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  1. #1 Zitieren
    Schwertmeister Avatar von CzarnyAfgan
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    Hey guys. I want to create mod, which changes monster statistic's- a mod to make game more challenging/ well balanced. Where can I find an apopriate tool to do this? You have already done some balancing mods for Risen, which program were you using? HEX? or is there a faster and easier way to modify this particular game data?

    Greetings
    CzarnyAfgan
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  2. #2 Zitieren
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    read this post. it's about editing a item but changeing monster stats is rather the same.
    [Bild: dtc_sig.jpg]

    Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
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  3. #3 Zitieren
    Schwertmeister Avatar von CzarnyAfgan
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    Ok, I have done everything what you told me to do- now I have opened file, for example "Boar.tple" and I see window with some categories, but I tried to change parametres of monster speed with no effect in game ( i set
    forwardspeedmax to 1000 instead of 500 and strafespeedmax to 500 instead of 250 ). - Still I cannot find [ and change ] ( in editor ) frames/spaces which are responsible for defence/attack/ life points/experience gained parametres... Can anybody help me?
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    uhm, im sorry, i thought monster stats were stored in the .tple files under gCSkills_PS... well, they aren't.
    there's something deep in the back of my mind that it could be related to the world files(lrent). but i'm not one of the moders who know much about that topic.
    to be honest, thats a guess(and my last guess was already wrong).
    [Bild: dtc_sig.jpg]

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  5. #5 Zitieren
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    Some values can be modified via lrent-editing:

    Code:
      4a805 ForwardSpeedMax
       4a807 float
    4a80f      400.000000
    
       4a813 StrafeSpeedMax
       4a815 float
    4a81c      200.000000
    
       4a821 BackwardSpeedMax
       4a823 float
    4a82b      200.000000
    
       4a82f TurnSpeedMax
       4a831 float
    4a839      200.000000
    I changed the TurnSpeedMax of the StingRat south of Neil to 20.0 (that means 00 00 A0 41 at 0x4A839) in the Game_Start_Monster_01.lrent.

    Now it turns in slowmotion.

    As for Hitpoints you'll need the Risen-SDK, because they are engine controlled (Script_Game.dll).

    Baltram did it for the ManaPoints.

    A "SetHitPointsMax" function would be needed, too I think.
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  6. #6 Zitieren
    Schwertmeister Avatar von CzarnyAfgan
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    OK, thanks for info!
    There are so many tools in RisenSDK, that i got confused and I don't know which one I need to download and use???

    Development Resources and Links for the RisenSDK.

    Visual Studio 2005 SP1 (8.0.50727.762)
    Visual C++ 2005 Express Edition (English)
    Visual C++ 2005 Express Edition (German)
    Visual C++ 2005 Express Edition SP1
    Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) (English)
    Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) (German)
    Visual Studio 2005 Service Pack 1 Update for Windows Vista (English)
    Visual Studio 2005 Service Pack 1 Update for Windows Vista (German)
    Windows Server 2003 R2 Platform SDK
    DirectX 9.0 (9.11.519.0)
    DirectX SDK (February 2006)
    DirectX SDK (February 2006) Symbol Files
    DirectX End-User Runtimes (February 2006)
    DirectX End-User Runtimes (November 2008) (on the Risen DVD)
    PhysX 2.8.1 Build 13 (2.8.1.21)
    PhysX SDK Version 2.8.1 Build 13 (PC)
    PhysX System Software 9.09.0408 (WHQL) (on the Risen DVD)
    FMOD Ex 2.24.00 (0.4.24.0)
    FMOD Ex API 2.24.00 (Windows 32bit)
    FMOD Ex API 2.24.00 (Windows 64bit)
    LAME 3.98.2
    LAME 3.98.2 source
    LAME binaries (Windows)
    zlib 1.2.1
    zlib 1.2.1
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    research Avatar von NicoDE
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    Zitat Zitat von CzarnyAfgan Beitrag anzeigen
    There are so many tools in RisenSDK, that i got confused and I don't know which one I need to download and use?
    To use the SDK you need:
    • Microsoft Visual C++ 2005 (or newer)
    • and the Windows SDK (the former Platform SDK)


    The SDK is far from completion and it will take a while to get used to it.

    PowerGamer released the source code for his Unofficial Risen Patch. This will be a good starting point to see how the world content (sectors, layers, entities) can be modified.
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  8. #8 Zitieren
    Schwertmeister Avatar von CzarnyAfgan
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    Ok, finally I have my Risen Lrenter installed, but there is a problem- [ I have .Net Framework 3,5 installed, moreover -the animations.pak, meshes.pak, images.pak and materials.pak copied to E:\GAMES\RISEN#\xxxxx\Risen Viewer\Resources\Scene\Paks, risen.exe path in Settings.ini file set to: RisenMainPath=E:\GAMES\RISEN#\bin\Risen.exe ] . Problem- program finds files like Game_Start_Monster_01.lrent or Game_Start_Item.lrent and other .Lrent files, but after opening there is still "Status rendering" description and black screen. What have I done wrong?

    Btw.

    Which program in Risen SDK is responsible for .dll files editing, as "Script_Game.dll" , because there are more than 30 programs in "bin" folder.

    Thanks in advance.
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    Schwertmeister Avatar von CzarnyAfgan
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    Is there a possibility, to add new characters/ monsters into game via using Risen Lrenter? I guess there is, because Shat-Otay made his "Company Mod", where he added John and Buck into Risen world.
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    Seems you installed the Risen Lrent Viewer from Galrath434.

    The Lrenter you're speaking of can be found here.

    extract: Composing Risen - NPCs
    Code:
    Yeah, 'composing' does not mean 'creating'!
    
    It means that we can "fill" our binary NPC-templates with 
    nearly all components that Risen provides except
    'Teaching', 'Trading' and ?  (I just forgot them...)
    
    Helmets? Hmm, I found no NPC with a helmet in the demo version.
    
    And we can't create our own bodies (armors), faces and so on.
    But I think Galraths Viewer will become the tool of the first choice...
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  11. #11 Zitieren
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    What have I done wrong?
    You have to open the scene Window and double click an entity to move to it. But as Shak said you won't be able to do what you want with the Viewer. Also you don't actually need to extract the files anymore, it is sufficent to have Risen installed.

    But I think Galraths Viewer will become the tool of the first choice...
    Tanks But currently there are still too many things I haven't implemented which makes it not that usefull.
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  12. #12 Zitieren
    research Avatar von NicoDE
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    Zitat Zitat von CzarnyAfgan Beitrag anzeigen
    Which program in Risen SDK is responsible for .dll files editing, as "Script_Game.dll" , because there are more than 30 programs in "bin" folder.
    There is none. The Script_Game.dll are the compiled (C++) scripts and Piranha Bytes did not publish the source code.

    What can be done is creating new Script libraries with the RisenSDK that will be loaded by Risen. To run arbitrary actions without starting the game session you would use the TestApp project and modify it to your needs.

    ps: The RisenSDK is currently changing a lot, so it might be that the Trunk source/projects are broken for a day or two.
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  13. #13 Zitieren
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    i tried yesterday to find the attribute values for monsters in lrents with a hexeditor. it was fairly easy, i took a lrent with only a few monsters(Monestary_Monster_01.lrent) and searched for 0x96(hp of gnome).
    there were only 50 occurences so i took a look if i could identify anything.
    Code:
    00 00 00 00 00 00 00 19 00 00 00 19 00 00 00 00 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14
    this is strength, dexterity, mana, wisdom and armor for a gnome. afterwards are the masteries and before much other stuff i can't identify(except level and hp).

    thats where the disapointment beginns... it looks like this data is stored for every single monster.
    [Bild: dtc_sig.jpg]

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    thats where the disapointment beginns... it looks like this data is stored for every single monster.
    I think to edit one type of monster you will have to edit the template, delete all existing entities of that type and spawn them again. Don't think that this will be easy.

    I had a look at the lrent you mentioned and it turns out that the bytes you posted are part of "gCSkills_PS". Which of course makes sense judging from the name. Here is the complete dump of the Set(btw : the size is always 136 bytes) :
    Code:
    00 00 59 03 c4 00 34 03 00 00 00 19 00 00 00 00 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00
    00 14 00 00 00 14 14 00 00 00 14 00 00 00 16 00 00 16 a9 08 00 00 e0 27 59 03 c4 00 34 03 01 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    this is strength, dexterity, mana, wisdom and armor for a gnome.
    Could you maybe elaborate on that? At what offset does each ability start? If you could tell me that I might be able to integrate some sort of "batch enemy type after change" function in the Viewer, which would do the trick.
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    i tried some slight changes, increased hp, decreased hp, and it worked perfectly. well, except you have to repeat it for every singel monster(i tried to give the monsters of one typ different hp values and that also woreked.).

    don't expect too much, i am no reverseengeneerer or experienced in analysing data but i'll do my best.
    [Bild: dtc_sig.jpg]

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  16. #16 Zitieren
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    Zitat Zitat von Galrath434 Beitrag anzeigen
    I think to edit one type of monster you will have to edit the template, delete all existing entities of that type and spawn them again. Don't think that this will be easy.
    Wouldn't it be easier to generate a skill-Table for all monsters contained in a lrent?

    You export it (in ASCII) edit it and import it into the lrent again.

    So you would have let's say 27 tables (27 monster lrents?).

    Would take time to edit them but if you export "GnomeHP150" for example
    you could do a quick search'n replace with "GnomeHP150000000".

    Ehm, ok, I was joking; maybe "GnomeHP200"?
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  17. #17 Zitieren
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    Ok turns out that it is quite easy to edit the Skills array. If you have a look at this enum :
    Code:
    public enum gESkill
    {
        gESkill_Atrib_HP        = 0x00000000,
        gESkill_Atrib_MP        = 0x00000001,
        gESkill_Stat_LV         = 0x00000002,
        gESkill_Stat_XP         = 0x00000003,
        gESkill_Stat_LP         = 0x00000004,
        gESkill_Stat_HP         = 0x00000005,
        gESkill_Stat_MP         = 0x00000006,
        gESkill_Stat_STR        = 0x00000007,
        gESkill_Stat_DEX        = 0x00000008,
        gESkill_Stat_INT        = 0x00000009,
        gESkill_Prot_Edge       = 0x0000000A,
        gESkill_Prot_Blunt      = 0x0000000B,
        gESkill_Prot_Point      = 0x0000000C,
        gESkill_Prot_Fire       = 0x0000000D,
        gESkill_Prot_Ice        = 0x0000000E,
        gESkill_Prot_Magic      = 0x0000000F,
        gESkill_Combat_Sword    = 0x00000010,
        gESkill_Combat_Axe      = 0x00000011,
        gESkill_Combat_Staff    = 0x00000012,
        gESkill_Combat_Bow      = 0x00000013,
        gESkill_Combat_CrossBow = 0x00000014,
        gESkill_Magic_Circle    = 0x00000015,
        gESkill_Magic_Fireball  = 0x00000016,
        gESkill_Magic_Frost     = 0x00000017,
        gESkill_Magic_Missile   = 0x00000018,
        gESkill_Misc_Scribe     = 0x00000020,
        gESkill_Misc_Alchemy    = 0x0000001F,
        gESkill_Misc_Smith      = 0x00000019,
        gESkill_Misc_Mining     = 0x0000001A,
        gESkill_Misc_Sneak      = 0x0000001D,
        gESkill_Misc_Lockpick   = 0x0000001B,
        gESkill_Misc_Pickpocket = 0x0000001C,
        gESkill_Misc_Acrobat    = 0x0000001E,
        gESkill_Misc_Trophy     = 0x00000021
    };
    It is clear that the 136 bytes I mentioned are just all possible skills in the right order

    You export it (in ASCII) edit it and import it into the lrent again.

    So you would have let's say 27 tables (27 monster lrents?).
    Maybe, but who want's to edit a pile of text files? I think I will implement something like this in the next version of the Viewer : The user choses a monster, a skill and a new value and the Viewer will search in the lrent for all occurrences of the same monster and apply the changes made. This will be quite easy to use I think.
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  18. #18 Zitieren
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    sounds great.

    to be honest, during past days i thought of abandoning risen modding, everything is rather cumbersome and my main intention is done.
    i have contrary to the time i begun a lot of ideas, what i'd like to change/add, but it's so much work, so much to learn, so much to try...

    but on the other hand it's amaizing how the tools evolve with need, how knowledge improves.(it's like math, if a physical phenomenon couldn't be describe with known means a new mathematical theory was built up)

    now i have a glimmer of hope that maybe by adding some content(weapons/... means to obtain them, maybe 1-2 quests, monsterdensity) in a bit larger scale(i think of about 10-20 additional weapons of each typ if i manage to find somebody to help me with grafical stuff*) and so showing what is possible in a more than prove of concept thing, i can contribute a little bit to make risen modding appealing to others.

    (*well, first i have to succeed in ading just a single new xmsh...)

    ...and it hate to disregard all the work of you guys.


    to come back to topic, i like editing textfiles(otherwise i'd have shot me while crawling through the 20-40k lines of human combatspecies ) but i guess the "default" modder likes guis more.
    [Bild: dtc_sig.jpg]

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  19. #19 Zitieren
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    Zitat Zitat von Galrath434 Beitrag anzeigen
    Maybe, but who want's to edit a pile of text files? I think I will implement something like this in the next version of the Viewer : The user choses a monster, a skill and a new value and the Viewer will search in the lrent for all occurrences of the same monster and apply the changes made. This will be quite easy to use I think.
    Yes, you're right, sir.

    But what I thought about was the Risen-Mega-Monster-Rebalancing-Mod to be done by Kuchenschlachter.

    Zitat Zitat von Kuchenschlachter
    to be honest, during past days i thought of abandoning risen modding
    Don't be cruel...

    Zitat Zitat von Kuchenschlachter
    to come back to topic, i like editing textfiles
    Something like this?
    Code:
     Gnome_Paul_01_A_HP      150
     Gnome_Paul_01_A_MP        0
     Gnome_Paul_01_S_LV        5
     Gnome_Paul_01_S_XP        0
     Gnome_Paul_01_S_LP        0
     Gnome_Paul_01_S_HP      150
     Gnome_Paul_01_S_MP        0
     Gnome_Paul_01_S_STR      25
     Gnome_Paul_01_S_DEX      25
     Gnome_Paul_01_S_INT       0
     Gnome_Paul_01_P_Edge     20
     Gnome_Paul_01_P_Blunt    20
     Gnome_Paul_01_P_Point    20
     Gnome_Paul_01_P_Fire     20
     Gnome_Paul_01_P_Ice      20
     Gnome_Paul_01_P_Magic    20
     Gnome_Paul_01_C_Sword     1
     Gnome_Paul_01_C_Axe       0
     Gnome_Paul_01_C_Staff     0
     Gnome_Paul_01_C_Bow       0
     Gnome_Paul_01_C_CrossB    0
     Gnome_Paul_01_M_Circle    0
     Gnome_Paul_01_M_Fireba    0
     Gnome_Paul_01_M_Frost     0
     Gnome_Paul_01_M_Missil    0
     Gnome_Paul_01_Scribe      0
     Gnome_Paul_01_Alchemy     0
     Gnome_Paul_01_Smith       0
     Gnome_Paul_01_Mining      0
     Gnome_Paul_01_Sneak       0
     Gnome_Paul_01_Lockpick    0
     Gnome_Paul_01_Pickpock    0
     Gnome_Paul_01_Acrobat     0
     Gnome_Paul_01_Trophy      0
    
     Chicken_A_HP       30
     Chicken_A_MP        0
     Chicken_S_LV        1
     Chicken_S_XP        0
     Chicken_S_LP        0
     Chicken_S_HP       30
     Chicken_S_MP        0
     Chicken_S_STR       0
     Chicken_S_DEX       0
     Chicken_S_INT       0
     Chicken_P_Edge      0
     Chicken_P_Blunt     0
     Chicken_P_Point     0
     Chicken_P_Fire      0
     Chicken_P_Ice       0
     Chicken_P_Magic     0
     Chicken_C_Sword     0
     Chicken_C_Axe       0
     Chicken_C_Staff     0
     Chicken_C_Bow       0
     Chicken_C_CrossB    0
     Chicken_M_Circle    0
     Chicken_M_Fireba    0
     Chicken_M_Frost     0
     Chicken_M_Missil    0
     Chicken_Scribe      0
     Chicken_Alchemy     0
     Chicken_Smith       0
     Chicken_Mining      0
     Chicken_Sneak       0
     Chicken_Lockpick    0
     Chicken_Pickpock    0
     Chicken_Acrobat     0
     Chicken_Trophy      0
    
     Skeleton_LieDead_A_HP        0
     Skeleton_LieDead_A_MP      100
     Skeleton_LieDead_S_LV        0
     Skeleton_LieDead_S_XP        0
     Skeleton_LieDead_S_LP        0
     Skeleton_LieDead_S_HP        0
     Skeleton_LieDead_S_MP        0
     Skeleton_LieDead_S_STR     100
     Skeleton_LieDead_S_DEX       0
     Skeleton_LieDead_S_INT       0
     Skeleton_LieDead_P_Edge      0
     Skeleton_LieDead_P_Blunt     0
     Skeleton_LieDead_P_Point     0
     Skeleton_LieDead_P_Fire      0
     Skeleton_LieDead_P_Ice       0
     Skeleton_LieDead_P_Magic     0
     Skeleton_LieDead_C_Sword     0
     Skeleton_LieDead_C_Axe       0
     Skeleton_LieDead_C_Staff     0
     Skeleton_LieDead_C_Bow       0
     Skeleton_LieDead_C_CrossB    0
     Skeleton_LieDead_M_Circle    0
     Skeleton_LieDead_M_Fireba    0
     Skeleton_LieDead_M_Frost     0
     Skeleton_LieDead_M_Missil    0
     Skeleton_LieDead_Scribe      0
     Skeleton_LieDead_Alchemy     0
     Skeleton_LieDead_Smith       0
     Skeleton_LieDead_Mining      0
     Skeleton_LieDead_Sneak       0
     Skeleton_LieDead_Lockpick    0
     Skeleton_LieDead_Pickpock    0
     Skeleton_LieDead_Acrobat     0
     Skeleton_LieDead_Trophy      0
    
     GiantBug_A_HP      420
     GiantBug_A_MP        0
     GiantBug_S_LV       14
     GiantBug_S_XP        0
     GiantBug_S_LP        0
     GiantBug_S_HP      420
     GiantBug_S_MP        0
     GiantBug_S_STR      70
     GiantBug_S_DEX       0
     GiantBug_S_INT       0
     GiantBug_P_Edge     56
     GiantBug_P_Blunt    42
     GiantBug_P_Point    70
     GiantBug_P_Fire     42
     GiantBug_P_Ice      56
     GiantBug_P_Magic    56
     GiantBug_C_Sword     0
     GiantBug_C_Axe       0
     GiantBug_C_Staff     0
     GiantBug_C_Bow       0
     GiantBug_C_CrossB    0
     GiantBug_M_Circle    0
     GiantBug_M_Fireba    0
     GiantBug_M_Frost     0
     GiantBug_M_Missil    0
     GiantBug_Scribe      0
     GiantBug_Alchemy     0
     GiantBug_Smith       0
     GiantBug_Mining      0
     GiantBug_Sneak       0
     GiantBug_Lockpick    0
     GiantBug_Pickpock    0
     GiantBug_Acrobat     0
     GiantBug_Trophy      0
    
     LizardWarrior_Elite_A_HP      840
     LizardWarrior_Elite_A_MP        0
     LizardWarrior_Elite_S_LV       32
     LizardWarrior_Elite_S_XP        0
     LizardWarrior_Elite_S_LP        0
     LizardWarrior_Elite_S_HP      840
     LizardWarrior_Elite_S_MP        0
     LizardWarrior_Elite_S_STR     140
     LizardWarrior_Elite_S_DEX     140
     LizardWarrior_Elite_S_INT       0
     LizardWarrior_Elite_P_Edge    112
     LizardWarrior_Elite_P_Blunt   112
     LizardWarrior_Elite_P_Point   112
     LizardWarrior_Elite_P_Fire    168
     LizardWarrior_Elite_P_Ice      56
     LizardWarrior_Elite_P_Magic   112
     LizardWarrior_Elite_C_Sword     3
     LizardWarrior_Elite_C_Axe       3
     LizardWarrior_Elite_C_Staff     3
     LizardWarrior_Elite_C_Bow       3
     LizardWarrior_Elite_C_CrossB    3
     LizardWarrior_Elite_M_Circle    0
     LizardWarrior_Elite_M_Fireba    0
     LizardWarrior_Elite_M_Frost     0
     LizardWarrior_Elite_M_Missil    0
     LizardWarrior_Elite_Scribe      0
     LizardWarrior_Elite_Alchemy     0
     LizardWarrior_Elite_Smith       0
     LizardWarrior_Elite_Mining      0
     LizardWarrior_Elite_Sneak       0
     LizardWarrior_Elite_Lockpick    0
     LizardWarrior_Elite_Pickpock    0
     LizardWarrior_Elite_Acrobat     0
     LizardWarrior_Elite_Trophy      0
    To do it this way would make sense if one needed an overview after having changed too much.
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  20. #20 Zitieren
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    don't worry the holiness of my mission has told me again that it's not my decission to abandon modding. only the grim reaper himself has the right to end it.

    Risen-Mega-Monster-Rebalancing-Mod?! now i'm nervous. ok, it's just mega, that doesn't neccessarily mean good.

    buah... yeah, that looks like a textfile i'd like to edit... ok, it looks like a pain in the ass but a million times better than hexediting lrents and i think i'm slowly getting used to such files.
    geralth already gave me a new version! a gui might be a nice diversification of my work.
    [Bild: dtc_sig.jpg]

    Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
    Kuchenschlachter ist offline

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