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Arcanum Arcanum Multiverse Edition

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Drog Black Tooth

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I thought I'd pop in from TA as I'm not sure how much active the patch thread will be there.

Good work on the patch as I mentioned over at TA Drog. Something that came up recently on the Arcanum reddit is re-skinning the machine plate half ogre sprite, might this be possible by scaling up the human sprite for machined plate (in the same vein as the work your looking at doing to make female halflings/gnomes playable)? I know the bulk might not be quite right for how broad half ogres are, however it's still better than the current situation where the sprite is just the same as any kind of plate. A minor detail, but an annoying one. Thoughts?
Very nice to see you here!

As to your proposal:

But ogres have a hunched back, it would look kinda weird...

Actually I kinda like this solution of Troika's and I've implemented the same hack for orcs as well, so that now Gar and any other character with an orc sprite can equip machined/electro etc plate, normal "classic" plate armor sprites will be used.

I'm developing an optional "race mod" that adds all the missing coding to make dark elves, full ogres and full orcs to be fully playable as player characters. You can see some screenshots of it thru out this thread.

I thought about scaling down the ogre sprites to give more clothing/armor options to orcs, since they're essentially the same model, just with a different skin color and and not bald. But this is probably better done in the actual files, and not code, since you'll need to change skin color and swap heads.
 
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Drog Black Tooth

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Also, yes, I've recoded that big map menu for the current patch:
Aw3mT6L.jpg
 
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Drog Black Tooth

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Say, any of these new patches include the critically acclaimed Modesty mod?
LOL, but I've actually thought about adding new underwear colors to some race/gender combinations.

You probably noticed that one of the girls at Madame Lil's has a pink swimsuit/lingerie. Well yeah, we could add that to female humans for example, and make a blue/green version for elven chicks.

Or black boxers for ogres? The possibilities are endless!
 

Jojobobo

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Very nice to see you here!

As to your proposal:

But ogres have a hunched back, it would look kinda weird...

Actually I kinda like this solution of Troika's and I've implemented the same hack for orcs as well, so that now Gar and any other character with an orc sprite can equip machined/electro etc plate, normal "classic" plate armor sprites will be used.

I'm developing an optional "race mod" that adds all the missing coding to make dark elves, full ogres and full orcs to be fully playable as player characters. You can see some screenshots of it thru out this thread.

I thought about scaling down the ogre sprites to give more clothing/armor options to orcs, since they're essentially the same model, just with a different skin color and and not bald. But this is probably better done in the actual files, and not code, since you'll need to change skin color and swap heads.
Fair enough, I was thinking along the lines of the machined plate correcting their posture, however it's never really an issue that's bothered me really just thought I'd mention it as it was on the reddit recently and you seem to currently already be working on sprites as you mention for other races. I'll chime in if I think of anything else worthwhile, but otherwise keep up the good work!
 

Major_Blackhart

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I'd like to see new palettes for different sets of armor. Gotta admit GAR looked badass in bronze plate. But then again, he looked even more monstrous in Elite Plate Armor.
Was wondering if you had any plans to change the models, or improve on the animations? Specifically, the models of guns in-game could use some improvements.
 
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Drog Black Tooth

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I'd like to see new palettes for different sets of armor. Gotta admit GAR looked badass in bronze plate. But then again, he looked even more monstrous in Elite Plate Armor.
Was wondering if you had any plans to change the models, or improve on the animations? Specifically, the models of guns in-game could use some improvements.
One of the things I'm doing is restoring many cut animations from a leaked beta version, here's what they do:

-- Low attacking animations for all weapons and also most monsters. In the final release only bows and unarmed attacks (i.e. kicking a fallen foe) have low attack animations. But now all stock humanoids, most monsters and even unique NPCs (those using various custom clothing/armor not available to the player, e.g. Nasrudin or Joachim) have such animations. E.g. if an elf (a biped) is shooting a wolf (quadruped) with a pistol the game will show him aiming low. Same goes for melee weapons, the character will be hitting from overhead.

-- Walking animations with weapon/shield visible. Basically you can enter the combat mode and walk around and your weapon/shield will still be visible, even if you're not attacking. The monsters will also have a special combat mode walking animation. They probably removed these because in the final game everyone is running anyway, but I'm thinking of setting TB to walk only, so that it is less chaotic and you could also appreciate these animations.
 
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Drog Black Tooth

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In other news, I restructured most of the high resolution patch today so that it is now modular and I can swap any parts of it depending on what settings are pushed. This allows for different versions of various UI screens to co-exist in the code. Like that yuuuge map menu above.

Or another case in point, the options screen can now be "HD", just like the main menu. The background is black for the moment, but it's possible to draw w/e there.
sVa6KBV.png
 

Old One

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That's interesting. You can see how it would work by looking at the little slides on the outside of the cylinder. Two are closed, but one is open, revealing a tiny hole.

Presumably after loading all eight chambers you would open each slide, fill it with a pinch of black powder, then close it until it came time to fire. Then you would open the slide (using the little knob to grab it) and pull the trigger to touch the match to the powder and fire. After you fire you simply rotate the cylinder somehow and open the next slide for firing. It should work.

It couldn't have been too successful. It must've been expensive to manufacture and difficult to maintain in a battlefield environment.
 

Daemongar

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I've been playing Arcanum lately and just left Qintarra with your latest Terra-Arcanum patch. Drog Black Tooth thanks for all your work! Just some things I've noticed, maybe not bugs, but could stand improvement from the original.

Intelligence: Appears this may have been planned to allow you to scribe found scrolls. At least, scrolls are priced accordingly. $4-5000 for a scroll of Reveal is an incredible amount. I was selling them for $1777 each after completing Black Mountain Clan, and pretty much have more money than I know what to do with. The description itself says Int "as being the limiting factor in the learning of Spells." Either way, I'm casting teleport and using any scroll with an 8 Int. If you can't scribe scrolls, that price for scrolls should go way down.

Perception: only adds to ranged combat? Does this do more, other than a 20 Perception giving you a permanent Reveal?

Strength: Any way to have a players inventory get larger with each addition to Strength. I mean, store inventories scroll, but mine can't.

Inventory for companions: Any way to allow you to place an item on top of an NPC's item and have them equip that? Right now you must unequip an item, then place something in the empty slot. Last night I was trying to give a ring to Virgil and he auto placed on his finger 13 rings before he had no rings in his inventory and I could put a magic ring on the empty slot. I was just dumping loot rings on him to vendor. Silly me. IF I could place the ring I want him to equip on top of an item, that would work.

Otherwise, still like the game. Nice to always be thinking about what to spend the next point on, rather than just dumping into the same stats every game.
 
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Drog Black Tooth

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Intelligence: Appears this may have been planned to allow you to scribe found scrolls. At least, scrolls are priced accordingly. $4-5000 for a scroll of Reveal is an incredible amount. I was selling them for $1777 each after completing Black Mountain Clan, and pretty much have more money than I know what to do with. The description itself says Int "as being the limiting factor in the learning of Spells." Either way, I'm casting teleport and using any scroll with an 8 Int. If you can't scribe scrolls, that price for scrolls should go way down.
The IN requirement is for casting, you need IN 5 to cast any spell or use a scroll in the game. Apart from that IN only controls the number of spells you can maintain at the same time, the formula being IN/4, thus IN 20 allows for max 5 spell slots.

Perception: only adds to ranged combat? Does this do more, other than a 20 Perception giving you a permanent Reveal?
It is required for a number of skills (Prowling, Firearms, Spot Traps, Disarm Traps), but apart from that, yes, I think it is mostly useless. It doesn't even affect the accuracy, only the range, so not much point in investing into it if your main combat skill is Bow or Throwing.

Strength: Any way to have a players inventory get larger with each addition to Strength. I mean, store inventories scroll, but mine can't.
I like the idea of making the player's inventory scrollable, but I'm not sure if there's enough space for more inventory blocks in the memory/save data etc. Will definitely check it out at some point tho.

Inventory for companions: Any way to allow you to place an item on top of an NPC's item and have them equip that? Right now you must unequip an item, then place something in the empty slot. Last night I was trying to give a ring to Virgil and he auto placed on his finger 13 rings before he had no rings in his inventory and I could put a magic ring on the empty slot. I was just dumping loot rings on him to vendor. Silly me. IF I could place the ring I want him to equip on top of an item, that would work.
Yes, this pisses me off way too much, I'm currently thinking about stopping the AI from automatically equipping items if they're a party member. Would anyone object?

Otherwise, still like the game. Nice to always be thinking about what to spend the next point on, rather than just dumping into the same stats every game.
Well in the new version of the UAP you will also be able to think about powergaming the shit out of your companions as well. Or just let them auto-level, as usual, but the option to edit their character sheets will be there.
 

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That's interesting. You can see how it would work by looking at the little slides on the outside of the cylinder. Two are closed, but one is open, revealing a tiny hole.

Presumably after loading all eight chambers you would open each slide, fill it with a pinch of black powder, then close it until it came time to fire. Then you would open the slide (using the little knob to grab it) and pull the trigger to touch the match to the powder and fire. After you fire you simply rotate the cylinder somehow and open the next slide for firing. It should work.

It couldn't have been too successful. It must've been expensive to manufacture and difficult to maintain in a battlefield environment.
Pretty interesting indeed.
It has an obvious advantage over other arms of the time, though:
Being able to fire 8 shots in quick succession. I can imagine that being extremely valuable in a close combat situation (doubtful it had a very long range anyway).
I don't think maintenance would have been such a big problem. You just wouldn't do it on the battlefield, and as such, it is more of a sidearm.
Prepare it before battle, unleash righteous fury during, use your main rifle otherwise.

Definitely expensive to manufacture, though. I guess that would be the main reason it did not see too much use.
 
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would you blame me if I told you I actually like the equipping because the AI, most of the times, will actually go for better weapons\equipment and switch them accordingly? :P
 
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Drog - sorry to be bit of a fucking moron here, but is work still ongoing on your UAP 3.0 ? Also, I can relate to the anxiety shit. I have anxiety disorder myself, along with paranoid personality disorder, clinical depression & epilepsy. Take a trainload of meds for all. Shrinks are great people !
 
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Drog Black Tooth

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Go for it, manual equipping will actually save time.
would you blame me if I told you I actually like the equipping because the AI, most of the times, will actually go for better weapons\equipment and switch them accordingly? :P

Well, I tried disabling the auto-equipping thing today. Basically the game sets a flag that makes an NPC check their inventory and equip what they consider the best every time any item's been removed OR added to their inventory. Basically the flag is being set in two places and checked in the general AI function that's running constantly.

Now, we just need to add some conditions where this flag would not be used. Turns out simply ignoring party members doesn't work that well, e.g. summoned creatures are also considered party members, yet their inventory is locked, so e.g. with this solution your summoned ogres will appear naked and unarmed, since they won't equip their armor and sword. So how about: check if party member -> check if summoned, if yes to former and no to latter then skip the auto-equip flag?
 
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Drog Black Tooth

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Also, the auto-equip flag is NOT set when you just rearrange their paperdoll without adding or removing any items from their inventory. You can observe this behavior by swapping their rings from one hand to the other, they won't mind, but since their inventory and paperdoll cannot be opened at the same time, here lies the problem of you adding or removing a piece of equipment and the NPC running the "what should I wear today hmm" check again.

Basically maybe adding another context menu command that opens their inventory + paperdoll in the same interface as the player's would be a better solution.
 
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Drog Black Tooth

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ANOTHER SURVEY

How does Arcanum perform on your version of Windows and what wrapper do you use if any? GOG and Steam versions come with a simple wrapper that alleviates some of the issues on Win 8/10, but is still buggy as hell. Windows 7 and XP users, please try deleting/renaming ddraw.dll in your Arcanum folder and post results. Users of Windows 8/10, please try the wrappers listed below and again share your experience. Try running the game with both -no3d and -doublebuffer command line arguments added, and without.

I'm coding the installer and I need this information.

Currently there's 4 options:

1) No wrapper. Should provide the best compatibility on Windows XP (Windows 7?) and lower. This option will purge the said ddraw.dll on Steam/GOG installations.
2) Steam/GOG wrapper. In case this works well for somebody, then it will be an option in the installer, so that e.g. retail version users can also have it.
3) Wine 3D libraries. This one is mostly recommended for the Infinity Engine games, but it allows Arcanum to run mostly bug free as well on Win 8/10, provided you switch to the SOFTWARE renderer, i.e. add the -no3d command line switch. The original hardware renderer still doesn't work properly. And you can't Alt+Tab.
4) DDraw Compat. Honestly, the best option for Windows 10 users, it allows the game to run perfectly in both HARDWARE and SOFTWARE renderers, and you can Alt+Tab and everything. Still tho, it isn't without its drawbacks, namely you still have to add the -doublebuffer command line switch, it doesn't work in windowed mode and for whatever stupid reason it crashes the Sierra Lancher bundled in with the Steam version. (I'm thinking about replacing that launcher with an open sores one, namely this one).

'Course, any other aspring grognards may feel free to suggest other wrappers and I will include them if they produce good results, but currently DDraw Compat is going to be the default option.
 
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Old One

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I can imagine that being extremely valuable in a close combat situation (doubtful it had a very long range anyway).
I don't think maintenance would have been such a big problem. You just wouldn't do it on the battlefield, and as such, it is more of a sidearm.
The main thing I notice is that the little slides look pretty fragile. If one of them broke off, you couldn't pre-load the pan on the cylinder, but worse than that you might lose powder through the hole. I also wonder about the seal between the cylinder chambers and the bore. That seems like a tricky thing to pull off back in the matchlock era.

Anyway, it's fun to think about.

I found a little more info by searching for "Luntenschloss-Drehling matchlock revolver" in case you're interested.
 
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Drog Black Tooth

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And... the installer coding is mostly finished. Estimated installation package size (with best compression) is around 450 MB.

Will be compatible with US/UK retail, Steam and GOG.
 
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Major_Blackhart

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Some of the benefits with firearms seem somewhat pointless to me considering one thing: fights spawn at close range, a number of fights take place in close spaces, even the random encounters are very in your face.

Could the master training of firearms instead grant you bonuses to critical depending on how close the enemy is?
If within certain range, bonus to critical chance, if within another range, bonus to critical chance and ignore some dr, and then if toe to toe, bonus to critical chance, ignore some dr, and great chance to do some additional effect (cripple, stun, etc.) Depending on what you target and where
 

SDeden

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Some of the benefits with firearms seem somewhat pointless to me considering one thing: fights spawn at close range, a number of fights take place in close spaces, even the random encounters are very in your face.

Could the master training of firearms instead grant you bonuses to critical depending on how close the enemy is?
If within certain range, bonus to critical chance, if within another range, bonus to critical chance and ignore some dr, and then if toe to toe, bonus to critical chance, ignore some dr, and great chance to do some additional effect (cripple, stun, etc.) Depending on what you target and where

I agree, the bonuses for Firearms just aren't that useful. Part of it though is that most of the firearms in the game are just weak and always leave you running away and then turning to fire a shot or two and then running some more. Considering the Firearms mastery quest also forces you to commit an "evil" act you'd think it would give a more noticeable bonus.


On the topic of technology, I think one or two of the technology disciplines ought to have their degrees changed a bit. It seems silly to me that the first rank of the Smithy discipline gives you nothing. All it does is give you the capacity to make a component for other items... that you can't make yet. That's ridiculous. Pure ore could just as easily be redistributed in a game a bit more and then the first Smithy Degree could be a dagger or maybe the bladed boomerang. Flavor being something like,

"The novice smith needs to begin by pounding metal to make it light and strong, but fear not for all that waste! Pick up the scraps and fashion a cheap but deadly boomerang! Watch your opponents duck or bleed!"


Charges make sense being under chemistry, but should be a found schematic rather than learned. Otherwise about each technological discipline works by itself, though they might be dependent on certain skills. However there is no point in spending a character point to learn how to make charges when chemistry doesn't use any weapons or armor that consumes them. I'd probably just move all the chemistry schematics down and make the final chemistry degree something that transforms you into an Ogre temporarily... a play on Dr. Jekyl and Mr. Hyde sort of thing.


The hand-crafted flintlock and electric light have always bothered me. The flintlock is only ever useful right at the start of the game, and even then only moderately so. It gets out-classed pretty quickly in Shrouded Hills even and the next degree, the fine revolver, totally blows it out of the water. The fine revolver should just be the first schematic, then something else. The shotgun maybe (moderate TH but a short range weapon that requires 10 STR). That way the first four gunsmithy degrees would give you a reliable pistol, a specialized silenced version, then a fast rifle for long range, or a more STR dependent two-handed shot-gun for close range. Then after that you get your super-sniper rifle, then a one-handed shot gun, then the ultimate high-power rifle in the elephant gun. (shot-gun + hunting rifle rather than large pipe)


I've read that the electic light makes it easier to see in the dark but the effect seems to be negligible. I wonder if it is possible to modify it to give a bigger TH bonus in darkness and/or have it give enemies a TH penalty (since the bulb is so bright).

Oh, and the Elixir of Persuasion is next to useless too. I guess in some circumstances you can use it to get training in persuasion, but why bother? It should give a full (+4) rank in Persuasion and maybe a bonus to Haggling as well.

The Auto-Skeleton Key could also use a boost.



Anyway, I'm surprised and delighted to see that Arcanum is still going strong. I was thinking about it recently and the urge to go back and play it growing. Will the Multiverse work with the old CD-based version I bought from Walmart way back when the game was in stores? I don't mind re-buying it from GoG or Steam, but... the old version I've always had still seems to run fine.
 

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