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 PostPosted: Sun Oct 28, 2007 5:54 pm Post subject:  Arcanum:WIP 2.2 (Beta) Now Available
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Edit: An updated version is now available. See the Arcanum:WIP 3.0 thread.

After learning of a large number of problems with version 2 due to human and software errors, I began a dedicated effort to rebuild and debug what had gone wrong. This included having to remove the Level 127 hack and the new prototypes for the Krupps fixes.

Being reasonably certain I've succeeded, I now present this properly-packed (packed DATs) update for your game-playing enjoyment.

For those who are new to the forum, in June I made an unplanned (and problematic) release of an expansion pack I am creating for the stock game. This is not a revision like Car-Arcanum, but an attempt to add more adventures and solve a few problems in the process.

Although still far from finished, this mod is fully playable and contains most of the known bug, dialog, and teleport fixs, some of the common hacks, the Cargo Hold addition, new schematics, portraits, scenery, and a combined total of seventeen new areas to explore and conquer.

Updates include:
Added all the bug fixes needed for the A:WIP (1) release.
Added the backgrounds hack. (Updated)
Added a new start-up splash.
Four new adventures - Bear Trap, Spider Cave, Acererak's Tomb, and The Halfling Merchant Rescue.
The Halfling village of Brandybuck, including eleven new buildings. Four hobbit-holes, a smithy shed, a village market, four thatched-roof cabins and a halfling-sized log cabin.
A new merchant class - Fletcher. (Bows & Arrows)
One new Halfling follower - Wrinko Minna. (Bow, prowling, lock pick).
Weldo Rubin now has a melee/thief leveling scheme. (Bow, prowling, lock pick).
Franklin Payne's strength boosted to 18. (Minimum needed for his elephant gun)
Althea, the Shrouded Hills librarian, now has her own (initial) dialog. (updated)
“The Atlas of Arcanum” – A list of all places in the game – has been moved to the Tarant Library.
Updated Frigo Furbottom's dialog.

Known problems:
This mod is not compatible with most other hacks including the Dark Magic and the Level 127. I recommend not adding any as I kept everything I could that wouldn't cause a conflict.
A:WIP1 & 2 players - This release is not compatable with your old saved games. Sorry. You'll need to start a new game.
This mod still has unfinished scenes. Leahbo, in particular.
Acererak's Tomb: One concealed passage possibly too well hidden. Feedback needed!
Spider Cave: Cobwebs frequently conceal NPCs. Live with it, folks.
Wrinko Minna: Not full game tested.
Weldo Rubin: Leveling scheme not full game tested.
Franklin Payne: New strength not full game tested.
Althea: Still has no "After Void" dialog.
Brandybuck residents at night: Can be seen walking onto, then disappearing behind their homes.
Brandybuck in general: Only the core items - merchants, follower, hobbit-hole purchase, and side quest - are done. No secondary dialogs or rumors yet.

If this is of interest to you, then you will need:
1) A fresh, clean copy of Arcanum
2) The Arcanum_EN_1.0.7.4 patch
3) The AWIP2.2.exe
Available here: http://www.terra-arcanum.com/downloads/ ... WIP2.2.exe

Directions:
Install Arcanum and patch.
Create a temporary file inside the game. "New Folder" works.
Download the AWIP2.2.exe directly into your Sierra/Arcanum/New Folder.
Double-click on the AWIP2.2.exe to extract the files within.
Follow the directions in the !!ReadMe!!.txt



The first clue for a successful install would be behind your PC at the crash site.
There will be a wood chest with a book inside just behind and to the right.

Special thanks to Mathboy and the Administrators of The House of Lords for graciously hosting this unfinished expansion pack; to everyone willing to voice an opinion about the first release; and to Arkas for all his scripting help and suffering through all my "I just remembered....!"
e-mails.

For any comments, questions, criticisms, praise, or death-threats, I can be reached here at Terra-Arcanum.

Enjoy!

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Last edited by rroyo on Tue Apr 22, 2008 2:39 pm, edited 1 time in total.

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 PostPosted: Sun Oct 28, 2007 6:08 pm Post subject: 
 
Veteran

Joined: Aug 19, 2007
Posts: 456
Location: On the road to nowhere...
Hey rroyo, I have a question: I recently installed CarArcanum and I'm wondering if this mod works with CarArcanum installed.


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 PostPosted: Sun Oct 28, 2007 6:10 pm Post subject: 
 
Never in doubt
Never in doubt

Joined: Jan 21, 2006
Posts: 2107
Location: European Union
I haven't had the chance to try it yet, I'm knee-deep in homework, coursework and work.

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ONE DAY, IGNUS WILL KILL YOU ALL!


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 PostPosted: Sun Oct 28, 2007 6:14 pm Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Spiffy wrote:
Hey rroyo, I have a question: I recently installed CarArcanum and I'm wondering if this mod works with CarArcanum installed.


How should I put this? Not a snowflake's chance in hell!

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 PostPosted: Sun Oct 28, 2007 6:17 pm Post subject: 
 
Veteran

Joined: Aug 19, 2007
Posts: 456
Location: On the road to nowhere...
Hahaha, okay. So I should just delete it and then install this one? (In hopes of it working)


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 PostPosted: Sun Oct 28, 2007 10:28 pm Post subject: 
 
Master
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Joined: Oct 13, 2005
Posts: 104
Location: Tarrant University
list of new schematics?


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 PostPosted: Sun Oct 28, 2007 11:04 pm Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Not in the game but here's what I've added so far:

Electrolyte Solution
Create Vendigrothian Large-Bore Rifle
Create Sheet Metal (Grossenschamm)
Create Vendigroth Sheet Metal
Create Dwarven Steel
Create Dwarven Ore
Create Vendigrothian Padded Gloves

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 PostPosted: Mon Oct 29, 2007 12:11 am Post subject: 
 
Vault Survivor

Joined: Aug 16, 2006
Posts: 1037
Location: Kgl. Hufvudstaden
Oh Goddamn, rroyo! I've been away for far too long, I had no idea about all this but rest assured I'll happily download this and play like there was no tomorrow. Thanks!

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 PostPosted: Mon Oct 29, 2007 2:13 am Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Glad I could brighten your day.

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 PostPosted: Mon Oct 29, 2007 2:31 am Post subject: 
 
Deranged
Deranged

Joined: Sep 15, 2003
Posts: 5742
Is Vorakia in this?

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 PostPosted: Mon Oct 29, 2007 2:35 am Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Yep!
Your kingdom awaits, Milord.

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 PostPosted: Mon Oct 29, 2007 3:24 am Post subject: 
 
Master
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Joined: Oct 13, 2005
Posts: 104
Location: Tarrant University
I'm glad you two are having so much fun with your kingdoms.... but did you bring enough for the rest of the class? If not, spit them out and no talking!


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 PostPosted: Mon Oct 29, 2007 5:39 am Post subject: 
 
Deranged
Deranged

Joined: Sep 15, 2003
Posts: 5742
I command all of my subjects (so that would be you Telcontar) to download this and get testing for rroyo.

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Vorak and Co can run the forums fairly easily.


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 PostPosted: Mon Oct 29, 2007 11:08 am Post subject: 
 
Vorak's Tortured Pawn
Vorak's Tortured Pawn

Joined: May 10, 2006
Posts: 2778
Location: Cirith Ungol
......yes mistress :/

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 PostPosted: Wed Oct 31, 2007 9:55 pm Post subject: 
 
Nasrudin's Apprentice
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Joined: Dec 27, 2006
Posts: 1274
Location: Down by the campfire light with the ghost of old Tom Joad
Why would the level 127 patch cause conflicts?

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 PostPosted: Thu Nov 01, 2007 1:40 am Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
You know, I never did bother to find out why but whenever I added it into the Arcanum5.DAT, the Molochean Hand would develop one of two problems.
One of them would remain standing after being killed or one of the grunts would show up as a section of wall. Without it, the Hand hack works fine.

I thought I had tracked those problems back to a corrupted script, but that was only a small part of the problem.

Also, the Arcanum.exe has to be replaced for the new levels to work.
Something else I was screwing up. Not including the Arcanum.exe.

All this and more is because some of these hacks just will not work together.
I thought I got away with it for a while, but everything eventually caught up with me.

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 PostPosted: Thu Nov 01, 2007 3:30 pm Post subject: 
 
Reptilus Rex
Reptilus Rex

Joined: Feb 21, 2006
Posts: 7556
Location: In Urwaldland, blowing smoke rings in the Hookah Lounge
For some reason, adding the extra levels yourself works alright. It's just tedious.

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 PostPosted: Thu Nov 01, 2007 5:39 pm Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
You got it to work with no conflict?!

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 PostPosted: Sat Nov 03, 2007 7:05 pm Post subject: 
 
Apprentice

Joined: Feb 8, 2006
Posts: 22
Haha, I love the loading screen. (World of Warcraft I'm pretty sure.)

Anyways, I'm 1 hour in and would just like to randomly complain/critique:

I found that it's simply way too easy early on. Shrouded hills shouldn't give you access to oiled thieves leather, no matter how realistic it might seem. In the boil area, the two buildings on the street contain large amounts of money for someone just starting the game. A star ruby? Rifle? Also, Harry Baules? (Haha) The portraits may as well not even exist. They don't really match the style.

Anyways, I'm just complaining because you probably get LOADS of compliments. Heading back to shrouded hills to pick up that note in the church/library.

Edit: Also, the church, I'm guessing some of those rooms are suppossed to be off limits. Arcane robe? Sword? Also, a dresser with 300 gold? Way too much without any struggle.

Also a question: Did you make it darker at night time?

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 PostPosted: Sat Nov 03, 2007 7:59 pm Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
HurricaneAK wrote:
Haha, I love the loading screen. (World of Warcraft I'm pretty sure.)


It must be true. You're the second one to tell me.
I honestly didn't know. All I saw was a dwarf with a gun.

The inventories - Yeah, I went overboard. Eventually they'll be toned down.

Harry Baules Pawnshop was in response to Magnus' comment that he'd bought the bracelet at a pawnshop in the Merchants' Quarter. An ad for one of the Pink Panther movies was on while I was deciding on the name and .... Balls, Bawles, Baules - Harry Baules? Bingo!

As for the notes: They're a dead-end for now. Consider them as a teaser.

The portraits - If you know where I can find a few dozen portraits that matches Arcanum's style - PLEASE!! Let me know! I will be delighted to replace them. Really!

In the temple, the storeroom is to give a thief something to do, while the fancy room is waiting for the "Returned from the Void" Living One to have access to when the scripting is complete. Althea has the key but no dialog at this time for her to hand it over.
I guessing you picked the lock to get in. I need to reset the difficulty.

HurricaneAK wrote:
Also a question: Did you make it darker at night time?


No I hadn't. The vast majority of the lighting is from individual "spot-lights" and I still don't know how to tone those down for nighttime.

At any rate, enjoy the new adventures, ignore the extra treasure if you want, and thanks for playing!

BTW: When you make it to the Iron Clan, would you be good enough to let me know if I've made the clues too simple?

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 PostPosted: Sat Nov 03, 2007 10:17 pm Post subject: 
 
Apprentice

Joined: Feb 8, 2006
Posts: 22
Alright, I'm terrible at photoshop but I think you should try and retain a certain style, aka: copy the same backgrounds, and have 19th century style portraits.

Image

Once again, I can't really help you with this but I think you know what I'm trying to say. Maybe the whole community should get involved with their excellent photoshop skillz and make some portraits.

Edit: Just went to Brandybuck. Wow. It made me smile. Now, because you probably just want to hear complaints: Too many rocks of the same type as fencing. Try some other stuff. Also, same with potted plants. And if you have time, you should try and make some npcs with original dialogue. Just say, "haven't seen a visitor here in years!" or something of the sort. Also, maybe decrease the hue/saturation on the boots in the boot store. Look too bright. I'll look for some new music in case you care.

Double Edit: Have you looked at this! (Sorry, I'm excited.) Made by ben houge, same guy of arcanum. http://newspics.rpgdot.com/gallery/34/Music/arcanum_in_memoriam.mp3

Triple Edit: Wow, all of my save games just corrupted. :cry:


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 PostPosted: Sun Nov 04, 2007 1:45 am Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Glad to hear your initial reaction to Brandybuck. I tried to get the general feel of Hobbiton and the sound clip from "Concerning Hobbits" went a long way towards offsetting the limitations of the Arcanum artwork.

Sorry to hear about your saves. That always sucks.

Now then - The portraits: I've added tinkering with the pictures on the to-do list but it's near the bottom.

The fencing will have to remain as-is until I find suitable rock-wall artwork to replace the stock rocks. What you see is the best that could be done with what I had to work with. If it was in WorldEd, I tried it.
Could be worse - Troika would have used the ruins or dwarf walls and those were over the halflings' heads!

The secondary dialogs: Like I mentioned in the announcement, only the core things were finished in Brandybuck. The next release will have the general coversations, rumors, and maybe even a bit of run-a-round concerning the hobbit-hole purchase.
"Mr. Furbottom? I seen him heading towards the center of town just a bit ago. If you hurry, you might catch him."

I noticed about the boots. Now that I'm using flat-screen monitor while building and testing the hack, I'm afraid you're right.
Item 101 on the glitch list.

Hold up on the new music. MP3s take up way too much space, which is why I scavanged that sound clip from my LOTR porn collection for use at Brandybuck instead of the full song. I'm going to continue using the stock music everywhere I can but violin music just didn't seem right with Arcanum's "Hobbiton" .

Finally: Thanks for letting us know about Houge's piece!

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Last edited by rroyo on Sun Nov 04, 2007 11:31 am, edited 1 time in total.

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 PostPosted: Sun Nov 04, 2007 5:11 am Post subject: 
 
Master
User avatar

Joined: Oct 13, 2005
Posts: 104
Location: Tarrant University
Well, I'm enjoying it so far. I'm playing an idiot savant orc, aptly named after a co-worker. I have noticed that alot of options in the "dumb dialog" are dead ends. Having never before role played a raving idiot, I don't know if these are effects from the mod or the game. Mr. Toone just calls me an idiot and won't talk to me, Jongle allowed me to do the first quest, then wouldn't say anything other than training option or goodbye. Are a lot of the stock quests just not available to drooling characters?

Edit: Additionally, this applies to Faithe in SH. I came back when I had enough CH to add a party member.... the conversation just looped from:

"Hey Faithe, I talk to you?"
"Me ask more?"

Seems like there is a line loop (at line 38 it is missing something from the previous conversation and reverting to a default idiot dialog... I cannot find "Me ask more?" in Faithe's dialog) with nothing but a goodbye for an alternative. Suggestions on another tech (new)follower for a high-tech moron?


Last edited by Tekkus McDwarf on Mon Nov 05, 2007 2:21 am, edited 2 times in total.

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 PostPosted: Sun Nov 04, 2007 7:23 am Post subject: 
 
Reptilus Rex
Reptilus Rex

Joined: Feb 21, 2006
Posts: 7556
Location: In Urwaldland, blowing smoke rings in the Hookah Lounge
rroyo wrote:
You got it to work with no conflict?!


No conflict? No. As soon as I leveled up, my game started glitching to hell and back. I got a black screen with Tarant's music playing, and I couldn't move or see at all. I (quick) saved and quit, then started up again and saw everything was where it should be. After leveling up a second time the same thing happened, so I figured I'd just leave it go and put the leveling scheme back to normal. So much for my bright ideas...

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 PostPosted: Sun Nov 04, 2007 9:53 am Post subject: 
 
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus

Joined: Oct 14, 2006
Posts: 3310
Tekkus: I've never played very far as an idiot - just enough to check a bit of dialog in a new area - so I'm not sure why you're having no luck with Toone or Jongle, but I didn't do anything with them.
In fact, Althea and Faithe has the only dialogs in Shrouded Hills I did anything with.

I'm sorry to say but Faithe is the only new tech follower at the moment, and it seems I missed a spot with the debug.

Gross: Oh, man! That's a lot worse than what I'd encountered.
Thanks for letting us know just how bad it could get.

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