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Hellgate: London => Downloads => SP Modifications => Topic started by: Kikina the templar on Apr 18, 2018; 06:11 PM

Title: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 18, 2018; 06:11 PM
Welcome to "Unofficial Revival" patch version 3.5

"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..).


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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 3.5 .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 3.4, 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.



3.5 Patch Notes
---------------

- in game is new mini level - West Smithfield. You can enter to this level from St. Paul station, through Cheapside and Little Britain.Inside waiting for you a visitor from far away Tokyo - boss Glutton Kurodon.
  Kurodon brought some of his old acquaintances too - Centaurs, Death meats and Rock demons.All monsters in West Smithfield have always same experience level like a player. Kurodon using original AI, but no have original skills.
- boss Kurodon have chance (100% on kill) on drop one piece of armor from new Kurodon's "miniset". This miniset consists of three parts - unique boots, pants and belt. Each piece exist in six variants, for all professions. Most of this armor pieces have unique skin from Hellgate Global. Armor no have fixed itemlevel.

- new pet buffs: every common pet in game now gives while summoning one stat buff for player. After summoning you can recall the pet, buff is permanent, disappearing only while dying or unlog from game.
  Pet buff is stackable with other type buffs (fawkes, halloween, winter holiday, xp), but only one buff is allowed - summoning another pet only swapping buffs between themselves.
  Lets recapitulate all pets in game:
  Mantawraith - common, all bosses drop, increase health points
  Mantawraith FSS - common, all bosses drop, increase health regeneration
  Cocomoko - common, all bosses drop, increase mana points
  Cocomoko Korea - common, all bosses drop, increase mana regeneration
  Fester Festivus - common, reward from winter holiday quest, increase armor
  Zombot - common, from halloween blueprint drop, increase shield regeneration
  Ancient Clam - common, all bosses drop, increase critical chance
  Arachnus - common, Rashaverak drop, increase critical damage
  Nautilus - unique, Desiccator drop, healing pet, no buff
  Revenant - unique, Desiccator drop, battle pet, no buff
  Juggernaut - unique, Desiccator drop, battle pet, no buff
- some pets now have new, good-looking icons

- on some items (egg, cryptex, IOU note..) now should not be a meaningless inscription "cannot trade" (newly generated items only)
- Rashaverak now give one cryptex per kill (chance for other items is with this slightly increased)
- due to problems with monters respawn is all wanted quests from Winter holiday event now repeatable only after relog to game.
- in the recipes for Vitava and Dreadnaught rings in cube was swapped requirements for essences. Newly generated rings have also swapped type of thorns damage (Vitava is spectral, so his rings have spectral thorns and using spectral essences).
- Stonehenge helmets now have same colors like in online game and uniques now keep this colors after identification


---
After a long and exhausting struggle, i finally managed to run Kurodon's "miniset" with original 3D models which i found in client of Hellgate Global. Models now working correctly on 32 and 64bit PC, in low and high resolutions, but it was necessary to make some compromises.
Koreans made this armor sets only for one resolution (medium). At the low resolutions they changed these sets to a totally different skin. Now armor pieces working like other common armor in game. So, at high resolutions you will notice that the detail level is lower and at low resolution higher than the other armor in game.
Original koreans armor is for old 3D model of player, so just miniset, with new model is compatible only bottom of character. Unfortunately i found out that belts is compatible only for female characters. For the male characters, which, in the course of a run, lean forward a little, old belt models can not be used.
So, for male characters in all professions is now used spare model (tech_light).
3D model for male guardians boots was damaged, for this boots is now used skin from blademaster boots.
Essentially, if you find any other problems with this armor skins, write about it here. It will always be possible to deactivate them and replace them with some common skin from the game.

Mod is now much larger than before and can not be distributed via Hellgateaus site.
Here is a download link:

https://uloz.to/!FRMnjiK9EH4I/hellgate-london-unofficial-revival-v3-5-rar
Title: Re: Unofficial Revival SP modification 3.5
Post by: Morphy on Apr 18, 2018; 09:48 PM
Holy crap, mate, that was quick... you only just mentioned a possible 3.5 version.

Do you sleep?   Don't forget to eat and drink!!  (LOL)
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 18, 2018; 10:02 PM
 ;D
Title: Re: Unofficial Revival SP modification 3.5
Post by: Morphy on Apr 19, 2018; 12:21 AM
Just out of interest - and this is not any complaint - I only have the start-up blank screen thing with Revival.

I've tried it on Nagahaku and Lost London and Vanilla HGL - starts up to screen then video, escape to menu then character selection.

With Revival it's all blank (video talks OK) and you have to escape once then enter twice... then wai about 5 seconds until the char selections shows.

If it helps, I've also found that if i get impatient and [enter] a few times in that 5 seconds the black screen goes a black-green colour.  Character selection doesn't appear any quicker.

After that it;s all fine - just that main start-up is FUBAR for some reason.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Xyloritus on Apr 19, 2018; 09:06 PM
Do you run the game in windowed mode?
Title: Re: Unofficial Revival SP modification 3.5
Post by: Morphy on Apr 19, 2018; 10:45 PM
Do you run the game in windowed mode?

No, full screen DX10 on Win7 x64 laptop with i7 and geforce 870 video.

All three - Nag, LostLondon, Revival (and I tried vanilla to check it was OK too) - only Rev has the black startup screen, no movie, nothing until you've hit esc (for the film) and enter twice (to get to the character selection screen)

And even that takes it;s time to slowly come into view - it's almost as if there are files missing and HGL is retying them 30 odd times then giving up and moving on...
Title: Re: Unofficial Revival SP modification 3.5
Post by: Hexfire on Apr 21, 2018; 08:56 PM
Hello :)
Extremely happy that someone ist still keeping Hellgate alive! :)

I havenĀ“t playes for several years now but I installed the latest 3.5 version now since it seem to be the newest.

A question? Is Stonhenge still in the game?
I loved that part in old retail multiplayer and SP revival.
I went to where the portal used to be in Templar base but now there is another portal there?

Kind regards

//Anders from Sweden...

Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 21, 2018; 11:16 PM
Hello
In the meantime is complete Stonehenge only in multiplayer (London 2038). But in singleplayer is many features from Stonehenge - in Old crypt you can meet Desiccator, all four miniboses (Oriax, Errgoth, Nicor, Ash) is in Necropolis and Moloch can be killed in Ancient blood, with exclusive chance on loot special Abyss armor..
For full list of changes read patch notes for Revival.
 :)
Title: Re: Unofficial Revival SP modification 3.5
Post by: dwarfer66 on Apr 22, 2018; 05:25 AM
I had graphical glitches on early versions (rings etc), but none so far on nvidia, and it is running very smooth, thanks very much.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Azgursz on Apr 23, 2018; 01:29 AM
Hi! What happend to the purple meter around the minimap?  Some kills after when its full summons a Messenger of Hell, can't get Basic Sacred Fragments without it.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 23, 2018; 02:12 AM
Hello. This purple meter was created only for Hellgate Global - it was never in a normal game.
Basic Sacred Fragments you can get from dismantling all items, you probably think Rare Fragments from enhanced items. Shortage of it is problem only at start the game - the number of rare and legendary monsters will begin to rise soon and enhanced+ items also appears more often than in original game.
Btw, Centaur, which was one of the bosses who appeared in this monster meter mini-game is newly in the Revival like a Kurodon's ally...  ;)
Title: Re: Unofficial Revival SP modification 3.5
Post by: Azgursz on Apr 23, 2018; 09:49 AM
Oh ok, I see, thank you!  ;) Btw realy like your mod, good to return this game.  :)
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on Apr 24, 2018; 03:55 AM
awesome effort yet again!
Not complaining but the map size of Little Britain and Paternoster Row got considerably bigger after installing unofficial 3.5. I guess it has something to do with making a portal to the new level? Just sharing my observation. Any future plan for Berial, Lilith, etc from Abyss?
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 24, 2018; 08:37 AM
Little Britain can be little bit bigger, program need one big room for portal, but Paternoster Row is without changes.
A few ideas for the future I still have. But nothing certain yet...
 :)
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on Apr 24, 2018; 03:00 PM
 :D  you devilish man..
Title: Re: Unofficial Revival SP modification 3.5
Post by: Morphy on Apr 24, 2018; 10:27 PM
Hey, Kikina... I've been meaning to ask you, just purely out of interest:

Is it possible to mix environments?  I mean, HGL is a random generator (sort of) of a level or location, essentially it's a "rogue-like".

But all the locations are either all street (not counting park areas) or all outdoors or all 'dried up river bed'.

I was wondering if HGL has any restrictions of it generating a street area that leads into a dried up river bed that then flops out onto a street that leads into a train tunnel...

How awesome would that be, huh!?

Also, as an aside, levels that are generated get stored to keep return visits the same, to stop "named areas" changing from visit to visit... is there any way of editing those saved level generation sets?
(The files in the named folder in the saves folder - lvl-0-16961.map - for e.g)
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 25, 2018; 12:42 AM
Honestly - i dont know.  ???
With level structures i dealt only at very beginning my work, while importing Stonehenge maps. I found out very soon that the Reanimator have error (excel table level_drlgs cannot be recooked) with which is impossible to make completely new level.
The problem is still not resolved. For level changes into Revival i using a lot of tricks, but i never can do exactly what i want, just what the program allows.
Mixing environments is possible to a certain extent. In game data is unused levels, where similar experiments are contained, but all have some glitches and for game cannot be used.
Option saving map to save folder is setable somewhere in excel tables, but i dont remember exactly where. Files in save folder is definitely editable, but only to the extent that the program can do at first level generation. Data format you can find out only with experimentation, i think.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Morphy on Apr 25, 2018; 01:34 PM
Sounds complicated and frustrating (and somehow... fun ?) - thanks, mate... stay well!
Title: Re: Unofficial Revival SP modification 3.5
Post by: gorkn on Apr 27, 2018; 04:35 AM
One of my favorite parts of Lost London mod is the merged classes feature. Is there any chance we could get something like that for this mod as an option during installation?
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 27, 2018; 12:09 PM
I have not dealt with merge class yet and, at least for the time being, i do not plan.
I postponed that idea when i discovered how many problems cause just unlocking weapons for other factions, which can be selected as mod install option from original revival. A number of mechanisms that work automatically in the program are not ready for this option.
For example, extended offer of weapons at the merchant is good thing, merchant offering triple amount of weapons, for all classes. But with this will be added total chaos in affixes while augmentation weapons in augmentrex and errors in scrap consumption in nanoforge.
Hundreds of parameters would have to be taken into account for correct working of this function, even in places that you would not even think...
 :(
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kami0 on Apr 27, 2018; 08:15 PM
Then why not to add new skills for all classes such as:

A - "Unlock all weaponry": to unlock weapons of all classes/factions.
A.1 - 1 pt to unlock all weapons of all classes/factions, any quality.
A.2 - OR with ranks in this way: 1 - white, 2 - green, 3 - blue, 4 - DE, 5 - Legendary, 6 - Unique, 7 - Mythic

OR

B - "Unlock weaponry for a faction":
3 skills, "Templar", "Cabalist", "Hunter"
The player needs to choose which faction he wants weapons to be unlocked.
B.1 - 1 pt to unlock all weapons of the chosen faction, any quality.
B.2 - OR with ranks in this way: 1 - white, 2 - green, 3 - blue, 4 - DE, 5 - Legendary, 6 - Unique, 7 - Mythic

With a warning, the skill allows the character to use all kind of weapons but that doesn't mean those weapons are 100% compatible with the character's class.
Some issues may happen, use at your own risks.
Modifying, augmenting, dismantling unlocked weapons will have unexpected results/behaviors.
So you won't have to fix anything, the player has opened the door of chaos at his own risks.

It's player's choice to spend skill points in it.
By doing it, his character will not be optimal in his own class' skills but he will walks the path of divergency.

For instance, a hunter won't be able to use shield skills but using a shield with a gun + grenade build may be very good. Better armor and/or shield defenses.
Same with swords, that can be interesting.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 28, 2018; 12:42 AM
 :o
Title: Re: Unofficial Revival SP modification 3.5
Post by: Morphy on Apr 28, 2018; 08:43 PM
For me, i don't really mind there being unavailable weapons - I see it as a sniper rifle needing specific trainign that's not available to an evoker.

And viccy-voccy ( *grin* )  a focus weapon requires mystic training that wasn't available to a gunner or exploderiser.

But:

Those various skills available to the classes - i'd be fun if they were freely available... imagine a gun guy with a summoned fire elemental.
Or a summoner with a grenade or fire-field ability.

Lots of demon exploding fun!

(Mind you, it's probably not needed in Revival, if you want that, play Nagahaku as i do)

Edit - just thought of another reason why having freed-up weapons isn't so hot - once you find some guns you become almost a god (I found an electric laser rifle that takes out moloch in a few seconds, and a 600 round per minute electric direct gun that does moloch in even shorter time... still hell of a lot of fun.)

But the freed-up skills allow for more experimentation and fun.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kami0 on Apr 28, 2018; 09:50 PM
And vorpals on MM, more mod slots than a Hu  :D

Or the Bladesaw in the hands of a guardian + Anchor, Aura, aera taunt  8)

@kikina
How's that shocking?
Here it's what i think shocking is
(https://i.imgur.com/w0RkYwP.jpg)
 :P
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kami0 on Apr 29, 2018; 02:45 PM
@Kikina
A little feedback on the Old Crypt - farming for pets from Desi:
* Fiends ("winged dragon") often are stuck by pillars or them hiding behind pillars makes very difficult to aim to them. Often, they seems to fly very low as if they were "swimming" in the ground.
* Maybe it's a consequence of what i noticed above but loots are sometimes stuck in pillars.
That happens more often than usual
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 29, 2018; 04:59 PM
I know that  :D
Unfortunately, i can not do anything with it.
Burning fiends was originally designed for huge Stonehenge outdoor maps, and they only work a little in this maps. If it appears anywhere else, the problems appears (try 2038 hellrifts).
In ai is possible set behavior of monster - when to fight, when to walk, when to run. But direct pathing of monster in level make core program and cannot be changed. You can only change some parameters about pathing radius - for example, that the monsters do not fit into a certain space.
I tried it with Burning fiends before, but in the end i stayed with the original pathing, which causes the least trouble.
Essentially, while making Old crypt it was the decision - but here will be Burning fiends, or not. So there they are.
I do not exclude that after MANY hours working with pathing radius (trial, mistake, again), better behavior could be set. If anyone finds the exact numbers how to set it up (so far i do not even know the function of some numbers), contact me, i will set it in the mod.  :)
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kami0 on Apr 29, 2018; 07:13 PM
All i know and see is that you took those fiends for some bats!   ;D
It's because it's the Old Crypt?  :P

Can you add fiends with Moloch in Hellrifts?

Those fiends in Hellrifts seem more appropriate. Huge, tall halls, lots of space for those flying monkeys!
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on Apr 29, 2018; 08:14 PM
I can add fiends anywhere...
But i dont want. I want to keep the original game, at least as far as possible, without changes. So i usually add new things and leave the old things unchanged.
This is, among other things, the reason why i will not change old player skills.

Btw, you can edit monsters in levels yourself, its very easy and (at least as far as i know) without problems. Open in Reanimator table "monsters" and note somewhere index number of monster which you want.
Burning Fiends have number 1001 - 1007.
Then go to table "level_drlg_choice", look at level where you want make changes and note name of parameter "spawn class".
Open table "spawn class", find name of spawn class and monster index number insert to parameters "spawn1" - "spawn8".
Save table directly to game or make it like file and insert into mod, install and play.
 ;)
Title: Re: Unofficial Revival SP modification 3.5
Post by: Alloken on Apr 29, 2018; 08:43 PM
Thanks templar kiki , I needed this informations seriously :)
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kami0 on Apr 29, 2018; 09:37 PM
No problem Kikina.
I respect your choice and i'm very grateful for your mod.
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on May 02, 2018; 07:21 AM
hey kikina just found a rare twist gun drop from west smithfield that has character level 58 requirement. not sure if this was a known issue so just wanted to share it with you.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on May 02, 2018; 10:10 AM
I suppose that you kill in West Smitfield some champion with duplication affix.
Duplicate monsters have lv 60 and rare+ items can have boost for item level. I do not set any limit on the maximum level on items, so it might not change again if the level cap ever changed...
This should happen only rarely.  :)
Title: Re: Unofficial Revival SP modification 3.5
Post by: dwarfer66 on May 02, 2018; 10:13 AM
This is a great update my man, I can actually see ALL the icons for items, and the bosses you added on various levels I can also now see them instead of just their titles!
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on May 02, 2018; 03:20 PM
ah that make sense. thanks
Title: Re: Unofficial Revival SP modification 3.5
Post by: Azgursz on May 02, 2018; 08:58 PM
Hi! Can I ask when the "Trade Items" between characters will work? I'm start to get full on storage because of the great stuff of other classes and don't want to dismantling those.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on May 02, 2018; 09:08 PM
Trading items between characters was planned in original Revival.
I tried to make it work, i also tried running shared stash in game, but without success.
So, unfortunately, at the moment it is to expect that it will never work...
 :'(


Btw, new patch is in alphatesting phase now.
 ;D
Title: Re: Unofficial Revival SP modification 3.5
Post by: Azgursz on May 03, 2018; 12:05 AM
Sad to hear, hoped to have like it was in global. Can't it make to send the items via in game mail to my other characters? Isn't it possible to copy item shareing files from other similar games and modify it to Hellgate?
Probably silly questions, just try to help to make it work.  :)

Anyway looking forward that new patch, challengeing that grim reaper! Or I don't know what to expect from that pictue. :D
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on May 03, 2018; 12:23 AM
Azgursz

there is a way to move items around.

use the trade function from Reanimator 1.0.3 beta.
Out of all Reanimator versions, this one is the most reliable when it comes to trade.

disarm characters that are involved in trade, always check all weapons slots-1,2,3 are empty
if you trade with any weapon in slot, you'll likely corrupt save files.
Especially for engie characters, there are many reports that drone can no longer be summoned after accidentally traded items with weapon in a slot(this have happened to me as well)

I always write over with the backup save file for the character from which items are traded right after the trade, so that at list I know that character's save file is in original state. Then I would go ahead and sell those items that I've just traded to make room, knowing that those are moved to a different character.  I know it's a bit of a work but just wanted to let you know that there's a way. let me know if you have questions regarding the process.
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on May 03, 2018; 12:25 AM
kikina, you're the man
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on May 03, 2018; 01:28 AM
To Azgursz - game mail unfortunatelly not working too. In singleplayer client apparently missing some components, core program does not respond at all to script commands.
In addition, i already use part of the e-mail data structure for other things at this point...
Since email and shared stash store data on the server, i do not think it could ever work without changing directly the client code.
Yes, Berial will be next boss newly added to game.


To kumose -  :)

Trade function from Reanimator 1.0.3 beta working for you ? For me all versions only generating some errors...
Title: Re: Unofficial Revival SP modification 3.5
Post by: kumose on May 03, 2018; 01:52 AM
yes I've been using 1.0.3 beta all along. there are newer version but 1.0.3 beta is the one you want to use.  The instruction says empty the weapon slot but I always keep my storage characters without any gear on including armors and dye kit etc etc. Then I make sure the character I trade from doesn't have any weapon in the slot. I've been using it for quite a while (on and off about several years) without major issue.

If 1.0.3 beta trade function generated an error, that might be because the save file is corrupted from previous use of different Reanimator version. I would definitely recommend using 1.0.3 beta exclusively for the purpose of trade.
Title: Re: Unofficial Revival SP modification 3.5
Post by: Kikina the templar on May 03, 2018; 02:07 AM
Interesting. Sometimes i will try look at this function again ...
Title: Re: Unofficial Revival SP modification 3.5
Post by: Azgursz on May 03, 2018; 06:59 AM
I see Kikina, thank you!

And thank you kumose, I might try it if there will be no other way but I stay with one character for now.