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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

I have finished testing the current versions of Kingdom of Ehb, Legends of Aranna, Utraean Peninsula and Yesterhaven. Reported the bugs I found. So I may be forced to play a game of DS2 or play a map in DS1. I sure hope someone comes up with something that needs testing :P

Elf

bare_elf wrote:
I have finished testing the current versions of Kingdom of Ehb, Legends of Aranna, Utraean Peninsula and Yesterhaven. Reported the bugs I found. So I may be forced to play a game of DS2 or play a map in DS1. I sure hope someone comes up with something that needs testing :P

Elf

Good to hear. All we need is for KillerGremal or someone else to come up with a way to distribute the mod in an easy to install package, otherwise I fear not too many players will ever get to enjoy the mod.

Another difficulty is that it's basically split in half with this part of the mod and KillerGremal's core resources upon which this mod is built. So it's pointless me releasing this part of the mod without a corresponding release by KillerGremal.

iryan wrote:

Good to hear. All we need is for KillerGremal or someone else to come up with a way to distribute the mod in an easy to install package, otherwise I fear not too many players will ever get to enjoy the mod.

Another difficulty is that it's basically split in half with this part of the mod and KillerGremal's core resources upon which this mod is built. So it's pointless me releasing this part of the mod without a corresponding release by KillerGremal.

That is quite true Iryan, that the mod is comprised of the files that one has to convert from DS1, KillerGremal's Mods and Your Mods. I am sure that there is someone here that could make an installer. Considering that Abstraction has an installer, Elys' all-saves and Succubus manager have installers. There are several programmers that hang around here that I am sure would be glad to help. I think I would take a journey to IRC and speak to people like Elys, OC, Xmen90, It is to bad Xaa and Witness are not still around. You may wish to pm Sharkull, ghastley and some of the other old timers here to see if they either know of a way to do it or a location that explains how it is done. I will do a bit of searching on the net to see if there is a site to explain it.

Elf

iryan wrote:
bare_elf wrote:
I have finished testing the current versions of Kingdom of Ehb, Legends of Aranna, Utraean Peninsula and Yesterhaven. Reported the bugs I found. So I may be forced to play a game of DS2 or play a map in DS1. I sure hope someone comes up with something that needs testing :P

Elf

Good to hear. All we need is for KillerGremal or someone else to come up with a way to distribute the mod in an easy to install package, otherwise I fear not too many players will ever get to enjoy the mod.

Another difficulty is that it's basically split in half with this part of the mod and KillerGremal's core resources upon which this mod is built. So it's pointless me releasing this part of the mod without a corresponding release by KillerGremal.


Unfortunately I can't offer myself any easy way to distribute and install DS1=>DS2 maps or the required resource mods.
Should it have any advantage to you, I could help you to get 'steady links' (links with a number, not a filename. Possible too though that you intentionally did avoid such 'database' links).

Concerning the mod resources, feel free to include terrain and content mod if you think it will make your current installation procedure easier.
It's just a matter of the future updates, how you and players will deal with it, if actually only some rows of flick/gas/skrit needs to be updated while the whole rest hasn't changed.

KillerGremal wrote:
iryan wrote:
bare_elf wrote:
I have finished testing the current versions of Kingdom of Ehb, Legends of Aranna, Utraean Peninsula and Yesterhaven. Reported the bugs I found. So I may be forced to play a game of DS2 or play a map in DS1. I sure hope someone comes up with something that needs testing :P

Elf

Good to hear. All we need is for KillerGremal or someone else to come up with a way to distribute the mod in an easy to install package, otherwise I fear not too many players will ever get to enjoy the mod.

Another difficulty is that it's basically split in half with this part of the mod and KillerGremal's core resources upon which this mod is built. So it's pointless me releasing this part of the mod without a corresponding release by KillerGremal.


Unfortunately I can't offer myself any easy way to distribute and install DS1=>DS2 maps or the required resource mods.
Should it have any advantage to you, I could help you to get 'steady links' (links with a number, not a filename. Possible too though that you intentionally did avoid such 'database' links).

Concerning the mod resources, feel free to include terrain and content mod if you think it will make your current installation procedure easier.
It's just a matter of the future updates, how you and players will deal with it, if actually only some rows of flick/gas/skrit needs to be updated while the whole rest hasn't changed.

From what I have read so far about installer programs it appears that all of the individual files could remain individual files packaged inside the installer program and when the installer script is written you would just tell the installer put this file in this directory and so on for each file defining the install location as Dungeon Siege 2 or Broken World resources folder. That way each file would remain individual and if an update was necessary to only one then that update could be posted. I will do a lot more reading and maybe some experimentation to see what happens.

Elf

Testing LoA and found the following:

Lharnob is not displaying correctly.

The start group beside teleporter in Arhok references the old start group inside Spider Cave on radar.

And melee characters will not engage Lost Queen.

PhoeniX wrote:
Testing LoA and found the following:

Lharnob is not displaying correctly.

The start group beside teleporter in Arhok references the old start group inside Spider Cave on radar.

And melee characters will not engage Lost Queen.

Thanks for the detailed report and pics. You're correct about all of them as I retested.

Lharnob now has a facelift (uses original model now)

Lost Queen now can be attacked by melee characters

If you're wondering why she couldn't be attacked before it's because there's a blocking object under her to prevent clipping problems as she's so big. Now this was fine in DS1 but Siege Editor 2 has issues with this arrangement. I had to tinker with the positioning of the blocking object otherwise the Lost Queen Tail would end up in all sorts of funny positions. Even in the editor the tail shows up in a funny position even though ingame it looks right.

Even though melee players seemed to be working with my last playthrough obviously a later build must have upset that somehow. I added some use points so they can now attack her properly.

Finally there's a glitch with a node near the teleporter and it will indeed display the Giant Cave in the radar if you teleport back to Arhok from the Cave. With saved games that glitch will then show black nothingness with green dots for the townsfolk of Arhok, so the Giant Cave will only show up that one time.

I'm not sure how to fix this glitch as all terrain nodes around the teleporter appear to have the right radar images.

bare_elf wrote:

From what I have read so far about installer programs it appears that all of the individual files could remain individual files packaged inside the installer program and when the installer script is written you would just tell the installer put this file in this directory and so on for each file defining the install location as Dungeon Siege 2 or Broken World resources folder. That way each file would remain individual and if an update was necessary to only one then that update could be posted. I will do a lot more reading and maybe some experimentation to see what happens.

Elf

Thanks for that research. I have tried a couple in the pass such as CreateInstall, Clickteam Install Creator and Inno Setup. The problem is that the easy to use programs are limited to what they can do and the more feature rich programs are hideously complex for someone like me. I will check the links you provided and see if there's something there that could help.

PhoeniX wrote:
Testing LoA and found the following:

Lharnob is not displaying correctly.

The start group beside teleporter in Arhok references the old start group inside Spider Cave on radar.

And melee characters will not engage Lost Queen.

I just went back through the map because I normally use ranged characters since I never get more than 10 feet as a melee fighter. I went back and forth from Arhok to the storage cave and the radar looked alright to me. Could there be a difference on how DS2 and BW handle the radar image? I never noticed that Lharnob's icon does not look like him, since I rarely shop at his forge. As far as the lost queen I ran to her house as a ranged character with a bit of help from 3 npcs also ranged. When we wiped out the other guys we tried attacking both her head and her tail. we could do it with any ranged attack magic or bow but you are right melee characters seem to bump into a stone wall. the queen not killing us and we not killing her. Just a fight that no one can start or finish. I could not even work around her to the door to the teleporter. Sorry for not discovering that in any of my test runs :{
Elf

bare_elf wrote:

I just went back through the map because I normally use ranged characters since I never get more than 10 feet as a melee fighter. I went back and forth from Arhok to the storage cave and the radar looked alright to me. Could there be a difference on how DS2 and BW handle the radar image? I never noticed that Lharnob's icon does not look like him, since I rarely shop at his forge. As far as the lost queen I ran to her house as a ranged character with a bit of help from 3 npcs also ranged. When we wiped out the other guys we tried attacking both her head and her tail. we could do it with any ranged attack magic or bow but you are right melee characters seem to bump into a stone wall. the queen not killing us and we not killing her. Just a fight that no one can start or finish. I could not even work around her to the door to the teleporter. Sorry for not discovering that in any of my test runs :{
Elf

There's no need to apologise as it's very difficult to test everything's by yourself which why it's great having as many different players testing the mod as possible. Each of us also have our own playing style. Playing in DS2 or BW can also effect things as well as playing with mods.

The lharnob face issue had to be present since the very first beta but I've hadn't picked it up until PhoeniX reported it. The Lost Queen issue was different as it seemed to have worked it way in the last build. Since I mod the map as I play test it bugs can always work their way in. If I played through the map after every alteration it would never get finished.

The radar is a glitch for which I have no explanation. There's actually quite a few of these around, including incorrectly shaded areas as you've reported from LOA but these are beyond my ability to fix and as they have no real effect on gameplay I think it's safe to just ignore them at the moment.

Hello poeple first thing, thank you for this mod (is perfect).

But i have problem Rending aura: Arrow bane dont work, and writes this Natural bond + Feral wrath < 2
Here is screen http://photo.uloziste.com/?fotka=d5e77c6209eb4b21.jpg&d=x6adce83491772ab&size=0.

And here is my resources files http://photo.uloziste.com/?fotka=4b0e10020205a4a8.jpg&d=x741111d5a40b196&size=0

Voicess.ds2res, Soundd.ds2res, Objectss.ds2res the files are from DS1, after Hex edition

First; Welcome to SiegeTheDay Legosp. Smile

Rending Aura: Arrow Bane instructions are here: http://www.dungeonsiege2.net/ds2fun/mods/a-z.php

> level 100 is from my mod located at : http://www.4shared.com/zip/jpcBS1Ta/BW-More_Hair_Plus_V4.html

I've been recently tweaking Kingdom of Ehb fixing some bugs and adding a couple of things.

One feature I'm working on is dynamic battle music and intro and defeat text for miniboss encounters. It's working very well except that cmd_mood_on_event which I'm using to change the moods and thus music, is very buggy. While the flicks that control the miniboss's text work 100%, cmd_mood_on_event fails about 10% of the time. The music either cuts out prematurely or doesn't stop on the miniboss's death. This is completely random. If you repeat the fight it mightn't occur or vice versa.

There is a setmood command for flicks which I've tried and it works, but only for the catalyst (party member) that triggers it. If that party member gets knocked out or you change party members for any reason, the mood will cut out. It's also not very useful for ending the battle theme at the end of the fight as the catalyst would then be the monster and not any party member.

I could also use the change_mood trigger but it has limitations as well.

If it helps I can post the map and current DS1_Logic which has all minibosses up to the Subterranean River done (actually up to the Bandits encounters in the dark forest but those aren't tested yet). There'll eventually be up to 30 more minibosses to fight in Ehb and some will have new skins (just simple retextures). I also sort of fixed a couple of early encounters like the Grizzly Bear, where they could possibly follow you outside of their cave and thus mess up the mood sequences, by simply using the mood that's found outside of the cave.

@Iryan: I'm sorry to read that cmd_mood_on_event couldn't help you here. Basically it's just a mood trigger with an alternate manner to accept/find party members, well possible that it isn't sophisticated enough.
Try to stick with two common/existing mood triggers then and (de)activate them if the monster is dead - even if this method means that the radius/spheres of the triggers have to be pretty large, specially when restoring the old (or post-battle) mood.

As mentioned once in a recent PM, a real battle track feature is quite hard to realize, in particular with the existing means. Sad

You also could pick up your own idea again using a sound emitter. Select a soft background music for the mood (or none) not to conflict with the emitted sound. Fading in/out may be a problem here, perhaps you could use 3 sound emitters, one to fade in, one to loop the main part, and one to fade out - but it would need a good timing and some audio editing work too.

KillerGremal wrote:
@Iryan: I'm sorry to read that cmd_mood_on_event couldn't help you here. Basically it's just a mood trigger with an alternate manner to accept/find party members, well possible that it isn't sophisticated enough.
Try to stick with two common/existing mood triggers then and (de)activate them if the monster is dead - even if this method means that the radius/spheres of the triggers have to be pretty large, specially when restoring the old (or post-battle) mood.

As mentioned once in a recent PM, a real battle track feature is quite hard to realize, in particular with the existing means. Sad

You also could pick up your own idea again using a sound emitter. Select a soft background music for the mood (or none) not to conflict with the emitted sound. Fading in/out may be a problem here, perhaps you could use 3 sound emitters, one to fade in, one to loop the main part, and one to fade out - but it would need a good timing and some audio editing work too.

I've had a little success in improving the reliability of cmd_mood_on_event by having a redundancy trigger from the boss_defeated flick (flicks always work unless they've been coded incorrectly) but it still fails every now and again. I'll continue with Ehb and post the map and see if anyone has any ideas and whether they think it'll still be worthwhile continuing regardless.

I have added some extra mood triggers in some areas as a test but it is a messy way of dealing with the issue.

Poking around mood_manager.skrit it states in the docs that a mood can be manually activated by Mood.SetMood( moodName, transTime ); or set it from a Go with Mood.SetActiveMusicGo( goid, transTime ); but I've no idea how to accomplish this or even if it still supported with this version of the engine. With the original DS1 engine you could activate mood_change from within an actor's instance but that no longer works.

To summarize there's two cmd_mood_on_events for each miniboss. The first one always triggers for the initial mood change to a battle theme but the corresponding change back to the normal mood upon the miniboss's death doesn't always trigger from the second cmd_mood_on_event. So you get the situation of all the monsters being dead but the battle theme is still playing.

There's also two flicks for the miniboss's intro text and defeat message. These always trigger without problems. Flick has a SetMood command that will change the mood but it only works for the catalyst that triggers the flick (so only 1 party member will hear the change in music).

I think flick would be the best way of controlling the music if there was someway of extending the flick functions and skrit so that the SetMood command would work for the entire party instead of just the catalyst.

*EDIT. Problems with cmd_mood_on_event seem to be positional rather than anything else. If I fiddle long enough I can get it working, at least in the playtesting I'm doing. The positional problem also effects mood_change triggers so if cmd_mood_on_event doesn't work then triggers won't either (I've noticed this before with other triggers).

I also noticed that we_exploded isn't a good message to trigger cmd_mood_on_event. Even for monsters that explode we_killed is better. It's just strange that flick accepts either message.

So I'll be able to release something quite reliable and let whoever interested stress test the map.

iryan wrote:
. . .
*EDIT. Problems with cmd_mood_on_event seem to be positional rather than anything else. If I fiddle long enough I can get it working, at least in the playtesting I'm doing. The positional problem also effects mood_change triggers so if cmd_mood_on_event doesn't work then triggers won't either (I've noticed this before with other triggers).

I also noticed that we_exploded isn't a good message to trigger cmd_mood_on_event. Even for monsters that explode we_killed is better. It's just strange that flick accepts either message.

So I'll be able to release something quite reliable and let whoever interested stress test the map.

Well, positional matters are imaginable. Actually I'm not sure if you should/can move a common mood trigger (on a monster for example), and if you put common mood triggers on the map then also cmd_mood_on_event may become positional sooner or later too - its functionally will stop as soon as the player crosses the trigger range/sphere of a placed mood trigger.

As pointed, cmd_mood_on_event has limitations. Beside of this issue there are several properties to assert, all need to be in sync finally.

For example, to start cmd_mood_on_event you need an event and you have to specify if this event will deliver the hero's goid as sender or as data/catalyst (as you hopefully have seen, there's a property to teach this).
Sadly there are not many ways to catch a party member (as event sender or event data/catalyst). Only party_member_within_spehere/party_member_within_box triggers may help here (relaying in the hero as data/catalyst), the send_event_when_dead component probably too (on the monster), or you can go via a flick using the preset 'CatalystNearestHero' role if the received player isn't valid.

Due to this restriction you can't use the we_exploded event - because it doesn't deliver any information about the player at all!
For such situations there must be flicks/triggers/components that is 'clever' enough to take the screen hero or the closest hero if the incoming/relayed event doesn't provide any information about the player.

 
Certainly the component used by cmd_mood_on_event could be better, however in context with a 'battle track' feature it always had to compete with mood triggers placed on the map - a competition it hardly will win without explicit/complicated/proprietary tuning for monster, triggers and region design.
So it may be too painful (or not possible) to construct such (functionally successful) mood switches everywhere.

I see your problem. I haven't tested the Mod using a full party from DS2 but there shouldn't be any conflicts.

To help track down the problem are you using any other mods at all? Has anyone else got an old DS2 party that's never played the Utraean Peninsula that they could use to try to duplicate the problem? Otherwise it may be a little while before I can try to duplicate the problem.

KillerGremal wrote:
Well, positional matters are imaginable. Actually I'm not sure if you should/can move a common mood trigger (on a monster for example), and if you put common mood triggers on the map then also cmd_mood_on_event may become positional sooner or later too - its functionally will stop as soon as the player crosses the trigger range/sphere of a placed mood trigger.

As pointed, cmd_mood_on_event has limitations. Beside of this issue there are several properties to assert, all need to be in sync finally.

For example, to start cmd_mood_on_event you need an event and you have to specify if this event will deliver the hero's goid as sender or as data/catalyst (as you hopefully have seen, there's a property to teach this).
Sadly there are not many ways to catch a party member (as event sender or event data/catalyst). Only party_member_within_spehere/party_member_within_box triggers may help here (relaying in the hero as data/catalyst), the send_event_when_dead component probably too (on the monster), or you can go via a flick using the preset 'CatalystNearestHero' role if the received player isn't valid.

Due to this restriction you can't use the we_exploded event - because it doesn't deliver any information about the player at all!
For such situations there must be flicks/triggers/components that is 'clever' enough to take the screen hero or the closest hero if the incoming/relayed event doesn't provide any information about the player.

 
Certainly the component used by cmd_mood_on_event could be better, however in context with a 'battle track' feature it always had to compete with mood triggers placed on the map - a competition it hardly will win without explicit/complicated/proprietary tuning for monster, triggers and region design.
So it may be too painful (or not possible) to construct such (functionally successful) mood switches everywhere.

Thanks, I'm slowly getting there by repositioning any problematic triggers or even moving the miniboss to a safer area and the map should be released this week for testing and evaluation by others. I think the effect is worth the effort it takes but it'll be interesting what everyone else thinks.

iryan wrote:

I see your problem. I haven't tested the Mod using a full party from DS2 but there shouldn't be any conflicts.

To help track down the problem are you using any other mods at all? Has anyone else got an old DS2 party that's never played the Utraean Peninsula that they could use to try to duplicate the problem? Otherwise it may be a little while before I can try to duplicate the problem.


This has been present since the initial release of Utraean Peninsula. I thought I had made a report on it, but I must not have, sorry. I did a quick check by starting a BW pre-made character and hired 2 more for testing.

Problem seems to be from start_positions. There is only 1 initial position and any characters that cannot fit on it are sent into a sort of limbo. You can disband them and pick them back up from inn.

[t:start_group,n:default]
	{
		clothmap_pos_x		= 0;
		clothmap_pos_y		= 0;
		clothmap_pos_z		= 0;
	//	clothmap_rollover   = journal_map_location_a1_01_01_tutbeach;
	  b default = false;
		description = "Elddim, the Center of the Kingdom";
	  b dev_only = false;
	  b enabled = true;
	  i id = 0;
		mood_name = "";
	  b mp_default = false;
		screen_name = "Welcome";
		[start_position]
		{
		  i id = 8;
			position = 2.051337,-1.000000,0.186340,0xC6415DE6;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 2.051337,-1.000000,0.186340,0xC6415DE6;
			}
		}
		[world_levels]
		{
		}
	}

EDIT:

Problem was indeed the start position. Got it fixed but moods are still not functional on initial entry.

New coding:

[t:start_group,n:default]
	{
	  f clothmap_pos_x = 0.000000;
	  f clothmap_pos_y = 0.000000;
	  f clothmap_pos_z = 0.000000;
	  b default = false;
		description = "Elddim, the Center of the Kingdom";
	  b dev_only = false;
	  b enabled = true;
	  i id = 0;
		mood_name = "";
	  b mp_default = false;
		screen_name = "Welcome";
		[start_position]
		{
		  i id = 1;
			position = 2.051337,-1.000000,0.186340,0xC6415DE6;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 2.051337,-1.000000,0.186340,0xC6415DE6;
			}
		}
		[start_position]
		{
		  i id = 2;
			position = 1.245351,0.000000,-0.683847,0xDB2E2DA2;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 1.696284,0.000000,-0.501113,0xDB2E2DA2;
			}
		}
		[start_position]
		{
		  i id = 3;
			position = -3.830429,0.708094,0.449527,0xD2E1B967;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = -0.779971,0.000000,-0.338092,0xCAF63FCF;
			}
		}
		[start_position]
		{
		  i id = 4;
			position = 0.208779,0.718756,0.085129,0xCA7BB14D;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = -1.248366,0.000000,2.493267,0x66385B98;
			}
		}
		[start_position]
		{
		  i id = 5;
			position = -0.681492,0.715424,1.081458,0x8C07A786;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 0.330120,0.000000,1.873428,0x6168681D;
			}
		}
		[start_position]
		{
		  i id = 6;
			position = -1.669790,0.767894,1.579842,0x48331155;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 0.037865,0.000000,-0.154900,0x05E056E4;
			}
		}
		[start_position]
		{
		  i id = 7;
			position = 0.632431,0.706524,1.637747,0x0B0E4717;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 1.588087,0.000000,-0.515390,0x1E9F4866;
			}
		}
		[start_position]
		{
		  i id = 8;
			position = 3.228986,-0.295717,-1.161763,0xC6415DE6;
			[camera]
			{
			  f azimuth = 0.500000;
			  f distance = 20.000000;
			  f orbit = 0.000000;
				position = 2.051337,-1.000000,0.186340,0xC6415DE6;
			}
		}
		[world_levels]
		{
		}
	}

PhoeniX wrote:

This has been present since the initial release of Utraean Peninsula. I thought I had made a report on it, but I must not have, sorry. I did a quick check by starting a BW pre-made character and hired 2 more for testing.

Problem seems to be from start_positions. There is only 1 initial position and any characters that cannot fit on it are sent into a sort of limbo. You can disband them and pick them back up from inn.

I must apologise as you're completely correct. Thanks PhoeniX for picking it up again. This bug has been reported a couple of times and has been around since KillerGremal's initial release of the map.

I did fix the problem earlier but somehow it got back into the current build, probably when I was playing around with the extra start positions in an earlier beta. The wrong copy of the start_positions.gas must have been used.

It shall be fixed promptly and the map re-released shortly with the new beta of Kingdom of Ehb.

Sorry for the problem.

Not a problem. It is difficult to keep everything separate for several different projects.

I have problems focusing on 1 without things creeping in. Smile

@Iryan: Try once to remove [t:start_group,n:default] completely from the file.
It just may disturb DS2 to take the intended default which is [t:start_group,n:elddim] (it has default = true, [t:start_group,n:default] has not).

Also [t:start_group,n:default] has an ID of zero, which is an invalid ID (skrit throws up an error it you try to set it on zero).

There's a new beta for Kingdom of Ehb that incorporates the new dynamic battle music for boss encounters that I've been working on.

As such an extra 37 minibosses have been added to the map to make a grand total of 100! (there were 45 mini type bosses in the original DS1 map). Some of these have had retextures to try to make them stand out a little from the standard monsters.

There's 16 battle tracks (17 counting the main boss track) split into different regions (ie farmland, snow, crypts, wesrin cross dungeon, etc) so that the battle tracks have some variety. Now when you encounter a miniboss the battle track music for that region will play and an introductory text displayed for the monster. When the monster is defeated a defeated message will display and the regular music for the region resumed. If you run away from the boss the battle music will halt and should resume again if you re-engage the boss. Thanks go to KillerGremal for the coding to make all of this work.

http://www.siegetheday.org/~iryan/files/DS1_Map_World_Beta_9c.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_9c.ds2res
Readme http://www.siegetheday.org/~iryan/files/DS1_Map_Pack_for_Dungeon_Siege_2_Beta_9c.txt

There may still be issues regarding how the dynamic music works so if you encounter a miniboss and it doesn't work as expected please let me know. Half way through I discovered a method to hopefully improve the reliability of the music (especially stopping when the miniboss is defeated) and have retrofitted it to the rest of the flick scripts but there may be errors.

Also DS1_Logic is a lot bigger because of all the new music tracks and art. Eventually it'll be absorbed into DS1_Content.ds2res

Let me know what you think of the dynamic music and indeed the tracks used. It has been a hard slog finding tracks that are free to use that are suitable. If you have better alternatives let me know.

PhoeniX wrote:

This has been present since the initial release of Utraean Peninsula. I thought I had made a report on it, but I must not have, sorry. I did a quick check by starting a BW pre-made character and hired 2 more for testing.

Problem seems to be from start_positions. There is only 1 initial position and any characters that cannot fit on it are sent into a sort of limbo. You can disband them and pick them back up from inn.

This should now be fixed. I simply commented out the default group so the map is now loaded from Elddim as KillerGremal suggested. Even though Elddim was already the default, the default group was taking priority (even though it was marked default = false). The Intro NIS works, moods are present and all party members show up.
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Beta_9c.ds2res

It hasn't been said enough, but thank you Iryan and KillerGremal for all the hard work you guys have done in getting these maps together.

You have selflessly devoted a great deal of your time and efforts to making the game more enjoyable for others. Smile

PhoeniX wrote:
It hasn't been said enough, but thank you Iryan and KillerGremal for all the hard work you guys have done in getting these maps together.

You have selflessly devoted a great deal of your time and efforts to making the game more enjoyable for others. Smile

I must agree with PhoeniX, Thank You Iryan and Thank You KillerGremal, You are doing a great service for the Dungeon Siege Community. Thank You Elf

bare_elf wrote:
PhoeniX wrote:
It hasn't been said enough, but thank you Iryan and KillerGremal for all the hard work you guys have done in getting these maps together.

You have selflessly devoted a great deal of your time and efforts to making the game more enjoyable for others. Smile

I must agree with PhoeniX, Thank You Iryan and Thank You KillerGremal, You are doing a great service for the Dungeon Siege Community. Thank You Elf

That's okay, I enjoy it and am glad that there's others like you that enjoy the game as well. Dungeon Siege has always been one of my favourite games and has the advantage that it can be modified. My other favourite game series, Grandia, Star Ocean and Final Fantasy (VIII, X & XII) don't have that benefit so no matter how much you love them they don't give you a new experience (though there's a hardtype patch available for Grandia 2 PC version that's been completely coded with Hex Editing!).

And I'm sure that KillerGremal will agree with me that having people like you, PhoeniX and all the others here at Siegetheday gives us a lot of motivation to tinker endlessly. So thanks to all of you too.

iryan wrote:
. . .
And I'm sure that KillerGremal will agree with me that having people like you, PhoeniX and all the others here at Siegetheday gives us a lot of motivation to tinker endlessly. So thanks to all of you too.

Absolutely, it's great to have players who give you a feedback. It may motivate for sure but it's also a bit necessary 'to make the things good' - it's nothing worse than uploading a mod with an evident lack, a lack just because your own tests were one step too short (and motivation it not the only variable here).

Generally it's amazing how far all the DS1=>DS2 affords advanced meanwhile. Smile
Originally it was just a technical playing around with DS1 nodes to hopefully get some more (play)ground in DS2 once.
Actually were was not much to play initially, rather a paltry landscape to wander around and to rediscover. However when I go now to Elddim for example, it's great to see how much vitality there is and how much entertaining it has become! Smile

As far as the broken bridge. The boss monsters with music and text are very nice.
Elf

Ehb tests up to Jeriah's cabin so far.

Battle Music for all encounters in Glitterdelve Mines are not initiating.

In Arctic Cave, 2 of the 4 encounters (Frost Warrior and Frost Archer) the battle music remains after boss is defeated. Town Portal did not clear it up, but retreating to previous moods reset the music. Frost Mage and Frost Dragon music starts and stops as intended.

The mage party members join with staff equipped in shield hand for all maps.

And Kroduk is a gentleman. He will strike you with his gloves and challenge you to a duel. Smile Gloves are equipped es_weapon_hand instead of es_forearms.

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