, im not author of this function..
Please let me know how it happened.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 30, 2018; 11:10 PM
Kikina,

I did as you said, swapping "inventory_screen.xml" in "revival un3.4 .mod.zip" but after re-installing the mod, the bug is still there, even with a new created character.

The attachment is some screenshots of the bug.
As you can see, the borders for the inv panels and for the items are a bit off (with original or the new "inventory_screen.xml")

EDIT:
I checked how are the borders without the "expanded storage mod", it's the same thing, borders of inventory and borders of items are a bit off too. About the same.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 30, 2018; 11:26 PM
So, as expected, bug is elsewhere..
I'm afraid i can not do anything with it anymore, sorry.  :(
Try ask Malachor, i think he could be the author of this extension.

EDIT:
Borders is in same position, fix only affected the position of panel while item is "opened"
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 30, 2018; 11:31 PM
Don't be sorry.

Your mod is awesome!

And as i said, it's no big deal. I can play without this option.

Thanks again!
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 31, 2018; 12:48 PM
Kikina,

About weapon slots, it's possible to get that kind of information in weapon description please?

"Actual Number of slots / Max Number of slots"

Thanks again for this mod, i like it. I have lot of fun last night  :D
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 31, 2018; 08:55 PM
- Hell Mountain Locus (focus), unique Valley of Death - relic 1-4
- Dreary Hand (focus), unique Slayer from Another World - relic 1-4
- Scythe Axe (sword) - relic 0-1, uniques Freedom, Reaper- relic 1
- Scythian Blade (sword) - relic 0-1, uniques Democracy - relic 1, Ghost Axe - relic 0-1
- KL-11 Power Ripper (sword), uniques Axe of Weyland - Yutani, Red Dragon - relic 0-1
- Demolition Sword (sword), unique Moonlight Demolition Sword - relic 0-1
- Silkworm Sword (sword) - fuel 0-1 relic 0-1, unique Nightmare Sword - fuel 1, relic 1
- Turtle Shield (shield), unique Hyeonmoo's Iron Shield - fuel 0-1
- RJ-5 Gatling Rifle (hunter 2h gun) - ammo 0-1 battery 0-2 tech 0-1 , uniques The Hammer of God, Rattler - ammo 1 battery 1-2 tech 1
- RJ-10 Barrage Rifle (hunter 2h gun) - battery 0-3 tech 0-1, uniques The End of Eternity - battery 1-3 tech 1, Ghosthunter - battery 0-2 tech 1
- RJ-20 Onslaught Cannon (hunter 2h gun) - ammo 1 battery 0-2 tech 0-1, uniques The Eden - ammo 1 battery 0-2 tech 1, Hecate's Storm - ammo 1 battery 1-2 tech 1
- Twister Gun (hunter 2h gun) - ammo 0-1 battery 0-1 tech 0-1, unique Person of Thor (Jupiter) ammo 1 battery 1 tech 1
- Beast SNPR (hunter 2h gun) - battery 0-1 tech 0-1, unique Keel's SNPR - battery 0-1 tech 1
- JR-10 Sniper Rifle (hunter 2h gun) - fuel 0-1 ammo 0-1 tech 0-1, unique Bull's Eye - fuel 1 ammo 1 tech 1
- Pistol Sword (templar 1h gun), unique Craftman's Handmade Gun - relic 0-1
- Steel Shotgun (hunter 1h gun), unique Dark Debris - ammo 0-1
- Penetration Pistol (hunter 1h gun), unique Corpse Mountain - fuel 0-1
- Incurable Contaminated Gun (cabalist 1h gun), unique Final Attempts of Merihim- relic 0-1
- Flame Diffuser (cabalist 1h gun), unique Arsonist of Hell - fuel 0-1
- Joint Gun (cabalist 2h gun), unique Joint Gun of Varlaam - fuel 0-1 battery 0-1
- Antigravity Sword (sword) - relic 0-1, unique Yama Iron Sword - relic 1
- Bastion Blade (sword) - relic 0-3 battery 0-1, uniques Death Shepherd - relic 1-2 battery 1, Leviathan - relic 3
- Holy Claymore (sword) - relic 0-3, uniques Molay's Avenger , Hero of Heorot - relic 3
- Guillotine (sword) - relic 0-3 battery 0-1, uniques Blade of Behemoth relic 3 battery 1, Night Angel relic 2-3 battery 0-1
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Mar 31, 2018; 10:37 PM
Thank you for the list.


- Turtle Shield (shield), unique Hyeonmoo's Iron Shield - fuel 0-1


Shields can have slots for mods, now?

Shame, we don't have the new skills from London 2038, such as Shield Throw.
Want to put a proc-on-hit/kill mod on this shield and throwing it around  8)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Mar 31, 2018; 10:46 PM
Original Hyeon Moo shield had two fuel slots.  :D
In stations shield with one fuel on handle look strange (templars hold shields oblique), but, it is still the only shield with slot in the game, so i wanted to keep it.
Title: Re: Unofficial Revival SP modification 3.4
Post by: kumose on Apr 01, 2018; 01:03 AM
hey Kikina, first of all, thank you so much for the series of mods. Please keep'em coming. ;)

Got a question regarding the Abyss 'uber' set armors.

I've noticed that the uber armor pieces I've farmed using Nagahaku 3.0b mod back in the days shows up as early game items even after reverting the hg1 files and fresh-installing 3.4(or whichever the 3.x  version where the uber armor appearance was set out to be in its original form)

Judging from the fact that uber set from Vitava drop stays unchanged, I'm guessing the current uber set graphic is somehow differently put together(that is, from the Nagahaku 3.0bmod).

Is there a chance for old Nagahaku uber armor drops to retain its original form in the unofficial mod hereafter?
Title: Re: Unofficial Revival SP modification 3.4
Post by: michel741 on Apr 01, 2018; 01:26 AM
FINALLY, HG Global physical content! Respeito obrigado!
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 01, 2018; 03:11 AM
For Kumose:

Some items may be retained after uploading position from Nagahaku to Revival, but not much. Some items will be changed, most will be deleted completely.
Core program recognizes things by special codes and checking some parameters on it.
Me, when creating new items for revival (no automatic conversion from TCv4 is possible), mostly i keep special codes same like in MP client. But not always.
If is codes in Nagahaku mod same, then is possible so pieces of uber armor stay in bacpack after conversion of gamesave.
BUT, they will most likely have skin of Vitava "homeless" set. I make this set like first, so it have codes from TCv4 patch. Set with "uber" armor skin i made like second with completely new codes.
Information about armor models is not stored into gamesaves...
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Apr 02, 2018; 07:03 PM
Kikina,

The wanted quests (special bulletins in stations) are repeatables every hour but the target doesn't respawn at all.

So far, i only tried with 2 stations:
* Charing Cross station:
"Wanted: Ghost of Christmas" in Piccadilly Approach,
* Temple Station:
"Wanted: Straggelle" in Temple Access Ducts.

I did kill the targets then i waited for more than an hour before accepting the same quests from special bulletins boards but once in the areas (Piccadilly Approach or Temple Access Ducts), monsters have respawned except the targets (Ghost of Christmas, Straggelle).

I even abandoned the quests and accepted them again. Same results, no targets in the specific areas.
I also tried to get in the areas, quit them via area portal and get in back. Still no targets.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 02, 2018; 07:44 PM
I confirm, it is so. I have already noticed that.
The Flagship never used a repeatable quest in main game. I found this option in two event quest (halloween, fawkes). But both this quest is for "collect items", which have random drop from monsters.
This just another show of "cutting-edge" programming arts of Flagship. The built-in feature only works in certain cases.I'm struggling with it all the time.
I can not fix it. Maximally i can extend quest recovery time, so quest will not appear before player quit the game.

 :(
Title: Re: Unofficial Revival SP modification 3.4
Post by: kumose on Apr 03, 2018; 12:41 AM
thx for the reply Kikina. Having so much fun with 3.4 patch at the moment.

-there is a blueprint that just says "item" and the green check mark to indicate that I have all the components to create the item in the blueprint but does nothing when I click on it.

-I've create a new marksman character using 3.4 patch and napalm signal light did not show in early game. When I passed through 13-15lv, it started to show. Will observe more and report to you if you wish.

and just a thought I'd like to share

When hanbit made 2 handed hunter gun 'person of Thor,' I thought the graphic of the its projectile is based on 'Rail pistol'(Nanto's third rail and etc.), just with higher rate of fire. Would it be possible to use rail pistol's existing projectile graphic to replicate the original projectile of 'person of thor?'

Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 03, 2018; 08:27 AM
Blueprint - this bug comes from original version of game. I tried to avoid the occasional occurrence of blank blueprints, but without success. It is error of core program (in Hellgate 2038 it also happens).
Marksman beacon marker - its known bug (is descripted in patch notes too). I no have any idea if it's an original or another bug, i do not even know how to remove it
Weapons projectiles - my secret is revealed  ;D
Because i can not open the file "items" from hellgate global client, i had to rebuild all this weapons only from my memory. That's why i write " Items are not exactly the same as the originals, but they are very similar."
If remember correctly, Thor now using projectiles from FS-Core Magnum, projectile of original rail pistol using Beast SNPR. It's not quite easy to assemble a weapon to put everything together properly. Big troubles is for example with animations of weapon while firing - with some projectiles at some speed the animation does not stop after shooting.
Because any changes are difficult and lengthy, i do not want to do anything yet unless there is a serious reason.
There is another problem - new weapons unlike most others can appears throughout the game (other weapons have MK1, MK2.. type). So, it is impossible to make them too strong, without completely ruin of gameplay. Currently it works so that the new weapons are strong at the beginning of the game, at the end weakening.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Morphy on Apr 03, 2018; 12:41 PM
Kikina - may I make a small request?

I'm using the latest version (and, yes, have no fire-field beacon (but I do have it with Nagahaku, so the 'bits' must exist for it) (not a complaint)

My issue is this - even on 'crazy slayer' mode, the money drop is so utterly pitiful that i can wade through a street of some 500 demons and still only end up with an extra 200-300 Pal in my pocket.
Chest give out the usual health + inspector tool + ONE pal!

Any chance of an option in the next version to increase the money output - It's really hard to buy upgrades to weapons or new ones or whatever.

(or is this poor money drop a bug?)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 03, 2018; 03:04 PM
Marker beacon - I personally did not change anything in this skill, i suppose so this must be bug from original game or original revival...
Money - drop is still in same state like in original game. If you need more palladium, then you must farming for "treasure passages". I set multiplier for all this pasages from original 5-10 to current 50-100. Which means that at the beginning of the game the yield from the passage is around 30k, at the end of about 300k (the ratio of game and player levels is taken into account).
There are many other ways to make money in the game, i will not change anything on this system anymore.
(To tell the truth, when i play mod, i'm always overwhelmed with too much money in the game and i'm sorry to have set the multiplier for passages that high..)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Morphy on Apr 03, 2018; 06:04 PM
Marker beacon - I personally did not change anything in this skill, i suppose so this must be bug from original game or original revival...
Money - drop is still in same state like in original game. If you need more palladium, then you must farming for "treasure passages". I set multiplier for all this pasages from original 5-10 to current 50-100. Which means that at the beginning of the game the yield from the passage is around 30k, at the end of about 300k (the ratio of game and player levels is taken into account).
There are many other ways to make money in the game, i will not change anything on this system anymore.
(To tell the truth, when i play mod, i'm always overwhelmed with too much money in the game and i'm sorry to have set the multiplier for passages that high..)

Given that Nagahku's beacon is working I suspect an original bug in Revival.

Glad to hear that the treasure passages are loaded....  My character is officially registered as a pauper! (*grin*)

At the moment I'm "loot whoring" from the 'crazy slayer' parts of streets and such - scoring items then zapping back and selling them... long winded but my character has no state benefits to fall back on...

Thanks anyway, mate... stay well.
Title: Re: Unofficial Revival SP modification 3.4
Post by: kumose on Apr 03, 2018; 06:58 PM
ah that answered my question. thanks!  ;)

I suspected that there are some complications regarding artificially increasing rate of fire and the projectile graphic so I had to ask. Appreciate your time Kikina and keep up the good work(please please)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Apr 04, 2018; 01:29 AM
Not sure to be lucky here...  ???

(https://i.imgur.com/O26RZax.jpg)

EDIT:
I got 1x Santa's Little Helper.
What do i do with it?

(https://i.imgur.com/b8BL2o3.jpg)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 04, 2018; 10:43 AM
 :D Nice helmet..

"While holiday event Nemo on Holborn or Templar base gives one quest. You must get "decodex" from special holiday monsters. Like reward Nemo gives you a cube formula for Fester Festivus. Components for Fester is obtainable from monsters loot too. You need Krampus heart, Santa little helper (pills) and Spirit of festivus. In five stations spawns a special wanted bulletins, gives each one quest - hunt on holiday monster. All hunt quest is repeatable when relog to game.Items for making festivus is drop from this monsters - Kringolem, Necrohohosis, Krampus."
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Apr 05, 2018; 02:11 AM
Wurm's Edge is not anymore a legendary sword, i looted it in Southwark Bridge

(https://i.imgur.com/yQF8F71.jpg)

Santa Hat after being augmented twice (i didn't do it in purpose, just a coincidence): + AllAttr +5 and Luck+65

(https://i.imgur.com/RIgf0oI.jpg)

 ;D


Come on! Even if the fight with Squadro is really tough at lvl27, his drop, this drop is OP, especially for MM and Cabalist.

(https://i.imgur.com/CXV6Awl.jpg)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 05, 2018; 03:04 AM
 ;D
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kami0 on Apr 05, 2018; 01:58 PM
Now, i have to hex-edit that Santa hat  8)

AllAttributes +1000 - twice
Luck +2000 - twice
Accuracy +1000

(https://vignette.wikia.nocookie.net/wikiality/images/0/0d/Evil_grin_santa_claus.jpg/revision/latest?cb=20111109080236)
Title: Re: Unofficial Revival SP modification 3.4
Post by: kumose on Apr 05, 2018; 05:48 PM
does 'eye of Omerta' no longer drop from Lord Puppy? I've been farming for a while but while getting more than 10 pairs of Prudeira goggles, not a single eye of Omerta. Strange.
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 05, 2018; 06:23 PM
Lord Puppy can drop only Pruderias preview, Kikinas chance and The Swallow + dye kits.
Eye of Omerta is loot from Rashaverak.
Title: Re: Unofficial Revival SP modification 3.4
Post by: kumose on Apr 05, 2018; 06:52 PM
gotcha. thanks again!
Title: Re: Unofficial Revival SP modification 3.4
Post by: Xyloritus on Apr 05, 2018; 09:04 PM
OMG thanks for the Global content!  :D Any chance of armour conversions?
do you accept donations through paypal?  8)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 05, 2018; 11:21 PM
Armor - i'm just working on it, but it does not look promising. Some models from Global client do not work at all, some is apparently for old player model or need some special adjustmens.
Donations - that is not necessary, thank you very much. Hellgate is still copyrighted and Koreans have never given official approval for program modifications...
Title: Re: Unofficial Revival SP modification 3.4
Post by: michel741 on Apr 05, 2018; 11:25 PM
Chance for monsters convertation?
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 06, 2018; 08:15 AM
 :)

Ok, here is one screenshot from upcoming version of Revival...

Title: Re: Unofficial Revival SP modification 3.4
Post by: Alloken on Apr 06, 2018; 05:05 PM
Nice work Kikina , is that Alloken from Global westminster cata ? :P :P :-*
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 06, 2018; 08:17 PM
Sure. Catacombs Alloken was a weaker version of Kurodon from Harajuku.
 :P
Title: Re: Unofficial Revival SP modification 3.4
Post by: DREGO on Apr 10, 2018; 01:22 PM
Thank you for the wonderful modification! I waited a long time for this fashion. Especially with weapons in globule. I hope they add more seats later. On a global scale armor was originally given for quest and inserted into the slot with paint. Then they took her away. She was a samurai. Can I add it? Thank you again, Kikin. Hopefully you will continue just as we will all support our mod by expanding it. There are no boundaries to your imagination, I'm more than sure. I apologize for my English translation curve from Google because I live in Russia and don't speak English at your level. We do not have a large number of players who appreciate your work. :) ;)
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 10, 2018; 09:58 PM
Thank you.

After long and tedious testing i can report that Global armor is unfortunately unusable in mod.
All Tokyo armor is fit for the old version of player 3D model. It seems that the Koreans never went to the new model from TCv4 patch.
I planned to convert at least several compatible things (the bottom of the character - boots, pants, belt) like a miniset for new boss, Kurodon.
But this is not possible too - HD textures is in game and working, but 3D models is functional only on 32bit PC. If is set high model details on 64bit system, models stop working and items become invisible.
 :'(

Screnshots from 32bit PC

Title: Re: Unofficial Revival SP modification 3.4
Post by: kumose on Apr 11, 2018; 08:23 PM
by global armor do you mean the 'set' armor drops from Tokyo bosses? if yes, I recall those were just mesh-ups between the existing armor and abyss uber armors at least by appearance anyway.  I'm looking forward to face Kurodon again! any chance for Kaibutsinatan's comeback?
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 11, 2018; 09:38 PM
Set armor from Tokyo bosses really was not Abyss set, apparently for using old 3D player model in game. But i had in mind armor wearing some of the characters in Tokyo, i do not remember, if it was available for players.
I found in Global data three sets for all profesion, one for templar and few clothings called "fashion" - original premium skins...
3D model of Natan is not tested yet, but i think so for mod this boss is not very appropriate. Fight with him was very strange, you need make arena, four mini bosses in corners, many of adds and skills.
Too much work..   ;D
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 11, 2018; 09:47 PM
Is there anyone who have experience with transfering skeleton animations .hkx (Havok 4.0.0) from 32bit to 64bit ?
I tried some modders software for another game (Skyrim, if remember correctly), but most of animation appears like a damaged. In game working normally, i think so here is only some file format problem...
 :(
Title: Re: Unofficial Revival SP modification 3.4
Post by: Kikina the templar on Apr 17, 2018; 12:39 PM
Due to miscellaneous reports about that the "expanded storage" feature does not work, i've run several tests.
On both of my main computers (one is 64 bit, one 32 bit) this function working normally.
I can only confirm that things in the cursor are not visible. Unfortunately, this function works like this from the very beginning.
Here is screenhot from game with Official Revival patch 1.5b2 installed.
I can not do anything with this...  :(
Title: Re: Unofficial Revival SP modification 3.4
Post by: Morphy on Apr 17, 2018; 06:34 PM
Due to miscellaneous reports about that the "expanded storage" feature does not work, i've run several tests.
On both of my main computers (one is 64 bit, one 32 bit) this function working normally.
I can only confirm that things in the cursor are not visible. Unfortunately, this function works like this from the very beginning.
Here is screenhot from game with Official Revival patch 1.5b2 installed.
I can not do anything with this...  :(

I can confirm that it's working fine and dandy for me - not even with the "blank box with outline" you have.

There is a small issue with the stash storage thing (the rows of boxes on the wall you can toss junk into):

Mine is a solid filled-in piece... like the "skinning" of the gui box has expanded to fill the whole thing.
BUT when you pick something up out of your inventory to put in there it all pops back into view as normal, grid and all, and works normally.