Author Topic: Unofficial Revival SP modification 4.2  (Read 11839 times)

chaos0ne

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Re: Unofficial Revival SP modification 4.2
« Reply #60 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


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
« Last Edit: Sep 25, 2020; 11:31 AM by chaos0ne »

GeneralDelta

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Re: Unofficial Revival SP modification 4.2
« Reply #61 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?

Kikina the templar

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Re: Unofficial Revival SP modification 4.2
« Reply #62 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)

GeneralDelta

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Re: Unofficial Revival SP modification 4.2
« Reply #63 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  :(

Kikina the templar

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Re: Unofficial Revival SP modification 4.2
« Reply #64 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.

GeneralDelta

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Re: Unofficial Revival SP modification 4.2
« Reply #65 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 <- if anyone was interested :)

chaos0ne

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Re: Unofficial Revival SP modification 4.2
« Reply #66 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

Kikina the templar

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Re: Unofficial Revival SP modification 4.2
« Reply #67 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.  :)

chaos0ne

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Re: Unofficial Revival SP modification 4.2
« Reply #68 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 :)

Kikina the templar

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Re: Unofficial Revival SP modification 4.2
« Reply #69 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)

chaos0ne

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Re: Unofficial Revival SP modification 4.2
« Reply #70 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?
« Last Edit: Sep 30, 2020; 07:17 PM by chaos0ne »

Kikina the templar

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Re: Unofficial Revival SP modification 4.2
« Reply #71 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.

GeneralDelta

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Re: Unofficial Revival SP modification 4.2
« Reply #72 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

Kikina the templar

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Re: Unofficial Revival SP modification 4.2
« Reply #73 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

chaos0ne

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Re: Unofficial Revival SP modification 4.2
« Reply #74 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