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Arcanum Arcanum Multiverse Edition

Discussion in 'General RPG Discussion' started by Junmarko, Mar 12, 2017.

  1. Anomander Rake Self-Ejected

    Self-Ejected
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    Goral if you disagree with my request know that i m not forcing the customization down your throat. I asked for a chance to make the Player change it. If you like it the way it is good for you. Just dont change it
     
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  2. Goral Arcane Patron The Real Fanboy

    Goral
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    You want Drog to waste time on something as insignificant (plus you're linking to a post instead of posting it here to save time but whatever). It's a stupid idea IMO and I'm just showing my disapproval. The whole god blessing is just an interesting feature in Arcanum and a HUGE bonus but completely unnecessary to be successful. You might as well use cheats to become a demi-god. And it's better IMO that some builds are better than others, that's how it should be.
     
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  3. Anomander Rake Self-Ejected

    Self-Ejected
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    Just open effect.mes with notepad and you Will have the blessings right in front of you. I just need to know if it is possible to switch the last one with allocation points. The end
     
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  4. Black Angel Arcane

    Black Angel
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    Guys, I'm kinda retarded and not following the entire process of Drog taking over the Multiverse Edition mod's thread for himself, so does ME and the new HR patch separated from each other and had to be installed one after the other? Or is there some special steps that has to be taken (kinda like making compatibility patch)?
     
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  5. Drog Black Tooth Self-Ejected

    Self-Ejected
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    This Multiverse mod originally started as a Russian language translation project, then they stuffed it with as many mods as they could find online + back-translated the whole thing into English. It's pretty buggy. IMO, no reason to bother with the current (possibly last) version of this thing if you're not a Russian speaker.

    Just one example, they didn't understand the way the the UAP patches prototypes, so a lot of items have broken stats. And then their "former" meth head (seriously) modder/project leader decided it would be a good idea to mess with p much every single map location (this blade of grass is 2 pixels off, must fix!) leading to probably numerous fuck ups all over the place.

    But who am I to tell anyone what to do with their game.
     
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  6. Master Arbiter

    Master
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    Hey sup Drog. Say is it possible to restore that "walk on water" spell? So we can add yet another way to pass the bridge thieves in Shrouded Hills.
     
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  7. Drog Black Tooth Self-Ejected

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    Yeah, there's a water walking spell flag in the game which is set by the Body of Water spell. In the final game it simply makes your character sprite not "sink" into the tiles with knee deep water (e.g. sewers). It's possible to add an extra check in the engine to make one able to walk over the "deep" water tiles with this flag. The water elemental is slow af, so this wouldn't be too game breaking, it would take an absurd amount of time to walk to any of the world map borders or even just the Isle of Despair. But you'd be able to walk over some rivers and what not, which could be fun.
     
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  8. Master Arbiter

    Master
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    If its possible, it would be cool. You could access northern part of the map earlier through Vendigroth Wastes, get to Caladon by sea and some other cool stuff.
     
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  9. Yrvyne Novice

    Yrvyne
    Joined:
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    Location:
    Malta, Europe
    Greetings, Travellers. A comment on Reddit saw me here... Imagine my surprise when I finally come across RPGcodex to find living, existing threads of Arcanum. My efforts to liberate Terra Arcanum gone up in smoke...

    Enough... Kerghan.


    Just like most players, I have been playing Arcanum for over a decade. Along with Doom (1996) and Front Mission 3 (PSX), Arcanum forms my Top 3 Games list.

    My only sensible contribution to the Arcanum community was the following gameplay video (and a couple more that suck widely!).



    Meanwhile, I thank you, Drog Black Tooth, for your mods throughout the years. Two weeks ago, on my discovery of RPGcodex Arcanum threads, I was ecstatic that you were modding again but shat all over the place on reading your notice that you were (re-)abandoning the project. Now it seems that you're resuming... So, cheers!

    I am also writing here to add my thoughts and suggestions. To put it in suck-less words: to increase your workload since I am unable to create/edit extensive code or imagery. My best is a simple script for ePSXe on Linux otherwise I can contribute by writing tutorials, for my modding skills are redundant.


    Real-Time Mode

    Plowing through this Multiverse thread was quite a piece of work! The general consensus is a preference for Turn-Based play. However, I am from the minority that plays exclusively on Real-Time mode.

    All I ask is that RTm is not nerfed. Sure and by all means, please improve TBm but do not take away the fun from us few who prefer ganging on enemies all at once.

    Should you still want to remove RTm, may I suggest that RTm is optionally restored by means of a download/patch that undoes all the improvements and enhancements of TBm and reverts to the previous vanilla battle experience.

    In my case, I wouldn't be able to enjoy the game if new UAP and all the other enhancements put together completely remove Real-Time combat.

    Another alternative would be to have two releases. One with RTm completely removed and the other with RTm reinstated but may be disabled by default (for those inclined towards TBm but would rather have both).


    BUG: New Virgil Cheat Mode

    Brilliant idea to finally put to good use GB's ring!

    At Caladon's cemetery, on the Tsen Ang Book main quest, Virgil strays from the party <spoiler>to proceed to his brother's tombstone</spoiler>, however, he automatically starts either the Blimp Crash dialog if GB ring is not equipped or the cheat menu if GB ring is on.

    [​IMG]

    [​IMG]


    Virgil Cheat Suggestions

    Instead of adding other enhancements independent of UAP that may break the game or force you to carry a friggin' loaf of bread, could Virgil also provide for the following:

    Bullets, arrows(, kettles, batteries) = no weight whatsoever
    No encumbrance (carry bread cheat!)
    Level cap - toggle whether level cap should be up to level 127/100 or 50. (many are against 127/100, thus, the toggle....) (I am aware of the Give 10 Experience Points cheat but having a huge level range affects mods such as Orc / Molochean (ganging)


    Velorien's Blessing

    Personally, I would leave the blessing as is seeing that changing it is more of a personal preference case. 'effect.mes' does the trick!

    However, if you deem that it needs change, I would opt for neutral enhancements.

    Vanilla-speaking the gifts give no real benefit except for the health and fatigue boost. I would never wait until Vendigroth to have my Firearms, Dodge and the other skills jump-started. Neither do I agree that it should increase Attribute Points. Speaking for myself, I usually have the required ones maxed by the time I reach that altar.

    My idea is to boost under-the-hood stats that cannot be increased by dropping experience points on them.

    The chosen values may seem blatantly over the top but my reasoning is that the blessing bestowed by the most supreme deity in Arcanum would be hardcore:
    • maxhps +50%
    • maxfatigue +50%
    • healrate +50%
    • ac +50
    • crithitchance +50
    • crithiteffect +50
    • critfailchance -50
    • critfaileffect -50
    • damage +20
    • speed +20
    Add the following for GOD mode:
    • resistdamage min 95
    • resistmagic min 95
    • resistfire min 95
    • resistelectrical min 95
    • resistpoison min 95
    Miscellaneous:
    • maxfollowers +2
    • carry +5000
    Can alter gameplay:
    • reaction +50
    • goodreactionadj *2
    (in my experience while playing as an evil bastard, many benevolent folks and arc-relevant NPCs did not give the expected/scripted dialogue or trigger a fight because of an abnormally high positive alignment)

    Status names are taken from effect.mes. Caution: max-of-5 limit from each type.

    To mitigate such a powerhouse of a player, the final boss would need some power boost!


    Regeneration Shell

    Following the requests to re-do most spells, I suggest that max-leveled and fully magick aligned players are given a dialogue to unlock the Regeneration Shell (maybe at Tulla?) that Nasrudin, Arronax and Kerghan make use of.

    I mean this as a side quest. And because this directly influences the game's outcome, imagine a battle between two full-fletched wizards/necromancers/magick beings companion-less battling it out ad infinitum in the Void...

    Arguments against are
    • magick in vanilla Arcanum is already over-powered and
    • an effective and storywise method is required to defeat the final boss. Imagine how hypocritic the situation would be when neither *mancer can be defeated except that the player has the nerfing device.

    Ogre vs Half-Ogre


    I am of the opinion that just 2 points of extra strength (from 24 to 26) do not do justice to ogres. They are known for their unrestrained brute force which half-ogres' derives from. Maybe 30 would be a more fitting value.

    Restraints in max beauty, charisma, and intelligence seem sensible to me.
    • Beauty max 8
    • Charisma max 9 (for possibility to recruit drunk half-ogre)
    • Intelligence max 5
    Argument against is the hard limitation imposed by game's code; may require some series code alterations to accommodate such a request.


    Ranged Automatons

    May I propose a ranged/gun-wielding automaton.
    Sources 1, 2 and 3.

    For their sprites, I would go the mechanical arachnid way: colour-coded.
    • Melee: grey (standard)
    • Firearms: brown
    • Ranged explosives: red
    • Ranged poison (poison gun): green
    • Ranged electric (tesla rod/gun): yellow
    Argument in favour is that since tech is underpowered (besides increasing guns' damage, that is) and the Summoning College summons all sorts of beasts, how about an army of ranged war mongers!?

    Argument against is the need to create accommodating code and imagery in relation to their schematics. I can supply the required text (I know, the easy part!) should this ever be implemented.


    Simple, simple request

    Can you please add a key-ring to the start-up merchant?

    Usually, the first opportunity for purchase is in Tarant, unless I bug Shrouded Hill's gnome every consecutive day.

    It is an indispensable utility for key collectors, like me...


    End-Of-Game Merchants

    I am aware that certain items, weapons, and armor will be available more frequently but may I propose that select merchants, exclusively sell high-powered wares.

    Tech:
    • All schematics shop
    • All guns shop (including those that can be crafted from schematics)
    • All high-tier weaponry and armors (including those that can be crafted from schematics)
    Magick:
    • All Arcane weaponry and wares
    • All scrolls shop
    • All accessories shop
    Once the main quest hass advanced to before venturing into The Void, select Caladon or maybe Roseborough individuals have their standard dialogue altered to accommodate shopping options. Since one may have followers from both the technological and magickal disciplines, the merchants are not to be affected by the player's technological/magickal aptitude.


    Tutorial Update

    Drog, could I please ask that the tutorial has the FAQ updated with the usage of these flags:
    • -scrolldist:0
    • -scrollfps:70
    • -doublebuffer
    This because info about these flags is in various threads on many websites and thought of having all of them under one roof.

    Conclusion

    I know this post is huge but I hate spamming and hijacking a thread with loads of single suggestions and ideas posts. I prefer grouping them into a long-ish one.

    Future postings will be shorter, I promise!

    Alas, were I not intrigued by Arcanum's mechanics and gameplay and the fact that modding is once again experiencing a strong push forward, I would have simply forsaken the game and left it to its tragic desolation.

    So, let's gang up, team up and help out. We can all contribute, I'm sure. Drog Back Tooth, throughout his various threads and in this one, has fairly frequently called for assistance. So I suggest, a list with the needed jobs for completion is created and those capable to assist in implementing the required code/imagery so DBT can assimilate them into a final mega mod.

    Out, now, I'm out!
     
    Last edited: Jan 11, 2020
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  10. Macbeth Learned

    Macbeth
    Joined:
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    Drog Black Tooth,

    Hello bro. Long time no talk. You're not in Skype these days. Are you ok?

    You're not correct in your opinion, but... hm... it's your opinion.

    Well, I'll start from the beginning.

    There was a some kind of pause (1-1.5 month) in our work, but now we're back to work and beta-version is ready and under test. It's not 8 years, ha? ;-)

    I still don't know if you play AME or not (I doubt you played), but we DO NOT have any critical bugs. We find some from time to time (thanks to Sergio), but in 80% they are original bugs.
    If you have any bugs to report - let me know, we'll make AME better, ah?
    If you don't have, then what are speaking 'bout, bro?

    AME is totally NOT a mess of mods-all-over-the worls. You're completly wrong with this. We're trying to implement only best features. From UAP also, you know it.

    Have no idea why did you mention this. It's true English version. We just translate from Russian to English only those parts that we add or fix. If somthing was missed we add it.
    Yes, project was made for Russian community mostly, but... what does it change if we're using original English too?

    Corvell was very tired so he took a rest. And yes, he is very scrupulous with his favourite game. I don't see any problem with it. Sorry, can you show us "fuck ups"?

    So mainly I really don't understand why and for whom did you write that post. We're not even competitors. AME has its own way, and we like it. A lot of users like it too.

    I hope you're ok and we'll continue our conversation (including Skype) to make Arcanum better.

    And don't forget, that this thread was made for AME. We appreciate UAP, but you can discuss UAP in your personal thread.


    Guys, I'm official member of AME team. If you have any questions about AME - wright me directly. Better in PM. I visit this forum not every day.
     
    Last edited: Jul 9, 2017
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  11. Corwell Novice

    Corwell
    Joined:
    Jul 9, 2017
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    Location:
    Russian Lodka
    Hi guys! Thanks to the efforts of Junmarko it became reasonable to pay more attention at the international level (thanks for the topic, buddy!).

    I will not write much, feel free to ask.

    Version 1.3.1.0 is under development. At the moment, we have suspended the release of updates for 1.3.0.0, so that the release includes as many innovations as possible. Some of them have to be postponed for reassembly due to possible compatibility problems with old save-files.

    Just a few days ago we started testing the beta version 1.3.1.0.
    It is important for us that the impressions of the game in the English version of AME are similar, therefore we welcome the help of the English-speaking audience. If desired, we could even open an English-language technical support section on our forum if such contenders were found.

    Then why do not you explain everything again so that we understand everything?
    The only errors in my memory related to prototypes have already been fixed VERY long time ago. But you've mentiond them rather often. We all learn from our mistakes, don't we?

    I do not understand how these facts can compromise me. Yes, I consider it a good idea to exclude visual flaws. Why not to fix it for AME, doing a large-scale redesign in SEM? And this despite the fact that each project has its own concept. So my hard work with Mapper's Mod does not take away the fact that I know a lot of things in modding Arcanum.
     
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  12. Drog Black Tooth Self-Ejected

    Self-Ejected
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    :roll::roll::roll:
     
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  13. Anomander Rake Self-Ejected

    Self-Ejected
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    I know that I may sound annoying, but I'm really looking forward to playing the new version. Please releaseeeeeeeee ittttttttt
     
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  14. Macbeth Learned

    Macbeth
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    You may try beta-version. Wright PM to Corvell if you want to test.
     
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  15. Macbeth Learned

    Macbeth
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    Sorry, I forgot that beta is in Russian only.
    Anyway, release will be soon.
     
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  16. Anomander Rake Self-Ejected

    Self-Ejected
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    okay, thanks.
     
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  17. Hirato Purse-Owner Patron

    Hirato
    Joined:
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    Location:
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    Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
    Macbeth Corvell

    Maybe one of you two can help me instead, can either of you tell me how the various files of arcanum are read, eg the ART, map, or prototype files?

    If you do, please share,
    Though it to be useful to me, I will need whatever you have to be structured similarly to this, which is just a quickie I wrote up to describe Arcanum's DAT files.
    Code:
    The dat files are structured in this order
    
    1. Series of zlib deflate streams
    2. number of DatEntry items
    3. The DatEntry items
    4. DatFooter
    
    So to read it, you first jump to the end of the file, then you back up sizeof(DatFooter) bytes and read the footer.
    The DatFooter looks like this and weighs 28 bytes.
    
    struct DatFooter {
       char uuid[16]; //no idea what this is used for
       char magic[4]; // should be 1TAD to indicate a valid file
       uint filenameTotalBytes; // size in bytes of all filenames in the archive put together, serves no purpose unless you want to address the items in one big buffer
       uint datEntryStartFromEnd; // basically a sum of bytes of everything written that isn't a deflate stream
    };
    
    Once you've read the footer, you should be back at the end of the file.
    You now want to backup datEntryStartFromEnd bytes so you jump right after all the deflatestreams in the archive.
    
    So basically you want to now fseek(archiveStream, filesize - footer.datEntryStartFromEnd, SEEK_SET);
    Here you read an integer from the file, and this is the number of DatEntry objects that are in the file, then you just iteratively load them.
    Each DatEntry object looks like this:
    
    struct DatEntry {
       enum EntryType
       {
           STORED     = 0x00000001, //It's just stored, not a deflate stream
           COMPRESSED = 0x00000002, //deflate stream
           DIRECTORY  = 0x00000400  //a directory
       };
    
       const char *filename;
       uint unk_value; // no idea, probably a crc or an offset
       EntryType type;
       uint originalSize; //size of uncompressed blob
       uint deflateSize; //size of the deflatestream blob
       uint offset; //position in the fileStream where the deflatestream blob starts
    };
    
    To read the filename, you read an int, this will get you the string size to allocate. Then you read size bytes from the stream; the filename read includes a terminating '\0' character so you do not need to account for it.
    Then you read another 5 integers and store them in the respective fields and you're done.
    
    To then load a file, you just jump to the offset and use your favourite tool/library to 'reinflate' the deflate streams - eg zlib
     
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  18. Corwell Novice

    Corwell
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    Location:
    Russian Lodka
    We work with the structure and sequense of DAT files. That meanes we put in one DAT graphics, in the another DAT - sound, in the third - resources with Russian-language or English-language content, depending on the language of the game (such DAT-file has ENG and RUS versions).
    If you just need this, then we'll tell you everything. If you need something at the programming level, then we cannot help you, 'cause we're not coders (despite the fact that we use WinHex for some purposes).
     
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  19. Hirato Purse-Owner Patron

    Hirato
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    Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
    I kind of want to make the OpenMW equivalent of Arcanum.
    Alas I have absolutely no reverse engineering skills to speak of, and seemingly the people who have reverse engineered the formats with some success have just disappeared off of the face of the earth.
     
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  20. Macbeth Learned

    Macbeth
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    This stuff is too ambitious for anyone, if you don't have a team and budget...
     
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  21. Sitra Achara Arcane Patron

    Sitra Achara
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    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
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  22. Macbeth Learned

    Macbeth
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    In the following version max level will be 100.
     
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  23. YES! Hi, I'm Roqua Dumbfuck

    YES!
    Joined:
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    2,088
    I just want to thank any and all modders of Arcanum and other great rpgs. And I am also looking forward to the next release. Thank you guys.
     
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  24. luj1 You're all shills

    luj1
    Joined:
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    auto-level schemes are still locked for me. I'm using Multiverse 1.3.0.0.

    Am guessing that's a newer release of UAP from the one integrated with Multiverse?
     
    Last edited: Jul 19, 2017
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