Hellgate Revival :: Forums

Hellgate: London (Single Player) => Downloads => SP Modifications => Topic started by: Kikina the templar on Oct 31, 2019; 10:53 PM

Title: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 31, 2019; 10:53 PM
Welcome to "Unofficial Revival" version 4.2

"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..).
A description of all the changes is in the complete patch notes in the .rar package with mod.

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, czech and russian)
 - 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 4.2 .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.

Compatibility of gamesaves from foregoing versions of this mod or from original game is high, but not guaranteed.
Everytime backup your save games before mod instalation !!!

Link 1 english interface
https://ulozto.net/file/xUtUezELvrdl/hellgate-london-unofficial-revival-v4-2-rar#_ga=2.192655337.298761161.1572483817-647374654.1558152989
Link 1 czech interface
https://uloz.to/file/xUtUezELvrdl/hellgate-london-unofficial-revival-v4-2-rar
Link 2
https://megaup.net/4fBS5/Hellgate_London_Unofficial_Revival_v4.2.rar



4.2 Patch Notes
---------------
 --- All Russian texts created for Revival have been revised and have undergone extensive proofreading. We thank Antediluvian, who has taken this difficult task with great care.
If you have any comments or questions about new versions of the texts, you can write them here or directly to Antediluvian.
Vanilla strings are left virtually unchanged - at present it is not possible to edit them, they can be changed only by readressing the individual items in the game and it is too difficult and time consuming task.



For people who want to play online as well: "London 2038" project is in stable "public open" alpha stage. Its possible make on you computer dual installation of Hellgate and play both (London 2038 and Revival) simultaneously.
You must follow this instruction:

How play 2038 and revival together on one computer: 1. Install Hellgate London and both patches 2. Backup whole folder "Flagship Studios" with different name. 3. Instal revival 4. To backuped folder install 2038 files 5. Keep both folders in "program files". The version you want to play rename to "Flagship studios", the other may have an arbitrary name. Do not forget to run every version with the right loader inside folder...

Title: Re: Unofficial Revival SP modification 4.2
Post by: icu812ruok? on Nov 04, 2019; 12:23 PM
It's nice to see that you still update this. Thank you  :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Antediluvian on Nov 09, 2019; 09:37 PM
Greetings.

With the wisdom shared by Kikina and the results of my own digging, I was able to compose a guide that covers the following:
• specifics of vanilla texts
• general info about Revival text strings
• details of translating certain strings, especially into languages with gender-specific inflections
• extra info that could be added to translated strings, such as names of books/movies/games not specified in source (EN) strings, or track names for snippets of song lyrics
• testing the translated strings (all necessary tools are included into mod archive) and isolating possible errors

Now, if anyone wants to step up to the task of translating the mod, the languages still not covered are:
• French
• German (German version only – EU/NA client doesn't have it)
• Hungarian
• Italian
• Polish (this one should be relatively easy with CZ and RU strings done)
• Spanish
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Dec 23, 2019; 11:25 PM
Merry Christmas to the whole Hellgateaus community !   :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Seferoth on Dec 24, 2019; 02:01 AM
Merry Christmas to you all! :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: spag on Dec 24, 2019; 08:05 AM
Happy Holidays. 8)
Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Dec 24, 2019; 06:30 PM
Merry Christmas everyone.

I got home and reunited with my desktop
Of course I load up my old toons

Have a few(ok a bunch) questions for Kikina.

1. I knoiw killing Death involves hitting it first with God Gun, but sometimes the invincibility of Death stays longer than necessary. Most of times the damage kicks in within first 10-15 seconds and I switch to my normal weapons to kill it, but I just can't figure out what makes such difference.

2. Any plan to adjust the Lord Puppy appearance rate? So hard to get the full-slot unique sword it drops.

3. Any plan to bring back the hit-on Nova's original graphic? If it's a relatively easy thing to be implemented, someone please teach me :)

4. There are hidden on-hit proc called 'Morbid Fang,' any chance you would come up with some special mods as you did with Elec nova?

I feel like I just did the opposite of giving you the Christmas present and I am terribly sorry.

I've enjoyed the series of mods you provided us and am truly thankful.

Once again, Merry Christmas and Happy New Year!
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Dec 25, 2019; 07:20 AM
 ;)

1 - Both God's gun (Touch, Breath) have composite missile. While firing is released one projectile and this projectile split after some time of flight. Ability remove immortality from Death have only secondary missiles.
So, you need shoot not close enough, but from a greater distance...

2,3 - I'm not planning any changes yet. Lord Puppy's spawn is very easy to adjust using a reanimator, but unfortunately changing any graphic effects is one of the most difficult things to do.

4 - Now I don't remember what morbid fang is. There are a few things in Hellgate that have unique affixes and all of them are remembered probably only by Bryan  :D. But as I said, I'm not planning anything new yet...
Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Dec 25, 2019; 02:52 PM
thanks for the reply Kikina. I've poked around a few hex values back in the day, and Morbid Fang looked like a watered down version of Toxic Nova, no not a huge game changer for anyone I believe. Anyway, Wishing you a great holiday season
Title: Re: Unofficial Revival SP modification 4.2
Post by: stelond on Jan 29, 2020; 04:13 PM
Thank you for russian translation!
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jan 30, 2020; 04:46 PM
 :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Nortius on Feb 11, 2020; 08:16 PM
please make the english version downloadable on mediafire.
i would have to buy vpn to download from uloz bc of german fuckshit jurisdiction (uloz is blocked)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 12, 2020; 04:16 AM
Try this link:

http://www.mediafire.com/file/f5dvg9hec23rrxa/Hellgate_London_Unofficial_Revival_v4.2.rar

Link  will only be retained for up to 14 days, i no have registration on Mediafire.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 12, 2020; 09:46 PM
Revival 4.2 is stand alone patch. You need only original 2007 game client, with two legacy patches installed. Then you can run installer exe (Revival 1.5b1 launcher) and directly install Revival mod (revival un4.2 .mod.zip).
Details is here: https://www.hellgateaus.info/forum/hellgate-london-modification-downloads/the-'new'-launcher-(for-revival-1-5-and-up)/

HD textures pack is no need for Revival, this is stuff for Steam version of game. Steam version is incompatible with Revival.
Revival have full support for HD textures and for use DX10 directly into game settings.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Nortius on Feb 12, 2020; 10:58 PM
Try this link:

http://www.mediafire.com/file/f5dvg9hec23rrxa/Hellgate_London_Unofficial_Revival_v4.2.rar

Link  will only be retained for up to 14 days, i no have registration on Mediafire.

Thank you very much. Much Appreciated.

Edit: I am sadly running the german version. Rev 1b2 was playable, 4.2 is not. As soon as i click on single player the game crashes. does it have to do with the language? ist there a workaround? i have the "dvd"-version, but sadly not in english.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 13, 2020; 11:08 AM
To Nortius - Revival 4.2 support only English, Czech and Russian language. German client can be transformed to english version, search topics about this here or on 2038 forum.

To lafourminoir - game patches is installing automatically, choosing path is not possible. I have seen several times that on some systems the patch will not find the right way to game installation folder. The cause is unfortunately not known to me. The only solution is to install the game to the default path on drive C.
Title: Re: Unofficial Revival SP modification 4.2
Post by: aarnold1000 on Feb 14, 2020; 12:45 AM
Sounds like you didn't run the game after installing the SP patch (go in create a throw away character) kill a couple zombies that's enough and exit.

Install multiplayer patch and launch multiplayer. You won't be able to log-in but it sets up a lot of stuff before log-in fails.

Then do you still get the error?
Title: Re: Unofficial Revival SP modification 4.2
Post by: lafourminoir on Feb 14, 2020; 02:24 AM
uhm when i install the MP it tells me that there is already a version and stops

wen  i start the lancher now i cant see the mod 4.2 for instal on path files

bad paths ? = https://nsm09.casimages.com/img/2020/02/14//20021402270519481416645283.png

so another thing the game is instal on fr . conflict for later instalations adds and mods ?

need re donwload the game for reinstalle on US tchh deleted after instal lol

bad iso ? = http://oceanofgames.com/hellgate-london-free-download-6359592/
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 14, 2020; 10:04 AM
It's hard to say what a mistake is.
Missing dependancy error means that the sp patch is not correctly installed.
Paths seems ok. Zip file with Revival can be stored anywhere, you must trace it manually while each installation (Utilities/Modifications/Install).
French language is not supported. Probably only some strings should be missing, but other errors cannot be excluded.
Make sure there is no Steam version of the game in the iso file. Steam version cannot be modded.
Steam version have Hanbitsoft in the logo, on main screen flying bats on background, in lower right corner is inscription "Single play 2.1.04.", first station is Greenwych headquarters.
Original version have Flagship in the logo, on main screen is no bats, in lower right corner is inscription "1.18074.70.4256", first station is Holborn.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Feb 18, 2020; 05:36 AM
Hi,Kikina, I use your mod and find sometimes the game crashed. I install the game and mod as your instructions. And when I watch the error log, I find it writes "FILE NOT FOUND:***". I don't know how to solve this problem and I attach my error log here. I hope you can help me.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 18, 2020; 11:02 AM
All missing files recorded in crash log is from MP patch. So problem is somewhere in installation of MP patch.
You didn't forget to run MP client once after installation of MP patch (before installing of Revival mod) ?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Feb 19, 2020; 02:56 AM
I don't remember what I did when installing and I reinstalled the game yesterday as your mod instructions. It still generated the error log and the error log has more lines than the error log which the crashed game generated. I don't know how to solve it. Maybe the TCv4 patch I used is something wrong?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 19, 2020; 02:51 PM
Unfortunately, I really have no idea what the problem might be.
If you follow the prescribed procedure and use game patches downloaded from the forum (https://www.hellgateaus.info/forum/hellgate-london-download-patches/), everything should work ...
 :(

I understand that you can't play the game at all ? If the game is running and occasionally generates some error log, then it's okay. Accidental crashes can also occur occasionally - this is not a mod error, but a client error. The original game does it too. Certainly, this should not happen too often. Me on Win 10 game crashing so 1x or 2x within 12 hours of playing.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Feb 20, 2020; 01:48 AM
I have finally downloaded the SP patch provided this forum and reinstalled all. This time, the error log has less lines than I uploaded several days ago. It seems all right. And I just want you to see if the not finded files in this log is indeed needed for your mod. Thanks! :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Feb 24, 2020; 09:54 PM
There's no need to worry about this bug report.
These errors arise because some files from the MP patch are not (sometimes quite intentionally) made available to the SP client.
Others appear because some new graphic data is only in high definition. They work at low resolution correctly, but the paranoid program will not forget to remind you that something is wrong.
And so on, and so on..
It is simply necessary to realize that Revival forces the SP client to do things for which it was not set up. It will not work without any error messages.  ;)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Mar 05, 2020; 07:06 AM
Just report a small bug: when the double-edged weapons/armors have dreadful + ** all attributes, it just shows "+" where it should be a '-'. So, sometimes I have to examine the weapon/armor to see what's the dreadful properties of the double-edged weapons/armors is.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Mar 05, 2020; 02:18 PM
Double edged items were added to the game by the authors of the original Revival.
Unfortunately, the SP client is not ready to display negative properties on items. Some of the double edged affixes are displayed in a rather confusing form, this is one of them.
Affix added +1 to all attributes, negativity lies in the increase of cost of wearing item, for example 10 points of strenght.
Similarly confusing may be the reverse displayed cost for mana consumption on all focuses type mutenacle.
While development of unofficial Revival i personally tried to teach SP client to display negative affixes in red and with correctly values. But I found out that for displaying affixes on items is used a template system, automatically used for affix that meets certain conditions. The whole system is too complicated to interfere with someone who doesn't know exactly what he's doing. I finally gave up...  :-[
Title: Re: Unofficial Revival SP modification 4.2
Post by: KalleHell on Mar 12, 2020; 01:37 PM
Brief status report:
German translation is progressing slowly. I am optimistic to be able to release another version at the end of March as planned.

I decided to leave a few lines in their English because a translation would change the meaning.
Several attempts to find an appropriate translation did not produce the desired result. Therefore, an internationally understandable English seems to me more suitable than an incorrect translation of the language.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Mar 20, 2020; 06:37 AM
Hi, kikina, I found that the quests designed aren't reasonable for that sometimes I have to go to the previous location I have cleaned for the next quests. When I try Nagahaku's mod wiht NagaOptions, it seems the modders have adjusted the order of quests and it seems well. Could you please optimize the order of quests in your mod?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Mar 20, 2020; 08:22 AM
Hello  :)
It is quite difficult to arrange all quests so that everything works flawlessly.
The current variant is the third in order and i know that it works without errors, so i will not change anything.
Yes, for some quests is need return to previous locations, but that's is in the original game too.
Title: Re: Unofficial Revival SP modification 4.2
Post by: SpanishDiablo on Apr 07, 2020; 11:23 AM
Link number 2 is dead. How can I download the mod?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Apr 07, 2020; 03:28 PM
Link 2 has been updated.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Persian on Apr 09, 2020; 04:49 PM
@Kikina_the _templar Thanks for your Awesome mod ❤
Is it possible to add Auto Dismantler to SP game?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Apr 09, 2020; 07:04 PM
 :)

Adding dismantler to Revival was originally planned, but unfortunately i found that it probably could not be done without the help of the core program. So it can't be done yet.
Title: Re: Unofficial Revival SP modification 4.2
Post by: stunner345 on Apr 24, 2020; 07:58 AM
I have installed the 4.2 patch and I have encountered few problems with it.
It's been some time since I have played Hellgate London and it was with the last 15b2 patch, maybe I don't remember some things correctly.
These are some problems I have while I am playing the 4.2 patch:
- the enemies i kill, often hovers a few feet in the air after dying, i didn't remember it beeing like this in the vanilla game
- the autotracking of quests doesn't seem to work, I have to manually click them in the list
- when I abandon a quest, no NPC gives me the quest again ( for example abandoning the main quest line, searching for the rift in the British Museum )


Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Apr 24, 2020; 10:00 AM
I have installed the 4.2 patch and I have encountered few problems with it.
It's been some time since I have played Hellgate London and it was with the last 15b2 patch, maybe I don't remember some things correctly.
These are some problems I have while I am playing the 4.2 patch:
- the enemies i kill, often hovers a few feet in the air after dying, i didn't remember it beeing like this in the vanilla game
- the autotracking of quests doesn't seem to work, I have to manually click them in the list
- when I abandon a quest, no NPC gives me the quest again ( for example abandoning the main quest line, searching for the rift in the British Museum )

The second issue you encountered is the same as the vanilla game. The 1st and 3rd problems may be solved by reinstalling the 4.2 patch as this mod instructed.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Flagris on Apr 25, 2020; 05:31 PM
- the autotracking of quests doesn't seem to work, I have to manually click them in the list

At least in 4.0 autotracking does work. If you tick it in the options, when you enter the area wherein you have active quests the tasks show up in the bottom right corner of the screen.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Chernomor64 on Apr 25, 2020; 09:31 PM
This mod increases the drop chance of items various degrees of rarity from monsters and chests by comparison to vanilla game?
In vanilla game, even with clothes that increase the drop chance, rare items dropped too rare.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Apr 26, 2020; 01:12 AM
Yes, the chances of getting better equipment are much higher in Revival than in the vanilla version.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Winowa on Jun 03, 2020; 08:34 PM
Is there a trainer that works with this mod?)
hellgate don't seem to have console command
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jun 03, 2020; 10:33 PM
No, the trainer is not here.
At the beginning of the game, however, you can use a cheat for beginners. During installation of mod activate function "Cheat Mode For Beginners". If is this function activated, all newly created characters get from Nemo on Holborn beside cube one very special weapon - as long as the character holds it in his hand, he is immortal.
Title: Re: Unofficial Revival SP modification 4.2
Post by: fred1014 on Jun 30, 2020; 03:33 PM
Hi, I'm new here.

So I can't play Stonehenge and tokyo in Unofficial Revival SP?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jul 01, 2020; 04:15 AM
No, there are no complete expansions in the Revival. However, there are all the weapons from both expansions, most of the monsters and many extra things that are nowhere else. There is also full DX10 support. The package with Revival also includes a complete patch notes, in which all changes are described.
Title: Re: Unofficial Revival SP modification 4.2
Post by: SgtSilver84 on Jul 13, 2020; 07:16 AM
Hello,

it seems that both Links are down.
Link 1 and also Link 2
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jul 13, 2020; 01:32 PM
Link 1 is functional, but some users have already announced that the ulozto.cz portal is geoblocked in Germany and possibly in other countries as well.
Link 2 has been updated.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Azylmaal on Jul 23, 2020; 04:09 PM
Hi to all.

Don't know if it's the appropriate thread to ask but it seems questions concerning Revival stuff go here.

I used to play Revival on my WinXP desktop and everything was fine. Some time ago I installed Win7 there but very soon got bored with its clunkiness and reinstalled the good old WinXP. But now Launcher refuses to run with some unspecified error (like "Application met an error and shall be closed" or something like that). So now I just can't install Revival.
I installed everything just like it was earlier, SP and MP patches and ran SP and MP game once.

Does Launcher have some specific requirements like certain .NET or C++ version or something? Although as I already said, the system configuration now is absolutely identical to what it was before, including the software and system stuff like NET and C++ (in fact every version that WinXP supports has been installed). So what can be the reason for Launcher to fail to run?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jul 24, 2020; 03:38 PM
Hello. Twice installed windows are never the same  ;D

This is most likely a problem with Frameworks.
Try install .NET Frameworks 4 version - dotNetFx40_Full_x86_x64.exe.
It may also help to install  Windows Imaging Component - wic_x86_enu.exe
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Jul 24, 2020; 06:16 PM
@kikina
any new idea for the mod in far future?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Azylmaal on Jul 25, 2020; 09:56 AM
This is most likely a problem with Frameworks.
Try install .NET Frameworks 4 version - dotNetFx40_Full_x86_x64.exe.
It may also help to install  Windows Imaging Component - wic_x86_enu.exe

Sadly but seems it doesn't help. I cleaned up old NET installations, tried to run the Launcher, it said it requires NET 4.0, I installed NET 4.0, now Launcher gives the same unspecified error message it gave before.

WIC said I already have the newer version installed.

I even tried to reinstall all .NET versions, cleaned up the registry, rebooted a zillion of times, reinstalled all .NET versions and reinstalled Hellgate itself - to no avail.

What can be wrong now is beyond my modest computer skills.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jul 25, 2020; 05:46 PM
- to chaosOne: in the far future it can become anything :) At present, however, i consider the development of the mod to be completed. I hoped that support for other languages could still be obtained, but so far none of the collaborators have been able to make it to the end...

- to Azylmaal: I'm afraid i've run out of ideas. Maybe try to place the folder with Launcher in some other location, for example directly in the folder with Hellgate, or vice versa in the program files. When i once installed Revival on a 32bit notebook with WinXP, i also had problems with the launcher, but the installation of Frameworks helped me ...
Title: Re: Unofficial Revival SP modification 4.2
Post by: youngcanuk on Jul 27, 2020; 06:10 PM
I've got everything good to go, super excited but don't know what features to install. like what is the fawkes, halloween, winter holiday and fifa events? i haven't played this game since original release back in 2007 now after the passing of my best friend i'm looking to play it again, hopefully this mod makes it more enjoyable
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jul 28, 2020; 06:41 AM
Game events can be switched at any time by simply reinstalling the mod.
I recommend starting to play the game with Halloween on. When you reach the Templar base (and fold the zombot), switch to the Fawkes event. After you reach St. Paul station try Winter holiday event.
I would recommend keeping the FIFA event until the end, as a surprise  ;D
Title: Re: Unofficial Revival SP modification 4.2
Post by: dwarfer66 on Jul 28, 2020; 01:01 PM
Agree, the FIFA event is very helpful?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Jul 28, 2020; 03:28 PM
Sure. Among other things: tickets are a constant source of money and boss Katamari can drop some of the best weapons in the game for each faction.
Details about all events are in the patchnotes included with the Revival package.
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Aug 12, 2020; 07:19 PM
hey kikina
london 2038 has an auto dismantler. maybe you can ask there how to make it and bring it on the mod :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Aug 12, 2020; 10:15 PM
I don't have to ask, i know how they did it. This feature requires support of the core program. The creators of 2038 have access to this program, Omerta programmed in a C ++ script and added support directly to it.
Unfortunately, i can't do this and no one from the 2038 team wants to deal with singleplayer or Revival anymore.
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Aug 13, 2020; 10:58 AM
Why he has Access to it? Its sad the Team Dose not share the Server files.
Maybe the Community will grow and the Server will become more stable
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Aug 13, 2020; 03:08 PM
  :)
I don't know the details, but it's clear to me that creating a new service program for the server must have been a brilliant example of reverse engineering. If programmers want to keep their knowledge to themselves, there is no objection.
I'm rather sorry that in the end the development of the online version of the game went in a slightly different way than i originally expected. It doesn't matter. It is good that at least Revival and London 2038 have been preserved as a memory of better times ...
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Aug 14, 2020; 10:18 AM
I Hope we can add Stonehenge someday or the expertise menu from multiplayer. i want these extra skills XD

edit: No we need not some Stonehenge. i play this mod now for weeks and find now out that all bosses from stonehenge to tokio is in the game XD

maybe i will work on some text who to find the bosses and what that drops
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 04, 2020; 12:01 AM
I'm sure a few people would enjoy it.
All the new bosses are described in a patch notes, but it is true that I did not write the exact composition of the loot there, so as not to deprive the explorers of all surprises.  ;)
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Sep 04, 2020; 09:19 AM
i make some Spread Sheet and i hope its a little bit right with all the bosses ect. You can see it Online or Download a PDF

https://docs.google.com/spreadsheets/d/1wwfAyDPaY4PQIqdLCfasTYiHQ3b4UU4xwzMlHFTcd6E/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1wwfAyDPaY4PQIqdLCfasTYiHQ3b4UU4xwzMlHFTcd6E/edit?usp=sharing)


edit:  Kikina can you on the next patch remove the cooldown from the summons?? its a little bit hard with it ;)

edit 2: have change the link i hope everyone can change it. i am new to google spreadsheet sry for that
Title: Re: Unofficial Revival SP modification 4.2
Post by: GeneralDelta on Sep 27, 2020; 02:05 PM
Every single time I try and install the mod I get a error saying.

Error: The given key was not present in the dictionary.

Any ideas why it is giving me this issue?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 27, 2020; 04:28 PM
Most likely causes:
 - You forgot to run both clients once before installing the mod
 - Hellgate is installed in one of the unsupported languages (only English, Russian and Czech are supported)
Title: Re: Unofficial Revival SP modification 4.2
Post by: GeneralDelta on Sep 27, 2020; 06:14 PM
So after a reinstall I manage to get the mod to install, but then as soon as I run the game and click on Single player, it crashes to desktop  :(
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 28, 2020; 12:06 AM
Are you using the right game client ?
The steam version of the game cannot be used. For Revival it is necessary to have the original client from the year 2007.
Title: Re: Unofficial Revival SP modification 4.2
Post by: GeneralDelta on Sep 30, 2020; 05:43 AM
First of all, thank you for still continuing this project after all this time. Im really glad to see that it is still being worked on as Ive played every version of Hellgate and its always fun coming back to SP.

I have however noticed a few bugs and had a few questions about some of the stuff.

I have noticed that at times when playing for extended periods I would randomly get a buff where my weapons would do insane amounts of damage out of nowhere for multiple quests in a row without me changing gear, using items etc. Dont know if its a feature or just a glitch with some of the affixes.

Im really happy you were able to add in all the different new boss monsters with all their respective gear, its really been fun fighting them.

I know that alot of the mod ideas stemmed from the Nagahaku mod and I was wondering if you knew how to implement the system of where every item only took 1 slot in the inventory instead of multiple. Or is there a way to increase the size of the backpack even more to make it less annoying to dismantle every 2 minutes especially when playing on Crazy Slayer.

Do you have any plans on adding any more new features or features from other mods/versions of Hellgate? Im going to be streaming alot of this mod over the next week or so on my Twitch channel so was wondering if you had any more ideas for the game?

Once again thanks for keeping the Hellgate SP community alive.

https://www.twitch.tv/IIGeneralDeltaII (https://www.twitch.tv/IIGeneralDeltaII) <- if anyone was interested :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Sep 30, 2020; 09:50 AM
you can have 3 slots for inventory 1 weapon 1 armor 1 misc stuff.

i have fucked up my evoker by using the whole tokyo set and splash mods every time i use it the game crash XD
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 30, 2020; 10:22 AM
Hello
I'm glad you finally managed to launch Revival. Thanks for the feedback and for streaming - people still don't know much about Revival and every advertisement is welcome.  ;)
Damage bug - No one else has noticed this yet. There can be several explanations.Most likely: from the original concept of the game, a system of limiting or increasing damage between the level of the monster, the player and the item level of the weapon works over all the numbers indicating the damage. Some quests may lead players to locations where enemies have a lower level than the player, there will be a large increase in player damage.
It is also, of course, possible that you managed to combine some weapon with weapon mods or your gear as a deadly weapon. Revival is not conceived as a game that would be a challenge for someone. I tried to take Revival as a memory of the nice moments that many people certainly spent with the original versions of the game. Therefore, in the game you can encounter various rare things that allow the contemplative player considerable creativity. For example, there are affixes from the early days of the game's development, which the authors later removed from the game, precisely because they were too strong.
Just a small example: An electric nova works completely differently from other novas in the game - it basically works like a blast throwing monsters into the air. Proper use of things with affixes that extend splash damage by a fixed limit (for example 0.5m instead of + 25%) will allow the player to clear virtually the entire level for one, two gun shots. An inconspicuous projectile acceleration affix can kill any boss with a few seconds with some weapons. And there is much more ...
At the moment, i consider the development of the mod to be basically complete. Lately, i've only focused on creating support for other languages. In the end, it worked out for Russian, but unfortunately not for German. The reduction of icons in the backpack was never planned, although it is possible that it could be added relatively easily as an option during installation. Unfortunately, automatic dismantling of found items is not possible at all in singleplayer.
I would probably make a new patch for Revival only if there was an opportunity to fix some of the bigger problems that still remain in the game. Now, for example, Alternalo (the main developer of the online version of the game) has begun to recalculate animations for 3D objects, which (in case he discovers something new) opens up the possibility of correcting missing animations for Bloodshard-type focuses. We will see what the future brings.  :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Sep 30, 2020; 12:41 PM
maybe you can bring some new content to revival?? after i get overpowered and kill berial on no time what should i to than with this char ??

maybe you can make a whole new map? stronger monster new loot or so? we know that stonehenge and the other online content wont work on sp but an new creation will work it think :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 30, 2020; 06:26 PM
I'll probably have to add laurel bushes to the game to give the overpowered heroes something to rest on.  ;)
It seems that anything could be added to the game, but unfortunately it is not. Most of the time, i had to think and try for many hours before i could get any of my ideas to work. Some people have already noticed that the client now generates a significant number of errors in the log during normal operations. This is because i often had to use different loopholes during run of program, use "some trick", to force the client to do something that was not anticipated at the time it was created. Of course, you won't notice it during a normal game, and that's right.
 I've spent over 2,000 hours working on Revival, and now i don't want to risk good program stability for any untested changes. Revival remains open to anyone who would like to add something of their own free will, i will be happy to help. A few people had already tried, but they were all discouraged by the excessive difficulty of the task.
 So again: We'll see what the future holds. Maybe in the end there will be someone who can put even Stonehenge into operation for a single player. (Btw, Steam version have Stonehenge and Abyss too  ;D)
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Sep 30, 2020; 07:03 PM
yeah true but steam version has this shit 1 fps bug and with this tool to avoid them you can play but the enemies can shoot behind a wall of you and thats not funny at all.
enemies are broken too with the loot table and cube ^^ i can tell many more thing that game on steam is not deserve the name Hellgate

i wish we can look at the structure on steam version but not an tool is working on that. they have the answer we need.

hmm maybe when we hex there exe to use old version maybe that will worked?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 30, 2020; 09:30 PM
If i understood correctly, Hellgate steam is original MP client, redesigned to run offline.
Therefore, the hope on compatibility is very low.
Title: Re: Unofficial Revival SP modification 4.2
Post by: GeneralDelta on Sep 30, 2020; 09:31 PM
Hello
I'm glad you finally managed to launch Revival. Thanks for the feedback and for streaming - people still don't know much about Revival and every advertisement is welcome.  ;)
Damage bug - No one else has noticed this yet. There can be several explanations.Most likely: from the original concept of the game, a system of limiting or increasing damage between the level of the monster, the player and the item level of the weapon works over all the numbers indicating the damage. Some quests may lead players to locations where enemies have a lower level than the player, there will be a large increase in player damage.
It is also, of course, possible that you managed to combine some weapon with weapon mods or your gear as a deadly weapon. Revival is not conceived as a game that would be a challenge for someone. I tried to take Revival as a memory of the nice moments that many people certainly spent with the original versions of the game. Therefore, in the game you can encounter various rare things that allow the contemplative player considerable creativity. For example, there are affixes from the early days of the game's development, which the authors later removed from the game, precisely because they were too strong.
Just a small example: An electric nova works completely differently from other novas in the game - it basically works like a blast throwing monsters into the air. Proper use of things with affixes that extend splash damage by a fixed limit (for example 0.5m instead of + 25%) will allow the player to clear virtually the entire level for one, two gun shots. An inconspicuous projectile acceleration affix can kill any boss with a few seconds with some weapons. And there is much more ...
At the moment, i consider the development of the mod to be basically complete. Lately, i've only focused on creating support for other languages. In the end, it worked out for Russian, but unfortunately not for German. The reduction of icons in the backpack was never planned, although it is possible that it could be added relatively easily as an option during installation. Unfortunately, automatic dismantling of found items is not possible at all in singleplayer.
I would probably make a new patch for Revival only if there was an opportunity to fix some of the bigger problems that still remain in the game. Now, for example, Alternalo (the main developer of the online version of the game) has begun to recalculate animations for 3D objects, which (in case he discovers something new) opens up the possibility of correcting missing animations for Bloodshard-type focuses. We will see what the future brings.  :)

Hey Kikina so yes I know exactly how this works but what I mean is. I would go from one stage in the game where I do almost no damage to enemies go back to town then when I portal back I somehow do so much damage I can one hit everything and my power regen is so fast its like I never run out of power. Which does seem like a bug. I have not been able to replicate it, but if it happens again I will take a clip from my stream and post it here.

What would need to be done to have the inventory be like the nagahaku mod? Would it take alot of time to make that a feauture?

Have you tried playing with every feature turned on and loading up a new character as a summoner/evoker in Elite mode? Its actually quite hard to start out with  ;D

Thank you for all the feedback. I definitely am trying to get more owners of the original game to get over here into the community to be able to help out with more testing etc.

Will let you know if I find any more bugs
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Sep 30, 2020; 10:00 PM
 - Damage - It's hard to say what the mistake might be

 - Items - One parameter must be changed for each existing item in the item table. It can be done automatically, but this can always have some unexpected consequences. If you can program a bit, see the install.xml file in Nagahaku mod, transferring the function to Revival will probably not be a big problem.

 - Difficulty - No, i admit that i have never played elite difficulty. Only my alpha tester tried it.

 - Thanks
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Sep 30, 2020; 10:24 PM
If i understood correctly, Hellgate steam is original MP client, redesigned to run offline.
Therefore, the hope on compatibility is very low.

right. but i mean maybe we can manipulate the normal hellgate mp exe to run instead sp with all the features mp has.

its an idea from me maybe it worked or it will not
Title: Re: Unofficial Revival SP modification 4.2
Post by: GeneralDelta on Oct 01, 2020; 04:54 PM
Allright so I got the inventory to work from Nagahaku, but all the weapons you have added are still big. Do you by any chance have those codes for me so I can add them to the list so they can be a single slot aswell?

I was also wondering if you know how Nagahaku managed to get enemies to stay at the player's level at all times. Would be nice to add that here and make it a bit harder by raising the level cap up a bit.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 01, 2020; 11:44 PM
You'll have to start working with the Reanimator on all these things.
Open with Reanimator table "items". Parameters "invWidth" and "invHeight" determine the size of each item (in the number of squares). Nagahaku changes all items in this script to size 1x1, if they belong to a certain "unitType". So find the items you want to shrink in the list and look at the value of their "itemType". Then add this number among the others in the script.
You can also open the "itemtype" table directly and see the names of the individual categories. Placing some items in categories can be confusing, but usually has a good reason.

The monster level is set in the table "level", parameter "monsterLevelFromActivator" must be set on "1", then all monster will be on player level. It is also necessary to delete the values of the fixed level in the parameters "monsterLevel" and "monsterLevelNightmare". Please note that setting this feature for all levels will prevent players from gaining some valuable low level uniques.

Raising the level cap above lv55 causes the game to crash frequently, and Nagahaku eventually added it only as an optional feature.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Oct 04, 2020; 03:08 PM
Hi, Kikina, I found a bug about the automatic rifle 'Lee's Lightlance', maybe it's a bug for all the weapons adding addititonal 'Beacon' rank. My skill 'Beacon' (as a Marksman) reaches rank 10 and this weapon provides additional 'Beacon 3', but after equipping this weapon, the rank of skill 'Beacon' doesn't reach 13 -- it still shows rank 10. The additional rank of 'Beacon' seems doesn't work at all.
By the way, when skill 'Elemental Beacon' is activate following the use of 'Beacon', could you please change the panel of monster to exibit the real-time elemental defenses? Since the HP of monsters can be real-time exibited, I think it's not a big problem for you.
Additionally, I found that the damage decrased when I attack monsters with higher level than me even if 2 monsters with different levels have the same elemental defenses. I want to know how the damage calculated.
Thanks for your reply :).
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 04, 2020; 08:11 PM
Hello  :)
Skills - this is normal, it's the same with all skills. It is not possible to exceed the skill maximum value in Hellgate. However, if you assign only 7 points to that skill, the effect of the weapon will take effect - the skill will have a value of 10.
Real time defense - i'm not the author of the new monster panel, i took it from the official Revival. I'm not sure if that could be done at all. It would probably have to be calculated directly by the script of that panel, because such a variable is not in the game.
Damage formula - that's more of a question for Bryan. The way the game calculates these things is still mysterious. Omerta solved it nicely in London 2038 - he added a DPS meter to the game showing a real number. Unfortunately, i can't do this ...
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Oct 05, 2020; 01:20 AM
Ok, I see. I misunderstood the use of additional skills. The elemental defenses of monster are just read though 'character sheet' (index 5 of UI_CONPONENT) of the game, so the mind of showing real-time elemental defenses can't be directly achieved by modifying the main_screen.xml in moster_info pakage. I find that DPS meter label and DPS meter bar are of index 264 and 265 in UI_CONPONENT, maybe we can add the DPS tracker like "monster tracker" on main_screen.xml in monster_info package to show the DPS.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 06, 2020; 01:08 AM
Those UI components will probably be part of the graphics for the weapon panel, where the dps is displayed.
I've dealt with the problem of DPS display before. Although the game uses the stat "dps_damage", the problem is that it is not ready for display - missing in table chardisplay. This table cannot be edited in Reanimator (error and crash). If i edit it manually, the game will report a missing link error. So either i'm doing something wrong, or the newly created stat must be taken into account in another table ... I don't know what to do with it yet.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Duke on Oct 06, 2020; 12:26 PM
It's really not easy to achieve the wanted effects. Thanks for your hard working to bring us such a good mod.
Title: Re: Unofficial Revival SP modification 4.2
Post by: chaos0ne on Oct 11, 2020; 07:22 PM
i seached for the elementals tab the cool down serction

do i need change CoolDown from 60 to 0 and
cooldownskillgroup from 18 to -1 has any one change it and test it?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 14, 2020; 09:54 AM
I've never dealt with this, but yes it could be that.
Cooldown will apply to the skill itself, groupcooldown will be the time during which it is not possible to use other skills from the group.
Most importantly, don't forget that the "skills" table can't be edited directly in Reanimator. The resulting cooked file will either not work at all or some other skills will crash in the game. In Reanimator you just have to find out which numbers to change. Then open the skills file in Revival with text editor and make the changes manually.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Drunken.dx on Oct 16, 2020; 12:10 AM
It seems that anything could be added to the game, but unfortunately it is not. Most of the time, i had to think and try for many hours before i could get any of my ideas to work. Some people have already noticed that the client now generates a significant number of errors in the log during normal operations. This is because i often had to use different loopholes during run of program, use "some trick", to force the client to do something that was not anticipated at the time it was created. Of course, you won't notice it during a normal game, and that's right.
 I've spent over 2,000 hours working on Revival, and now i don't want to risk good program stability for any untested changes. Revival remains open to anyone who would like to add something of their own free will, i will be happy to help. A few people had already tried, but they were all discouraged by the excessive difficulty of the task.
 So again: We'll see what the future holds. Maybe in the end there will be someone who can put even Stonehenge into operation for a single player. (Btw, Steam version have Stonehenge and Abyss too  ;D)

Just a question:

Does above quoted mean that there is no planned addition of something akin to shared stash (either something like PoE stash or even few slots like Borderlands 2/PS had)

Just checked Reanimator guide for item transfer, and so far it seems too much trouble for item transferring (and that's not even mentioning save corruption bug)

This is just an inquiry, no "add this NOW" post.

While I'd love being able to share items between my toons (without risking save corruption) it's nothing I'd "lose sleep over" if it's not possible.

thanks for working on keeping this fun game alive.
Title: Re: Unofficial Revival SP modification 4.2
Post by: spag on Oct 16, 2020; 03:28 AM
For trading items between toons use Reanimator 1.0.3.For modding use 1135r.Hope this helps. :)
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 16, 2020; 01:55 PM
Because the original shared stash was created essentially as a cloud service, there is no option to add it to the SP without making changes directly in the client. Unfortunately, i'm helpless here.
I also asked if it would be possible to complete and fine-tune the cube transfer function, which works in version 1.0.3 of Reanimator, as Spag has already written. However, most of the original programmers have already left the project, and the remaining ones, of course, after such a long time no longer remember how it worked.
Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Oct 16, 2020; 04:28 PM
For trading items between toons use Reanimator 1.0.3.For modding use 1135r.Hope this helps. :)

I second this.
-Just make sure both toons involved do not have any weapon equipped at all. (check all 3 weapon configurations)
-Back up .hg1 files before trades.
-Make sure not to summon a drone when trading from Engineer toon. It could cause 'no drone' error
that isn't fixable.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Drunken.dx on Oct 17, 2020; 01:58 AM
Because the original shared stash was created essentially as a cloud service, there is no option to add it to the SP without making changes directly in the client. Unfortunately, i'm helpless here.
I also asked if it would be possible to complete and fine-tune the cube transfer function, which works in version 1.0.3 of Reanimator, as Spag has already written. However, most of the original programmers have already left the project, and the remaining ones, of course, after such a long time no longer remember how it worked.

Thanks for explanation Kikina, I was afraid that's the case.

Kumose and spag.

Just checked Reanimator guide for item transfer, and so far it seems too much trouble for item transferring (and that's not even mentioning save corruption bug)

Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Oct 17, 2020; 02:32 AM

Just checked Reanimator guide for item transfer, and so far it seems too much trouble for item transferring (and that's not even mentioning save corruption bug)
[/quote]
What kind of trouble did you come across?

Title: Re: Unofficial Revival SP modification 4.2
Post by: SerZaka on Oct 22, 2020; 03:02 PM
Hi, probably this is the wrong thread where I should ask this but I subscribed just 10 minutes ago  ::)

I installed the mod , I loaded my old Summoner (I finished the vanilla game first) . As I try to summon my 5 White Elementals (can't remember the name ) when I summon the fifth the games freeze . Everytime . Did I do something wrong while installing or is this a known error?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 22, 2020; 09:14 PM
Basically, vanilla game positions should always work without problems. However, Revival adds such a huge number of changes to the game that compatibility cannot be completely guaranteed. Several people have already complained about similar problems, but i can't determine where the error might have occurred. I'm sorry.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Oct 31, 2020; 08:54 PM
When one epoch ends, another always begins...

Hello, all hellgaters !
The online project "London 2038" is coming into beta phase today !

https://london2038.com/

I join in the congratulations and wish the project many more successful years.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Nov 01, 2020; 11:23 AM
I understand that longtime Revival fans are sorry that the development of the mod is over. However, i definitely don't want to jeopardize the stability of the program with any ill-considered changes, especially now that my alpha tester doesn't have time for Hellgate.
I spent last night wondering how, without much sacrifice and crying, at least something small could be added to the game to please the players. And maybe something occurred to me.  ;)
So. I wanted to ask, chaosOne, GeneralDelta, did you manage to solve those things with cooldown and wow inventory in a satisfactory way ? That i would add to that when i start this madness again ...
I would also welcome feedback from experienced players - have you currently been tested that any feature marked as experimental (use at own risk) works without any problems ? That i could delete this warning in the installation menu.
 :)
Title: Chests bug in Revival 4.2
Post by: Galaduir on Nov 03, 2020; 10:36 PM
When I loot the chests they remain open until I stay in this location. When I quit the location and then return (say, through Hellrift and back) they become closed again and inactive. It's not very convenient because from time to time I forget what chests I have already looted when the location is big and/or mazy enough :)
Is it a HG:L-inherited bug, and can it be mended someway?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Nov 03, 2020; 11:51 PM
This is not a Revival bug, but bug from original game.  ;)
The corpse of monsters works similarly. When you return to the place where you killed something after a while, sometimes the effect of a monster's death that is no longer there flashes in the same place.
Unfortunately, i can't fix it.
Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Nov 05, 2020; 01:39 AM
any update is a good update at this stage of the game :)

I am still weekend farming for a pair of full 5-slot Gleamcarver, Plague Mass and 4-slot Night Angel
but haven't found one yet. They do exist though, right?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Nov 05, 2020; 03:09 AM
 :)
Yes, Plague mass have chance on 1-3 battery and 0-2 relic slots. Night Angel 2-3 relic, 0-1 battery.
Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Nov 05, 2020; 03:21 AM
yeah I know they exist. You've answered that for me a long time ago in very comprehensible way. Thanks again. I've just finished farming for a pair for each character's Magic of the Ancients.
+10 skill on Summy is a dream no more.

Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Nov 05, 2020; 03:30 AM
Nice. I can imagine what a job it took. Gz !     ;D
Title: Re: Unofficial Revival SP modification 4.2
Post by: Galaduir on Nov 05, 2020; 11:36 AM
This is not a Revival bug, but bug from original game.  ;)
The corpse of monsters works similarly. When you return to the place where you killed something after a while, sometimes the effect of a monster's death that is no longer there flashes in the same place.
Unfortunately, i can't fix it.

Hm, never noticed this corpse bug you mentioned. Anyway, the chest bug and the corpse bug are not so harsh to spoil the pleasure.

BTW yesternight I met another possible bug. The quest bulletin booth at Charing Cross station keeps giving  the Ghost of Christmas killing quest again and again, I've already killed the four-handed bastard four or five times. Will there ever be the end of this madness? :D
Title: Re: Unofficial Revival SP modification 4.2
Post by: michel741 on Nov 05, 2020; 11:42 AM
Excuse me, but what is Plague Mass? In which version this weapon is?
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Nov 05, 2020; 02:06 PM
Galaduir - Some quests is a "daily" quests. You can complete these quests again and again, each time you exit game and start it.  ;)

michel741 - Plague Mass is sword, Gleamcarver with green blade. It can be obtained during a running FIFA event as a drop from quest boss Katamari. This sword exists only in Revival mod, as does the whole event.
Title: Re: Unofficial Revival SP modification 4.2
Post by: Kikina the templar on Nov 08, 2020; 06:45 PM
The new small patch is practically ready. That’s one small step for a Revival, and even smaller for mankind.  ;D
I want to try it a few more times. It's not that the new changes don't work, but i'm always afraid of what has stopped working behind my back. Reanimator likes these jokes ...
Title: Re: Unofficial Revival SP modification 4.2
Post by: kumose on Nov 09, 2020; 03:02 AM
salivating over here :)