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Sunday, June 20, 2021 - 09:44

Please download new versions of engine and mod; many of those are resolved already.

 - The first map is sluggish.

will check with other people using Linux

- Fountain rendering is broken.

Same as before

- Jumps from lvl 1 to lvl 12 after killing a rat.  --- Solved

- Cathedral cellar: Back to Triston gate is not working.  ---Solved
- The Slime is sometimes rendered on top of walls. 

Neved happened to me, can they move at all?

- Lucky rune is dropped way too often

Was intended, ill lower the ratio, its a drop just from lv1 monsters

- It looks like Small health potion is not restoring any health at all.

Thats very strange, pretty sure it works, same as first point

----------

I can confirm the engine update broke the potions and the Class skills dont show at all, will fix asap

Sunday, June 20, 2021 - 08:25

I revised naming conventions to prevent Linux errors and lessened the number of enemies in few elimination missions; new link:

https://www.dropbox.com/s/fjizebilpmunwwv/HERESY.7z?dl=0

Friday, June 18, 2021 - 11:44

rixty , sure go ahead, its a bit of a hack using the paralax system since tiled dont allow big images; poke around and ask if needed.

MedicineStorm You can play as if, there are a few winks to Empyrean but nothing much, small warning, you get skills after finishing the first quest and getting a trainer to decide your class. You get just the 3 starter skills, in the next act you would get a new set, talk to the "modder" to see planned skills.

Friday, June 18, 2021 - 10:46

ITS DONE!!! After a year and half im finally done with a hopeful first and not last Act; balance may be off since its the first time i make something this big; I tested warrior class and it plays well, magician/archer probably need further balance.
I would love to hear your opinions on the mod overall, problems, bugs, story...

Just a quick recap, i added over 11 new enemies with 35 variants (some of them are not used yet until its their turn), over 6 new songs, lots of new sounds, modified skills, a storyline, cutscenes... and many more.
First act is a small homenage to Diablo; Start can be a tiny bit slow, please bear with the few NPC dialogs at first until you get to the carnage, being the opening act it has more text than future act.
I stimate over 2 hours playtime without rushing, Warning! its harder than vainilla Flare and squishy classes can possibly have a bad time; if you decide to get the cheat items "Smugler Weird" sells them.

Download:
https://www.dropbox.com/s/fjizebilpmunwwv/HERESY.7z?dl=0

To play it, you need to unzip, move Heresy folder into Flare/Mods, run Flare -> configuraton -> Mods , in that screen at the left (Active mods) you need to have "Fantasy core" and "Heresy"

 

Updated Flare version for Linux (Thanks to Dorkster):

https://drive.google.com/file/d/1VCyspHemW3pM1eh3vh1dFDi_LF7k4MwX/view?u...

and Windows:

https://drive.google.com/file/d/15wuhWwr0lmOD784oZPtu3D3Yv58Jfgq8/view?u...

Friday, June 18, 2021 - 09:12

Yes, i kind of though it would be like that, thanks for showing. Do you know something about the enemies scaling?

Wednesday, June 16, 2021 - 14:17

Im very interested into level scaling enemies and multilayer maps, could you tell me how you did it?

Tuesday, June 15, 2021 - 13:17

Thanks dorkster, ill try for the next custom map;

Friday, June 11, 2021 - 12:32

I reported it, worked fine. Im using firefox, maybe its your navigator?

Friday, June 11, 2021 - 10:37

I almost forgot, there is a workaround to all these, you can make those new buildings as npcs. You have to declare them somewhere else (.txt files) and set up the collision map by eye, but its less painful if you just want to add a single building.

But as you can see, i added that whole cathedral and house as singles, uncut.

Friday, June 11, 2021 - 10:32

From my own experience, yes, you have to put down the whole thing piece by piece to look nice; no workaround i know of when using the vanilla sets (Ex: grasslands_structures.png). The "grasslands.png" you linked is mostly outdated, thats why it has the rotten tower. You should have a look into the art repository, tiled folder to see what recent modders used.

1) You can just import any .png you want and give it a full size or cut it into needed chunks. Tiled will ask you the model size while importing; so if its a .png of a house of 200x200 pixels, you input 200x200 and it creates a single "chunk", if its a file 1000x800, with multiples houses, each measuring 200x400; you input 200x400 and tiled will auto-cut those chunks into each house whole. Sounds weirds but its like that...

2)Not that i know of, i place them manually.

Im attaching an example of what i explained.

 

One more thing, adding more models than vainilla sets have, has a problem, you will need to create a new tileset definition so the models are shown ingame.

That is done with a phyton script "tilesetdef-generator" included somewhere in the repository; to keep things sane i just use extra buildings into city hubs and use vanilla sets for combat maps. That way i just have a handfull of "custom" maps with the need of a custom tileset definition. (oh, i almost forgot, you need to install python 2.7 for it to run)

The tileset creator instruction is like this:

PS C:\Users\danim\Desktop\flare-engine_v1.11-68-gd1a5e854\mods\HERESY\tiled\grassland> py tilesetdef-generator.py Act1Triston.tmx

I use it from windows powershell, capitals+rigth click over folder, so i dont have to add any directions, the script need to be inside the folder with the map, replace map name and done.

After that you have to put the created file into the folder "/tilesetdefs" of your mod (create it if you dont have it) and replace the set the map uses to your own:

tileset=tilesetdefs/tileset_grassland.txt > tileset=tilesetdefs/tileset_triston.txt (inside the map file saved into flare format)

 

Im telling you, Flare is not for faint hearted people, you should check all the questions in the forum where i stumbled into this knowledge.

 

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