Cinquième mise-à-jour du répertoire partagé
Posté : ven. 31 août 2012, 06:02
Cinquième mise-à-jour du répertoire partagé effectuée : APE (complet).
Ce sera le dernier...
Ce sera le dernier...
RPG, Roleplay, Actualités, Mods, Traductions. De la Porte de Baldur aux confins de Féérune, la Couronne de Cuivre est incontournable !
https://www.baldursgateworld.fr/
C'est bien Cool tout ça, j’aime tout particulièrement les coffres, les caisses & les tonneaux ...Gwendo a écrit :[les Tiles]peuvent être facilement modifiés
,Gwendo a écrit :Comme le choix de portes pour Diablo est assez limité, il suffit de les remplacer par des portes Arcanum !
Là aussi, on peut modifier leurs couleurs avant de les associer aux tiles Diablo.
Preview :All items ripped from the Arcanum .art files.
Files are converted to .bmp format and are as is...
These files are not ready for straight dc6 import.
http://dl.dropbox.com/u/24049903/Arcanu ... %20Rip.zip
I should also mention that some image editors may use Pixel Aspect Ratio Correction, such as Photoshop, This will make your images look out of proportion.
Simply go to View > Pixel Aspect Ratio Correction, and uncheck it.
Hello,
I hope there are some people here that also have some knowledge about arcanum... anyway, there is currently an idea floating around to make a mechasuit in Arcanum for the smaller critters (draws ect) now there was on that mentioned that horrigan would make a nice body for the armour.
Do you guys know is this is possible? there would be problems like the FO 6 ways view agains arcanums 8 ways view
Wild_qwerty a écrit :The best option would be to use critters from Fallout Tactics as they have 8 orientations to start with. There are a couple of cool models that you coudl use:
1) The FOT Power armour
2) The cyborg general model - blade attacks etc...
Drog Alt a écrit :The animations come from the semi-public beta version of Arcanum (Beta Version 27
(10-9-00)), which has resurfaced recently. They were cut from the game not long
after the beta test, most probably for space reasons. A few art sets that were made
very late in the development (e.g. the plate armor set for half-ogres and the lizard
people set) don't receive any new animations.
http://terra-arcanum.com/phpBB/posting. ... e&p=248005Crypton a écrit : I was playing the other beta version (i.e. the Press Beta) today, and I'm telling you, it was just better than a sex.
It was really fun fooling around, finding all those changes they made. There are also some testing maps included, like one multiplayer map, which is totally awesome.
Crypton a écrit :If somebody is interested, there is screenshot from that beta:
http://terra-arcanum.com/phpBB/viewtopic.php?t=15107Cloaked Figure a écrit :The Magick Restoration Patch restores spells that did not make it to the final cut of the game. These spells have their own unique animations which have also been restored. The spells are as follows:
-'Poison' for the Necromantic Black college. Replaces the 'Harm' spell. This spell poisons the target creature, causing it damage over a length of time.
-'Repel Flames' for the Fire college. Replaces the 'Agility of Fire' spell. This spell raises the fire resistance of the target creature.
Read-Me :Enable Complex Shadows Tweak enables full shadows for Arcanum. Follow the instructions behind the link in the downloads section.
http://arcanum.game-alive.com/post/9/Crypton a écrit :A year ago, I've announced that I've found that there are missing art files for non-human female critters -> here.
Now I found a purpose of file missing.dat in art directory. When you delete this files, Arcanum checks existence of required art files that contain animation of certain action. If this art file is missing, and debug output is enabled, Arcanum reports that fact into console and debug.txt file, then that missing.dat files is created, and Arcanum never do that test again.
I've captured that list. Now we know what and how many animations are missing. A full art filename, can be generated from information I posted in -> this topic.
http://terra-arcanum.com/phpBB/viewtopi ... sc&start=0Crypton a écrit :-Original ambient sounds. City, grassland, village, mine, forest, etc. Total 21 sounds.
Y aurait-il des nouvelles fraîches ?Ça semble sur la bonne voie ... : )
Code : Tout sélectionner
APPEND ~animate.ids~ ~0x1301 DRAGON_MECANIC~ UNLESS ~^0x1301~
APPEND ~anisnd.ids~ ~0x1301 ÞAA CGAMEANIMATIONTYPE_DRAGON_MECANIC~ UNLESS ~^0x1301~
Code : Tout sélectionner
APPEND ~animate.ids~ ~0x5482 JELLYFISH_BLUE~ UNLESS ~^0x5482~
APPEND ~anisnd.ids~ ~0x5482 £AI CGAMEANIMATIONTYPE_JELLYFISH_BLUE~ UNLESS ~^0x5482~
APPEND ~animate.ids~ ~0x5483 JELLYFISH_GREEN~ UNLESS ~^0x5483~
APPEND ~anisnd.ids~ ~0x5483 £AJ CGAMEANIMATIONTYPE_JELLYFISH_GREEN~ UNLESS ~^0x5483~
APPEND ~animate.ids~ ~0x5484 JELLYFISH_PURPLE~ UNLESS ~^0x5484~
APPEND ~anisnd.ids~ ~0x5484 £AK CGAMEANIMATIONTYPE_JELLYFISH_PURPLE~ UNLESS ~^0x5484~
APPEND ~animate.ids~ ~0x5485 JELLYFISH_YELLOW~ UNLESS ~^0x5485~
APPEND ~anisnd.ids~ ~0x5485 £AL CGAMEANIMATIONTYPE_JELLYFISH_YELLOW~ UNLESS ~^0x5485~
APPEND ~animate.ids~ ~0x5486 JELLYFISH_BLUE_LARGE~ UNLESS ~^0x5486~
APPEND ~anisnd.ids~ ~0x5486 £AM CGAMEANIMATIONTYPE_JELLYFISH_BLUE_LARGE~ UNLESS ~^0x5486~
APPEND ~animate.ids~ ~0x5487 JELLYFISH_GREEN_LARGE~ UNLESS ~^0x5487~
APPEND ~anisnd.ids~ ~0x5487 £AN CGAMEANIMATIONTYPE_JELLYFISH_GREEN_LARGE~ UNLESS ~^0x5487~
APPEND ~animate.ids~ ~0x5488 JELLYFISH_PURPLE_LARGE~ UNLESS ~^0x5488~
APPEND ~anisnd.ids~ ~0x5488 £AO CGAMEANIMATIONTYPE_JELLYFISH_PURPLE_LARGE~ UNLESS ~^0x5488~
APPEND ~animate.ids~ ~0x5489 JELLYFISH_YELLOW_LARGE~ UNLESS ~^0x5489~
APPEND ~anisnd.ids~ ~0x5489 £AP CGAMEANIMATIONTYPE_JELLYFISH_YELLOW_LARGE~ UNLESS ~^0x5489~
Code : Tout sélectionner
APPEND ~animate.ids~ ~0x1301 DRAGON_MECANIC~ UNLESS ~^0x1301~
APPEND ~anisnd.ids~ ~0x1301 ÞAA CGAMEANIMATIONTYPE_DRAGON_MECANIC~ UNLESS ~^0x1301~
Code : Tout sélectionner
APPEND ~animate.ids~ ~0x52A1 PIG~ UNLESS ~^0x52[Aa]1~
APPEND ~anisnd.ids~ ~0x52A1 µDW CGAMEANIMATIONTYPE_PIG~ UNLESS ~^0x52[Aa]1~
APPEND ~animate.ids~ ~0x52A2 SHEEP~ UNLESS ~^0x52[Aa]2~
APPEND ~anisnd.ids~ ~0x52A2 µDX CGAMEANIMATIONTYPE_SHEEP~ UNLESS ~^0x52[Aa]2~
APPEND ~animate.ids~ ~0x52A3 APE_BLACK~ UNLESS ~^0x52[Aa]3~
APPEND ~anisnd.ids~ ~0x52A3 µDY CGAMEANIMATIONTYPE_APE_BLACK~ UNLESS ~^0x52[Aa]3~
APPEND ~animate.ids~ ~0x52A4 APE_BROWN~ UNLESS ~^0x52[Aa]4~
APPEND ~anisnd.ids~ ~0x52A4 µDZ CGAMEANIMATIONTYPE_APE_BROWN~ UNLESS ~^0x52[Aa]4~
APPEND ~animate.ids~ ~0x52EC GOLEM_MECHANIC_BLUE~ UNLESS ~^0x52[Ee][Cc]~
APPEND ~anisnd.ids~ ~0x52EC µGT CGAMEANIMATIONTYPE_GOLEM_MECHANIC_BLUE~ UNLESS ~^0x52[Ee][Cc]~
APPEND ~animate.ids~ ~0x52ED GOLEM_MECHANIC_GREEN~ UNLESS ~^0x52[Ee][Dd]~
APPEND ~anisnd.ids~ ~0x52ED µGU CGAMEANIMATIONTYPE_GOLEM_MECHANIC_GREEN~ UNLESS ~^0x52[Ee][Dd]~
APPEND ~animate.ids~ ~0x52EE GOLEM_MECHANIC_RED~ UNLESS ~^0x52[Ee][Ee]~
APPEND ~anisnd.ids~ ~0x52EE µGV CGAMEANIMATIONTYPE_GOLEM_MECHANIC_RED~ UNLESS ~^0x52[Ee][Ee]~
APPEND ~animate.ids~ ~0x52EF SPIDER_MECHANIC~ UNLESS ~^0x52[Ee][Ff]~
APPEND ~anisnd.ids~ ~0x52EF µGW CGAMEANIMATIONTYPE_SPIDER_MECHANIC~ UNLESS ~^0x52[Ee][Ff]~
APPEND ~animate.ids~ ~0x52F0 SPIDER_MECHANIC_GREEN~ UNLESS ~^0x52[Ff]0~
APPEND ~anisnd.ids~ ~0x52F0 µGX CGAMEANIMATIONTYPE_SPIDER_MECHANIC_GREEN~ UNLESS ~^0x52[Ff]0~
APPEND ~animate.ids~ ~0x52F1 SPIDER_MECHANIC_RED~ UNLESS ~^0x52[Ff]1~
APPEND ~anisnd.ids~ ~0x52F1 µGY CGAMEANIMATIONTYPE_SPIDER_MECHANIC_RED~ UNLESS ~^0x52[Ff]1~
APPEND ~animate.ids~ ~0x52F2 SPIDER_MECHANIC_YELLOW~ UNLESS ~^0x52[Ff]2~
APPEND ~anisnd.ids~ ~0x52F2 µGZ CGAMEANIMATIONTYPE_SPIDER_MECHANIC_YELLOW~ UNLESS ~^0x52[Ff]2~
APPEND ~animate.ids~ ~0x5330 GW_MUTATED_RAT~ UNLESS ~^0x5330~
APPEND ~anisnd.ids~ ~0x5330 µJJ CGAMEANIMATIONTYPE_GW_MUTATED_RAT~ UNLESS ~^0x5330~
APPEND ~animate.ids~ ~0x5331 GW_MUTATED_RAT_BLACK~ UNLESS ~^0x5331~
APPEND ~anisnd.ids~ ~0x5331 µJK CGAMEANIMATIONTYPE_GW_MUTATED_RAT_BLACK~ UNLESS ~^0x5331~
APPEND ~animate.ids~ ~0x5332 GW_MUTATED_RAT_BROWN~ UNLESS ~^0x5332~
APPEND ~anisnd.ids~ ~0x5332 µJL CGAMEANIMATIONTYPE_GW_MUTATED_RAT_BROWN~ UNLESS ~^0x5332~
APPEND ~animate.ids~ ~0x5333 GW_MUTATED_RAT_GREEN~ UNLESS ~^0x5333~
APPEND ~anisnd.ids~ ~0x5333 µJM CGAMEANIMATIONTYPE_GW_MUTATED_RAT_GREEN~ UNLESS ~^0x5333~
APPEND ~animate.ids~ ~0x5335 GW_NAJA_SNAKE~ UNLESS ~^0x5335~
APPEND ~anisnd.ids~ ~0x5335 µJO CGAMEANIMATIONTYPE_GW_NAJA_SNAKE~ UNLESS ~^0x5335~
APPEND ~animate.ids~ ~0x5336 GW_NAJA_SNAKE_RED~ UNLESS ~^0x5336~
APPEND ~anisnd.ids~ ~0x5336 µJP CGAMEANIMATIONTYPE_GW_NAJA_SNAKE_RED~ UNLESS ~^0x5336~
APPEND ~animate.ids~ ~0x5337 GW_NAJA_SNAKE_YELLOW~ UNLESS ~^0x5337~
APPEND ~anisnd.ids~ ~0x5337 µJQ CGAMEANIMATIONTYPE_GW_NAJA_SNAKE_YELLOW~ UNLESS ~^0x5337~
Code : Tout sélectionner
APPEND ~animate.ids~ ~0x505E TROLL_AVATAR_DARKNESS~ UNLESS ~^0x505[Ee]~
APPEND ~anisnd.ids~ ~0x505E µDQ CGAMEANIMATIONTYPE_TROLL_AVATAR_DARKNESS~ UNLESS ~^0x505[Ee]~
APPEND ~animate.ids~ ~0x505F TROLL_AVATAR_BLUE~ UNLESS ~^0x505[Ff]~
APPEND ~anisnd.ids~ ~0x505F µDR CGAMEANIMATIONTYPE_TROLL_AVATAR_BLUE~ UNLESS ~^0x505[Ff]~
APPEND ~animate.ids~ ~0x5060 TROLL_AVATAR_GREEN~ UNLESS ~^0x5060~
APPEND ~anisnd.ids~ ~0x5060 µDS CGAMEANIMATIONTYPE_TROLL_AVATAR_GREEN~ UNLESS ~^0x5060~
APPEND ~animate.ids~ ~0x5061 TROLL_AVATAR_RED~ UNLESS ~^0x5061~
APPEND ~anisnd.ids~ ~0x5061 µDT CGAMEANIMATIONTYPE_TROLL_AVATAR_RED~ UNLESS ~^0x5061~
APPEND ~animate.ids~ ~0x5062 COW_BLACK_AND_WHITE~ UNLESS ~^0x5062~
APPEND ~anisnd.ids~ ~0x5062 µDU CGAMEANIMATIONTYPE_COW_BLACK_AND_WHITE~ UNLESS ~^0x5062~
APPEND ~animate.ids~ ~0x5063 COW_BROWN_AND_WHITE~ UNLESS ~^0x5063~
APPEND ~anisnd.ids~ ~0x5063 µDV CGAMEANIMATIONTYPE_COW_BROWN_AND_WHITE~ UNLESS ~^0x5063~