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Return to Arhok

KillerGremal's picture

Initially in 2009 it just was a seizure of hopless mapping, meanwhile however most
photosensitive modding syndroms are gone ...and Arhok has grown quite well!(?) Wink

 

Latest release: DS1 Arhok XP map, Beta 5 for DS2 (30.2 MB, ReadMe)

To play this map you will need to download some DS1 resources too
(also save them inside the 'resources' folder of your DS2 installation).

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Unofficial Resolutions

Quote:
The only work-around I know is to start DS2 with an official resolution and change it in-game then. This can be realized by expanding the native resolution list or by a skrit command. The first approach needs an extra mod

I think unofficial resolutions will work fine as long as the resolution exists in an updated system.gas file and the game shortcut includes the width= and height= command-line options using the same resolution. I haven't experienced any character portrait problems using this technique. It does require some technical know-how, but I don't think it's as complicated an an additional mod. Everyone probably needs an updated one anyway these days. It's not an idiot-proof solution though.

KillerGremal's picture
Online now

Sorry, now it should work.

...and thanks for your interest. It seems you can't wait to meet the 'Labyrinth of Despair'. Tongue

Apologies. Now done.

Lady Femme wrote:
waaa didnt realise they converted the rta map as well. iryan shud include the link for the converted rta map resources too in his ds1 map pack to ds2 topic!
My apologies. That has now been rectified.

Incidentally we have also looked at converting other 3rd party maps but are having trouble locating the original authors for permission. If you have any ideas about that let us know.

Araknuum's picture
....

Lady Femme wrote:
waaa didnt realise they converted the rta map as well. iryan shud include the link for the converted rta map resources too in his ds1 map pack to ds2 topic!

What she said.

waaa~

waaa didnt realise they converted the rta map as well. iryan shud include the link for the converted rta map resources too in his ds1 map pack to ds2 topic!

bare_elf's picture
it appears that the...

Araknuum wrote:
The link leads to a 404, :/
It appears that the link still references the previous version. Killer will need to fix that. Elf

Araknuum's picture
The link leads to a 404, :/

The link leads to a 404, :/

KillerGremal's picture
Arhok XP, Beta 5

There's now a new version of this map, featuring several minor region tunings and also an extra dungeon below Arhok
based on the recent labyrinth experiments.

To work correctly this version of the map also requires the updated version of the content pack.
 

PhoeniX's picture
New Game

KillerGremal wrote:
...Can you remember, did you possibly (re)visit that region with an older savegame that already accessed Arhok from a previous mod/map release?

Because with a new savegame I had some problems to reproduce this. The only bug I've found here is that the teleporter destination is not given to the player instantly (so if you would exit the game, you wouldn't have the destination) because all the linked triggers seem to loose the player somewhere.
However quest task, chest and teleporter effect have been treated correctly in v2.2 and v2.3.


It was with a new savegame. I visited again with another party and it worked correctly for them. :?

Tried going back to check with savegame that did not work and problem is still there. This was the first time I have played with a dwarf as my main character and wondering if that may have been the problem? Maybe something in code that does not recognize dwarves? :?
A far stretch I know, but the only thing I can think of that may have been the problem.

KillerGremal's picture
Monster balance

@PhoeniX: What a detailed feedback, thanks! Smile

With some concerns I'm looking at the fading problem in the dungeon, indeed there were some changes, however I can't say anything specific yet.

I will check the ice giant and the rakolytes.

Certainly Rowan is evil Tongue, and his armor scales up with the number of party members, partially at least (~5 vs. 1 under normal conditions wouldn't be fair).
However did you help/save the Guard captain? It's only a side quest but she would provide an summoned soldier to help you.

 

PhoeniX wrote:
. . . The chest in ice cave does not open and teleporter no longer enables though.

. . .
Can you remember, did you possibly (re)visit that region with an older savegame that already accessed Arhok from a previous mod/map release?

Because with a new savegame I had some problems to reproduce this. The only bug I've found here is that the teleporter destination is not given to the player instantly (so if you would exit the game, you wouldn't have the destination) because all the linked triggers seem to loose the player somewhere.
However quest task, chest and teleporter effect have been treated correctly in v2.2 and v2.3.

PhoeniX's picture
lower level

The bear and sarcophagus are not as hard at beginning level as they were at level 130ish.

And the crit error in dungeon seems to be related to the new room/door fades as it does not happen with a new character, but does for my higher level party who had already completed the area prior.

The chest in ice cave does not open and teleporter no longer enables though.

Rowan was very tough, even with .ini set to 80% and Rakolytes were too tough (had to lower .ini to 50% to kill them)

And love the fact that the conversations are different for Dwarf. Smile

KillerGremal's picture
Will be checked

@PhoeniX: Thanks for the feedback!
Unfortunately I hadn't the time so far to look at the problem in the Dungeon.
Did you already fight the bear or the sarcophagus' at lower level once?

PhoeniX's picture
Sarcophagus

The bear is very tough now and have a love/hate relationship going for the sarcophagus. lol

PhoeniX's picture
Crit Error

Got my level 131 party into the action again.

The new stitch works fantastic in the southern section. Was able to complete the scorpion dungeon for the first time. Smile

Get a crit error in region_40 now though. Might be some stitch errors there also.

KillerGremal's picture
Dropped a Stitch

Unfortunately I have overseen that on the Eastern side a stitching error crept in again for any strange reason. Shock
It was quite evident, too bad that the recent tests were oriented towards the other directions...

However there is now Beta 4 (link above), honoring now the East of Arhok with an additional Archer guard. Cool

Raymus's picture
(getting a new laptop soon,

(getting a new laptop soon, so hopefully It wil rid me of the damn 'Exception Detected!' problem I have with your maps)
Is it only my own handicapped computer or are we not yet able to go the our house in 'Return to Arhok' Because everytime I pass the statue, The old problem returns.... 'Exception Detected!'

PhoeniX's picture
Found 1

I found one of the secret rooms my first time playing, but haven't been able to enter the dungeon since.

Can't get my premade party of level 128 toons back into Arhok. Think it is because I had to "release the hireable characters into the wild" to get other maps quests to initiate. Game keeps crashing to desktop.

Started a new party and game loads, however, as soon as I head east out of town, game crashes again (happened twice). :?

Edit: Get an exception error when I get to bear heading n/w out of town and get exception error as soon as I clear debris heading s/w out of town. Sad

KillerGremal's picture
radar (in)sight

@PhoeniX: Thanks for your offer. Smile

Right now I don't think it's that grave to use the native radar images for regions on the surface. And the shape or some nodes may change once again (for example Fallraen is using nodes where the border nodes are visually fading out).

For the dungeon regions I have to check which images can be reused, I also want to try out some tuning tweaks. For example, in order to keep the entrance of secret rooms really secret, I think it's possible to draw an uninterrupted line/wall on the floor image that will be overlapped (if revealed, happens by default) from the radar image of the secret room where the entrance is drwan then slightly larger.
However it would be a good idea to keep such tunings on a minimum, concerning changes there's a high risk that you have to redo all this once again... Shock

By the way, in the Scorpion (Queen) Dungeon there are 3 secret rooms (nobody will ever find Tongue).

PhoeniX's picture
Radar

I can re-do the radar for Arhok, not a problem. Smile

The only thing is I will have to send the radar images in PSD format, and you can convert them to DDS.

(Can't wait until I can use DDS converter again.) Sad

KillerGremal's picture
The lake is a fjord!?

There's now Beta 3 of Arhok XP.

Unfortunately, to solve the room fading matters new values had to be assigned for some node sections/levels, and to fix the mazy region stitching in the South I had to reshape a few regions too, both together invalidating a notable part of PhoeniX enhanced radar images. Sad
So far I haven't check which radar images could be reused and which not, so right now there are just the auto-generated ones form SE2.

Despite of this, there were some general tunings as well. Perhaps the blacksmith is now more fun to watch(?) and I'm sure everybody will hate me for each (evil) Sarcophagus. Tongue

However ensure you have downloaded the latest content pack, it will be essential (not for the Sarcophagus', for the quests).

KillerGremal's picture
Not everyone's secret

PhoeniX wrote:
KillerGremal wrote:
I think PheoniX is still searching the second one since months. Tongue

I found the small one, but will not post a picture of where it is so others have to search as hard as I did. lol

Haha... Smile
...however it wouldn't be secret if everybody would stumble across it. Tongue

 
@bare_elf: Just a tiny hint: The second one is there where you probably wouldn't expect it. It's also a bit more tricky to find the way in (but i guess you will understand it as soon as you realize what the adjectent room is made for).
 

PhoeniX's picture
Small room

KillerGremal wrote:
I think PheoniX is still searching the second one since months. Tongue

I found the small one, but will not post a picture of where it is so others have to search as hard as I did. lol

bare_elf's picture
I found one

I found one of the secret rooms in the Dungeon. I will hunt for the second KillerGremal.

bare_elf's picture
I will do that

secret rooms oh goodie I like secret rooms its back to the dungeon to start my search. Smile
Elf

KillerGremal's picture
Resistant cell

@bare_elf: Thanks for testing it! Smile
It's a real problem that you couldn't talk to the King. While some quests are not designed to complete (by intention), this main quest of course should finish 'as used to be' in DS2.

I guess the prison cell did not unlock/'de-block' properly, that's probably why you could not talk to the King (the quest would complete after the corresponding conversation).
Currently there are some other problems too, but I hope these things will be in the next release.

In meantime you could try to find the two secret rooms in the dungeon area. Don't bother if you can't find them instantly, I think PheoniX is still searching the second one since months. Tongue

bare_elf's picture
KillerGremal a question

I decided to give Return to Arhok a look, I was wondering if the problem I encountered is because I am playing the map using Broken World. I found and saved the Hassat King, after dieing a great deal giggle.
I tried to speak to him and nothing happened. So I went back up the elevator, and to the location of the
Hassat on the mountain. Although the I was thanked for saving the king and they would go home the quest did not complete. Here are a few screen shots.



KillerGremal's picture
Complicated elevator implantation

@PhoeniX: Thanks for the evevator hint! Laughing out loud
It seems the snowy texture set swashed anyhow from the main part to onto tower while tuning the environment... Puzzled

About the misplaced character icon for custom resolutions:
The only work-around I know is to start DS2 with an official resolution and change it in-game then. This can be realized by expanding the native resolution list or by a skrit command.
The first approach needs an extra mod and changing the resolution all the time isn't that fun. Also with skrit the switch isn't as fluid is it should be, an additional check is needed too not to perform the resolution switch during a Flick/NIS (as it may happen on the tutorial beach for example).
It's all fighting the symptoms though - it would be much better to find a way to tune the portrait photo shot itself.

PhoeniX's picture
Elevator

Found the problem with the tower elevator, still trying to find the reason for node stitching errors though. Elevator had a bad texture that was keeping it from loading correctly. Had to change it from "sn02" to "0carved01" in the nodes.gas file.

[t:snode,n:0x491b8c41]
  {
    b bounds_camera = false;
    i camera_fade_amount = 255;
    b camera_fade_group = false;
    x guid = 0x491B8C41;
    x mesh_guid = 0x00204DB7;
    x nodelevel = 0xFFFFFFFF;
    x nodeobject = 0xFFFFFFFF;
    x nodesection = 0x00000001;
    b occludes_camera = true;
    b occludes_light = true;
    radar_tex = region_12a_lake_1_x_x_x1_z1;
    f radar_u = 0.344506;
    f radar_v = 0.966661;
    texsetabbr = 0carved01;  // sn02;

http://img42.imageshack.us/img42/6028/elevatorbadtexture.jpg
http://img812.imageshack.us/img812/9171/elevatorgoodtexture.jpg

And the character portrait was related to 1440x900 resolution. Changing it to 1024x768 cleared it up.

KillerGremal's picture
Thanks for testing! :=)

PhoeniX wrote:
Tried Return to Arhok with 2.2 executable and still running into some problems.

Elevator to Raks Lair is still blacking out but accessable.
http://img221.imageshack.us/img221/628/rakslair.jpg

. . .

DS2X Vault Doors function but after you leave area and return the back is blacked out and the front has a thin blackout strip through the middle.
http://img12.imageshack.us/img12/5888/ds2xvaultdoor.jpg
. . .

There seems to be a problem with the black cap objects, even their deletion did not trigger (may be in conjunction with the door problems we recently had) or their deletion isn't saved (despite ordered to do so).
Such caps are needed for the elevator cell and the backside of the vault doors (from behind it's a transparent if the opposite walls is faded out).

 

PhoeniX wrote:
. . .

Elevator to Scorpion Dungeon is blacked out at bottom and cannot continue.
http://img20.imageshack.us/img20/1920/scorpioncaveaccess.jpg
. . .


I have check this. I must admit the 'whole South' of map isn't actually tuned in particular related on the node fading matter. Sad

 

PhoeniX wrote:
. . .

Boris and Saul get stuck in a talking animation when you ask them to join. Problem eventually clears up on its own and they finish the last of their hire dialogue.
http://img69.imageshack.us/img69/9328/borissauljoinanimation.jpg
. . .

Actually I have experienced this bug initially too sometimes, thought however it's gone after some tunings on the component to auto-equip them at random. It's seems to happen if the equipping of an item fails for any reason.
This component evidentially needs another revision.

 

PhoeniX wrote:
. . .

Conflicting moods with different frustums occupying same area surrounding lake.
http://img717.imageshack.us/img717/6276/lakemoodconflict01.jpg
http://img534.imageshack.us/img534/2862/lakemoodconflict02.jpg

The nodal problem in lake area seem to be somehow connected to the elevator platform in tower. The elevator fades and becomes translucent as you ride it up and down.
http://img155.imageshack.us/img155/5329/elevatorexperience.jpg
. . .

The mood problem easily can be solved. The node fading matter probably not.

 

PhoeniX wrote:
. . .

Experience split is not working correctly as well, as my character is almost a half level behind other party members in the last screenshot shows.
. . .

This should not happen, the party member should not matter. Shock
The Level Adjustment mod should cooperate with the original code and the Hotfix resp. Aranna Legacy mod as well.

 

PhoeniX wrote:
. . .

And the character camera is not working correctly for portrait.

Please explain. Did you use an unofficial game/screen resolution?

 

PhoeniX's picture
2.2 tests

Tried Return to Arhok with 2.2 executable and still running into some problems.

Elevator to Raks Lair is still blacking out but accessable.
http://img221.imageshack.us/img221/628/rakslair.jpg

Elevator to Scorpion Dungeon is blacked out at bottom and cannot continue.
http://img20.imageshack.us/img20/1920/scorpioncaveaccess.jpg

DS2X Vault Doors function but after you leave area and return the back is blacked out and the front has a thin blackout strip through the middle.
http://img12.imageshack.us/img12/5888/ds2xvaultdoor.jpg

Boris and Saul get stuck in a talking animation when you ask them to join. Problem eventually clears up on its own and they finish the last of their hire dialogue.
http://img69.imageshack.us/img69/9328/borissauljoinanimation.jpg

Conflicting moods with different frustums occupying same area surrounding lake.
http://img717.imageshack.us/img717/6276/lakemoodconflict01.jpg
http://img534.imageshack.us/img534/2862/lakemoodconflict02.jpg

The nodal problem in lake area seem to be somehow connected to the elevator platform in tower. The elevator fades and becomes translucent as you ride it up and down.
http://img155.imageshack.us/img155/5329/elevatorexperience.jpg

Experience split is not working correctly as well, as my character is almost a half level behind other party members in the last screenshot shows.

And the character camera is not working correctly for portrait.