So! Gimme info in preperation for me getting the full version tonight:
1. The Alchemist: which stat do wands work off?
2. How does dual wield work with ranged weapons?
3. Are the ice skills worth specialising in?
4. Should I name my cat Clawesome?
1. Magic? Honestly, it seems to be better to just not spend attribute points until you find gear you can't use.
2. Awesomely.
3. Er, I'm playing a Vanquisher, sorry.
4. Yes.
EDIT: TOTP needs some context.
I'm hope Alchemist magic skills scale well (as in takes the equipped weapon into account). Fixed number skills are so bad.
This game is fantastic in every way imaginable. My Alch has a yellow pair of shoulders and a yellow mace...I kill things dead on Hard very quickly and gain health/mana in doing so! Can I take this character through Very hard after beating the game?
Would also like to try hardcore.
I will be playing the MMO based on this engine until the end of time.
How do I access the level editor via steam? I couldn't find it under tools or on the main menu.
Are flaming swords Charm spells too? Because I'm sinking a bunch of points into Charm so my vanquisher can summon better meatshields on command. I've checked that the skeletons and zombies are Charm, but I'm not sure about the archers or flaming swords.
In any case that's four spells already... how many spells can we learn?
Are flaming swords Charm spells too? Because I'm sinking a bunch of points into Charm so my vanquisher can summon better meatshields on command. I've checked that the skeletons and zombies are Charm, but I'm not sure about the archers or flaming swords.
In any case that's four spells already... how many spells can we learn?
If you look at your inventory you can have 4 at a time. If you unlearn a spell you lose it [Thanks Tips on the loading screen!] but free up a spot.
I was a bit annoyed that the aloe gel summon was classed as an offensive spell and not a charm spell. It's a summon, and it heals you. That really shouldn't have been an offensive spell. Defensive, maybe, but it's a bit weird the way it is now.
I'm pretty sure all the skeletons/archers are charm, like the zombies, but I can't remember if the sword is. I'd assume so, but you can't really be sure, so check first.
Madpandasuburbs west of chicagoRegistered Userregular
edited October 2009
I finally got to spend a good 2 hours with this last night. Got my (melee class whos name I can't remember) up to 14ish. I like how my combat style went from single targeting trash mobs and using my strike (the first skill in titan path) on nameds to seeing how many mobs i can round up and hit with the stomp and fire quake skills. I have managed to get the game to stutter now and then doing this method, usually in the merchant or one off quest portal dungeons.
I think the my record amount was pretty much everyone on the three sisters level + the three sisters. Looting took a while.
Also, I got an orange 1h mace that does ~140 dps, but it adds 15% to magic and physical damage among other nice things (30 life steal socketed). My other weapon is around 280 dps and I keep passing on upgrading because
the 15% magic/physical damage boost just seems too nice. At what point should I think about replacing the mace?
- You need to unzip the "Pak.zip" contents. (Windows will unzip to a folder called "Pak", inside the game folder.)
This step is taking for-fucking-ever. But I guess that's the point. 15 min and running so far, and the progress bar is at ~15%. It does seem to be moving at a fairly steady pace though.
It's probably stupid to go through this for the demo when I'm going to be buying the game at some point in the next 48 hours.
xa52 on
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
I finally got to spend a good 2 hours with this last night. Got my (melee class whos name I can't remember) up to 14ish. I like how my combat style went from single targeting trash mobs and using my strike (the first skill in titan path) on nameds to seeing how many mobs i can round up and hit with the stomp and fire quake skills. I have managed to get the game to stutter now and then doing this method, usually in the merchant or one off quest portal dungeons.
I think the my record amount was pretty much everyone on the three sisters level + the three sisters. Looting took a while.
Also, I got an orange 1h mace that does ~140 dps, but it adds 15% to magic and physical damage among other nice things (30 life steal socketed). My other weapon is around 280 dps and I keep passing on upgrading because
the 15% magic/physical damage boost just seems too nice. At what point should I think about replacing the mace?
Titan is an awesome tree. Titan Stomp is my primary attack at this point (I have 7 points sunk in it at level 16), and the shield skill is AWESOME (Frost Shield I think it's called). They combo very well together, as you can throw up the shield, which absorbs quite a bit of damage (48% I think at 3 points), wade in to a group of baddies and put the pain on them with Titan Stomp.
I haven't even put points in to the fire quake spell because Titan Stomp and single target big damage strike at the top of the Titan tree (I can't remember the name either) are excellent.
Another stupid question that probably was answered earlier in the thread - How high can 'talents' go up? I figured 5 at first, but I'm reading some have 7 in certain abilities.
Regarding skills and spells and how they scale, I learned one piece of information and can't find the answer to another question anywhere (someone asked this a couple pages ago).
I'm not entirely sure on this, but how it seems to work is that the % weapon damage listed in skills is your actual damage, not just the listed dps on the weapon, so it takes into account attribute bonuses. This was posted by the developer, so should be right. And good, not scaling would suck.
But, the icons with percentages next to them? No idea what that means. It seems to mean that a skill scales to some degree with your attributes...
Your class "talents" can go up to 10.
cncaudata on
PSN: Broodax- battle.net: broodax#1163
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
Regarding skills and spells and how they scale, I learned one piece of information and can't find the answer to another question anywhere (someone asked this a couple pages ago).
I'm not entirely sure on this, but how it seems to work is that the % weapon damage listed in skills is your actual damage, not just the listed dps on the weapon, so it takes into account attribute bonuses. This was posted by the developer, so should be right. And good, not scaling would suck.
But, the icons with percentages next to them? No idea what that means. It seems to mean that a skill scales to some degree with your attributes...
Your class "talents" can go up to 10.
When the skill has icons with a percentage next to them, it's basically telling you which stats at what ratios that skill uses for it's damage calculation. If you look at the final skill in the Destroyer Titan tree, it says Str 50%/Magic 50%, because that's the stats the skill scales with.
It's not less pointless than dual wielding melee weapons. I'm pretty sure you get the damage bonus from the dual wielding skill for ranged weapons too.
Drool on
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BarcardiAll the WizardsUnder A Rock: AfganistanRegistered Userregular
edited October 2009
Question regarding the damage per second and elemental damage on a weapon. When i have a weapon with damange of 150, then 20-40 ice damage on top of that, is that damage stacking for a hit of 170-190, or is it 110 damage +20-40 ice damage? OR Does that ice damage stack with i use a spell?
Any damage on a weapon should be factored into the dps value you see on the weapon itself already, I think.
Like, I found a unique staff with a level req of 15 that does about 350 damage, and has huge integer elemental boosts. The reason for the high dps are those.
In other news, my game has started crashing constantly. Joy.
I think the only thing I don't like is that the whole game takes place generally in one area. It makes me feel like I'm not progressing anywhere, even though I know it's all just psychological.
I think the only thing I don't like is that the whole game takes place generally in one area. It makes me feel like I'm not progressing anywhere, even though I know it's all just psychological.
I'm eagerly anticipating the well-made user levels to branch out the game. But even still this one area thing is nostalgic if only for the Diablo I comparison.
EDIT: Demo lasts until you get to the first boss at the end of the mines.
I think the only thing I don't like is that the whole game takes place generally in one area. It makes me feel like I'm not progressing anywhere, even though I know it's all just psychological.
I'm eagerly anticipating the well-made user levels to branch out the game. But even still this one area thing is nostalgic if only for the Diablo I comparison.
EDIT: Demo lasts until you get to the first boss at the end of the mines.
I think the only thing I don't like is that the whole game takes place generally in one area. It makes me feel like I'm not progressing anywhere, even though I know it's all just psychological.
Did you play Diablo way back when?
If not then yeah it might feel like you're not going anywhere, but if you did play Diablo, Torchlight is a bit like coming home to grandma's mashed potatoes.
Has anyone found any really nice pure damage spells? I found the poison cloud thingy rare spell, and 66 damage a second isn't exactly going to bring down anything sturdier than your average toddler.
Well that's why. Trust me the simplicity is actually a good feature not an oversight.
Simplicity is one thing. I just liked Diablo 2's and Titan Quests progression through an actual world better. But I like the overall game of Torchlight much better than either.
Ugh, why am I the only one constantly crashing several minutes into level 2 with an access violation error message? If I'm the only one, that means it's a driver or hardware issue, which it means it will never get fixed because ATI sucks at that, and I will have to play this most awesome of games on my ancient Athlon / Radeon 9800 PC, which gets seriously slowdown for a lot of spells. (Or else the 2 GB memory chip I just bought is bad, but I have had no issues when running all my memory-intensive shit like Eclipse, Parallels Desktop, or NetBeans, so who knows.)
Ugh, why am I the only one constantly crashing several minutes into level 2 with an access violation error message? If I'm the only one, that means it's a driver or hardware issue, which it means it will never get fixed because ATI sucks at that, and I will have to play this most awesome of games on my ancient Athlon / Radeon 9800 PC, which gets seriously slowdown for a lot of spells. (Or else the 2 GB memory chip I just bought is bad, but I have had no issues when running all my memory-intensive shit like Eclipse, Parallels Desktop, or NetBeans, so who knows.)
OGRE has had issues in the past with it's Direct3D9 driver and ATI cards. ATI cards are apparently VERY fickle when it comes to various D3D9 features, especially programmable hardware stuff. They aren't very fault tolerant, while NVidia cards tend to be (or the drivers are I should say).
The reason the Radeon 9800 PC slows down is that Torchlight uses point sprites and shaders (SM2.0) for it's particles, two technologies that were still relatively fledgling in the 9800 days.
Ugh, why am I the only one constantly crashing several minutes into level 2 with an access violation error message? If I'm the only one, that means it's a driver or hardware issue, which it means it will never get fixed because ATI sucks at that, and I will have to play this most awesome of games on my ancient Athlon / Radeon 9800 PC, which gets seriously slowdown for a lot of spells. (Or else the 2 GB memory chip I just bought is bad, but I have had no issues when running all my memory-intensive shit like Eclipse, Parallels Desktop, or NetBeans, so who knows.)
OGRE has had issues in the past with it's Direct3D9 driver and ATI cards. ATI cards are apparently VERY fickle when it comes to various D3D9 features, especially programmable hardware stuff. They aren't very fault tolerant, while NVidia cards tend to be (or the drivers are I should say).
The reason the Radeon 9800 PC slows down is that Torchlight uses point sprites and shaders (SM2.0) for it's particles, two technologies that were still relatively fledgling in the 9800 days.
Thanks for the info. I'd be interested to hear from anyone else trying to play on a Radeon X1600 mobility.
LoneIgadzra on
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
Ugh, why am I the only one constantly crashing several minutes into level 2 with an access violation error message? If I'm the only one, that means it's a driver or hardware issue, which it means it will never get fixed because ATI sucks at that, and I will have to play this most awesome of games on my ancient Athlon / Radeon 9800 PC, which gets seriously slowdown for a lot of spells. (Or else the 2 GB memory chip I just bought is bad, but I have had no issues when running all my memory-intensive shit like Eclipse, Parallels Desktop, or NetBeans, so who knows.)
OGRE has had issues in the past with it's Direct3D9 driver and ATI cards. ATI cards are apparently VERY fickle when it comes to various D3D9 features, especially programmable hardware stuff. They aren't very fault tolerant, while NVidia cards tend to be (or the drivers are I should say).
The reason the Radeon 9800 PC slows down is that Torchlight uses point sprites and shaders (SM2.0) for it's particles, two technologies that were still relatively fledgling in the 9800 days.
Thanks for the info. I'd be interested to hear from anyone else trying to play on a Radeon X1600 mobility.
After you get the cash error, go to where ever Torchlight stores it's data on your machine:
Ugh, why am I the only one constantly crashing several minutes into level 2 with an access violation error message? If I'm the only one, that means it's a driver or hardware issue, which it means it will never get fixed because ATI sucks at that, and I will have to play this most awesome of games on my ancient Athlon / Radeon 9800 PC, which gets seriously slowdown for a lot of spells. (Or else the 2 GB memory chip I just bought is bad, but I have had no issues when running all my memory-intensive shit like Eclipse, Parallels Desktop, or NetBeans, so who knows.)
OGRE has had issues in the past with it's Direct3D9 driver and ATI cards. ATI cards are apparently VERY fickle when it comes to various D3D9 features, especially programmable hardware stuff. They aren't very fault tolerant, while NVidia cards tend to be (or the drivers are I should say).
The reason the Radeon 9800 PC slows down is that Torchlight uses point sprites and shaders (SM2.0) for it's particles, two technologies that were still relatively fledgling in the 9800 days.
Thanks for the info. I'd be interested to hear from anyone else trying to play on a Radeon X1600 mobility.
After you get the cash error, go to where ever Torchlight stores it's data on your machine:
Find the Ogre.log, and paste it here in a spoiler tag. I might be able to give you more detail if OGRE is actually logging an error.
I think it's just seg faulting basically, but I'll check.
Edit:
13:56:59: Creating resource group General
13:56:59: Creating resource group Internal
13:56:59: Creating resource group Autodetect
13:56:59: SceneManagerFactory for type 'DefaultSceneManager' registered.
13:56:59: Registering ResourceManager for type Material
13:56:59: Registering ResourceManager for type Mesh
13:56:59: Registering ResourceManager for type Skeleton
13:56:59: MovableObjectFactory for type 'ParticleSystem' registered.
13:56:59: OverlayElementFactory for type Panel registered.
13:56:59: OverlayElementFactory for type BorderPanel registered.
13:56:59: OverlayElementFactory for type TextArea registered.
13:56:59: Registering ResourceManager for type Font
13:56:59: ArchiveFactory for archive type FileSystem registered.
13:56:59: ArchiveFactory for archive type Zip registered.
13:56:59: FreeImage version: 3.10.0
13:56:59: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
13:56:59: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
13:56:59: DDS codec registering
13:56:59: Registering ResourceManager for type HighLevelGpuProgram
13:56:59: Registering ResourceManager for type Compositor
13:56:59: MovableObjectFactory for type 'Entity' registered.
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13:56:59: Loading library .\RenderSystem_Direct3D9
13:56:59: Installing plugin: D3D9 RenderSystem
13:56:59: D3D9 : Direct3D9 Rendering Subsystem created.
13:57:00: D3D9: Driver Detection Starts
13:57:00: D3D9: Driver Detection Ends
13:57:00: Plugin successfully installed
13:57:00: Loading library .\Plugin_ParticleFX
13:57:00: Installing plugin: ParticleFX
13:57:00: Particle Emitter Type 'Point' registered
13:57:00: Particle Emitter Type 'Box' registered
13:57:00: Particle Emitter Type 'Ellipsoid' registered
13:57:00: Particle Emitter Type 'Cylinder' registered
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13:57:00: Particle Affector Type 'LinearForce' registered
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13:57:00: Particle Affector Type 'DirectionRandomiser' registered
13:57:00: Particle Affector Type 'DeflectorPlane' registered
13:57:00: Plugin successfully installed
13:57:00: Loading library .\Plugin_CgProgramManager
13:57:00: Installing plugin: Cg Program Manager
13:57:00: Plugin successfully installed
13:57:00: Loading library .\Plugin_OctreeSceneManager
13:57:00: Installing plugin: Octree & Terrain Scene Manager
13:57:00: Plugin successfully installed
13:57:00: Loading library .\ParticleUniverse
13:57:00: Installing plugin: ParticleUniverse
13:57:00: MovableObjectFactory for type 'PUParticleSystem' registered.
13:57:00: MovableObjectFactory for type 'BoxSet' registered.
13:57:00: MovableObjectFactory for type 'SphereSet' registered.
13:57:00: ParticleUniverse: Particle Renderer Type 'Billboard' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Box' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Sphere' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Entity' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Light' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Point' registered
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13:57:00: ParticleUniverse: Particle Affector Type 'LinearForce' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Gravity' registered
13:57:00: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Vortex' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Randomiser' registered
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13:57:00: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
13:57:00: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
13:57:00: ParticleUniverse: Particle Affector Type 'TextureAnimator' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Jet' registered
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13:57:00: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
13:57:00: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
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13:57:00: ParticleUniverse: Particle Affector Type 'Dummy02' registered
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13:57:00: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
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13:57:00: ParticleUniverse: Particle Affector Type 'PathFollower' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnExpire' registered
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13:57:00: ParticleUniverse: Particle Observer Type 'OnClear' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnQuota' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnRandom' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
13:57:00: ParticleUniverse: Particle Extern Type 'Gravity' registered
13:57:00: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
13:57:00: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
13:57:00: ParticleUniverse: Particle Extern Type 'Vortex' registered
13:57:00: ParticleUniverse: Particle Behaviour Type 'Slave' registered
13:57:00: Plugin successfully installed
13:57:00: *-*-* OGRE Initialising
13:57:00: *-*-* Version 1.6.4 (Shoggoth)
13:57:00: Path for saving is ... C:/Documents and Settings/William Makley/Application Data/Runic Games/Torchlight/SAVE
13:57:01: Setting YRatio Init - 0.78125
13:57:20: CreateViewports AspectRatio message - 800 x 600
13:57:20: CreateViewports AspectRatio message AR - 1.33333
13:57:20: WindowResized message - 800 x 600
13:57:20: stored res is - 800 x 600
13:57:20: WindowResized AspectRatio message - 800 x 600
13:57:20: WindowResized AspectRatio message AR - 1.33333
13:57:20: WindowResized Setting YRatio - 0.78125
13:57:20: GAMEUI AspectRatio message - 800 x 600
13:57:20: GAMEUI AspectRatio message AR - 1.33333
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
Basically the only errors in the log are from the initial application launch I believe.
Edit: haha fucking dammit. Tried to reproduce the crash to see if anything else was added to the log file, and got a BSOD instead. I hate ATI and I hate Boot Camp. Edit 2: what the hell? there's nothing in the system log about this BSOD.
Posts
I could add skeletons, archers, flaming swords and whatnot to that, and my cat could summon stuff too.
Using the beam skill while your sentry fires little laser blasts and the beam golem, eh, beams makes it look like quite the light show.
I'm hope Alchemist magic skills scale well (as in takes the equipped weapon into account). Fixed number skills are so bad.
Currently playing: GW2 and TSW
Would also like to try hardcore.
I will be playing the MMO based on this engine until the end of time.
How do I access the level editor via steam? I couldn't find it under tools or on the main menu.
In any case that's four spells already... how many spells can we learn?
If you look at your inventory you can have 4 at a time. If you unlearn a spell you lose it [Thanks Tips on the loading screen!] but free up a spot.
Obviously abilities are different.
I'm pretty sure all the skeletons/archers are charm, like the zombies, but I can't remember if the sword is. I'd assume so, but you can't really be sure, so check first.
It's a fake, but this one isnt.
100
Even more awesome than I had hoped for.
I think the my record amount was pretty much everyone on the three sisters level + the three sisters. Looting took a while.
Also, I got an orange 1h mace that does ~140 dps, but it adds 15% to magic and physical damage among other nice things (30 life steal socketed). My other weapon is around 280 dps and I keep passing on upgrading because
the 15% magic/physical damage boost just seems too nice. At what point should I think about replacing the mace?
Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
This step is taking for-fucking-ever. But I guess that's the point. 15 min and running so far, and the progress bar is at ~15%. It does seem to be moving at a fairly steady pace though.
It's probably stupid to go through this for the demo when I'm going to be buying the game at some point in the next 48 hours.
Titan is an awesome tree. Titan Stomp is my primary attack at this point (I have 7 points sunk in it at level 16), and the shield skill is AWESOME (Frost Shield I think it's called). They combo very well together, as you can throw up the shield, which absorbs quite a bit of damage (48% I think at 3 points), wade in to a group of baddies and put the pain on them with Titan Stomp.
I haven't even put points in to the fire quake spell because Titan Stomp and single target big damage strike at the top of the Titan tree (I can't remember the name either) are excellent.
TOTP - Torchlight is awesome!
I'm not entirely sure on this, but how it seems to work is that the % weapon damage listed in skills is your actual damage, not just the listed dps on the weapon, so it takes into account attribute bonuses. This was posted by the developer, so should be right. And good, not scaling would suck.
But, the icons with percentages next to them? No idea what that means. It seems to mean that a skill scales to some degree with your attributes...
Your class "talents" can go up to 10.
When the skill has icons with a percentage next to them, it's basically telling you which stats at what ratios that skill uses for it's damage calculation. If you look at the final skill in the Destroyer Titan tree, it says Str 50%/Magic 50%, because that's the stats the skill scales with.
It's not less pointless than dual wielding melee weapons. I'm pretty sure you get the damage bonus from the dual wielding skill for ranged weapons too.
Like, I found a unique staff with a level req of 15 that does about 350 damage, and has huge integer elemental boosts. The reason for the high dps are those.
In other news, my game has started crashing constantly. Joy.
- Dual-wield two 150 dps wands
- One 200 dps staff
Because that looks coooool.
I have already mapped out a scenario that I would like to make for your game, Flagship.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I'm eagerly anticipating the well-made user levels to branch out the game. But even still this one area thing is nostalgic if only for the Diablo I comparison.
EDIT: Demo lasts until you get to the first boss at the end of the mines.
Really? I thought it was timed locked.
Did you play Diablo way back when?
If not then yeah it might feel like you're not going anywhere, but if you did play Diablo, Torchlight is a bit like coming home to grandma's mashed potatoes.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Simplicity is one thing. I just liked Diablo 2's and Titan Quests progression through an actual world better. But I like the overall game of Torchlight much better than either.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I don't know. Last night I ended up with two big ass axes and some spikey shoulders. It looked totally bad ass.
OGRE has had issues in the past with it's Direct3D9 driver and ATI cards. ATI cards are apparently VERY fickle when it comes to various D3D9 features, especially programmable hardware stuff. They aren't very fault tolerant, while NVidia cards tend to be (or the drivers are I should say).
The reason the Radeon 9800 PC slows down is that Torchlight uses point sprites and shaders (SM2.0) for it's particles, two technologies that were still relatively fledgling in the 9800 days.
Thanks for the info. I'd be interested to hear from anyone else trying to play on a Radeon X1600 mobility.
After you get the cash error, go to where ever Torchlight stores it's data on your machine:
XP: C:\Documents and Settings\<your username>Application Data\runic games\torchlight
Vista/Win7: C:\Users\<user username>\AppData\Roaming\runic games\torchlight
Find the Ogre.log, and paste it here in a spoiler tag. I might be able to give you more detail if OGRE is actually logging an error.
I think it's just seg faulting basically, but I'll check.
Edit:
13:56:59: Creating resource group Internal
13:56:59: Creating resource group Autodetect
13:56:59: SceneManagerFactory for type 'DefaultSceneManager' registered.
13:56:59: Registering ResourceManager for type Material
13:56:59: Registering ResourceManager for type Mesh
13:56:59: Registering ResourceManager for type Skeleton
13:56:59: MovableObjectFactory for type 'ParticleSystem' registered.
13:56:59: OverlayElementFactory for type Panel registered.
13:56:59: OverlayElementFactory for type BorderPanel registered.
13:56:59: OverlayElementFactory for type TextArea registered.
13:56:59: Registering ResourceManager for type Font
13:56:59: ArchiveFactory for archive type FileSystem registered.
13:56:59: ArchiveFactory for archive type Zip registered.
13:56:59: FreeImage version: 3.10.0
13:56:59: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
13:56:59: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
13:56:59: DDS codec registering
13:56:59: Registering ResourceManager for type HighLevelGpuProgram
13:56:59: Registering ResourceManager for type Compositor
13:56:59: MovableObjectFactory for type 'Entity' registered.
13:56:59: MovableObjectFactory for type 'Light' registered.
13:56:59: MovableObjectFactory for type 'BillboardSet' registered.
13:56:59: MovableObjectFactory for type 'ManualObject' registered.
13:56:59: MovableObjectFactory for type 'BillboardChain' registered.
13:56:59: MovableObjectFactory for type 'RibbonTrail' registered.
13:56:59: Loading library .\RenderSystem_Direct3D9
13:56:59: Installing plugin: D3D9 RenderSystem
13:56:59: D3D9 : Direct3D9 Rendering Subsystem created.
13:57:00: D3D9: Driver Detection Starts
13:57:00: D3D9: Driver Detection Ends
13:57:00: Plugin successfully installed
13:57:00: Loading library .\Plugin_ParticleFX
13:57:00: Installing plugin: ParticleFX
13:57:00: Particle Emitter Type 'Point' registered
13:57:00: Particle Emitter Type 'Box' registered
13:57:00: Particle Emitter Type 'Ellipsoid' registered
13:57:00: Particle Emitter Type 'Cylinder' registered
13:57:00: Particle Emitter Type 'Ring' registered
13:57:00: Particle Emitter Type 'HollowEllipsoid' registered
13:57:00: Particle Affector Type 'LinearForce' registered
13:57:00: Particle Affector Type 'ColourFader' registered
13:57:00: Particle Affector Type 'ColourFader2' registered
13:57:00: Particle Affector Type 'ColourImage' registered
13:57:00: Particle Affector Type 'ColourInterpolator' registered
13:57:00: Particle Affector Type 'Scaler' registered
13:57:00: Particle Affector Type 'Rotator' registered
13:57:00: Particle Affector Type 'DirectionRandomiser' registered
13:57:00: Particle Affector Type 'DeflectorPlane' registered
13:57:00: Plugin successfully installed
13:57:00: Loading library .\Plugin_CgProgramManager
13:57:00: Installing plugin: Cg Program Manager
13:57:00: Plugin successfully installed
13:57:00: Loading library .\Plugin_OctreeSceneManager
13:57:00: Installing plugin: Octree & Terrain Scene Manager
13:57:00: Plugin successfully installed
13:57:00: Loading library .\ParticleUniverse
13:57:00: Installing plugin: ParticleUniverse
13:57:00: MovableObjectFactory for type 'PUParticleSystem' registered.
13:57:00: MovableObjectFactory for type 'BoxSet' registered.
13:57:00: MovableObjectFactory for type 'SphereSet' registered.
13:57:00: ParticleUniverse: Particle Renderer Type 'Billboard' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Box' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Sphere' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Entity' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
13:57:00: ParticleUniverse: Particle Renderer Type 'Light' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Point' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Line' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Box' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Circle' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Vertex' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Position' registered
13:57:00: ParticleUniverse: Particle Emitter Type 'Slave' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Dummy01' registered
13:57:00: ParticleUniverse: Particle Affector Type 'LinearForce' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Gravity' registered
13:57:00: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Vortex' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Randomiser' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Line' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Scale' registered
13:57:00: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
13:57:00: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
13:57:00: ParticleUniverse: Particle Affector Type 'TextureAnimator' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Jet' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Align' registered
13:57:00: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
13:57:00: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
13:57:00: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Colour' registered
13:57:00: ParticleUniverse: Particle Affector Type 'SineForce' registered
13:57:00: ParticleUniverse: Particle Affector Type 'Dummy02' registered
13:57:00: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
13:57:00: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
13:57:00: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
13:57:00: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
13:57:00: ParticleUniverse: Particle Affector Type 'PathFollower' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnExpire' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnEmission' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnCount' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnCollision' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnTime' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnPosition' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnClear' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnQuota' registered
13:57:00: ParticleUniverse: Particle Observer Type 'OnRandom' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
13:57:00: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
13:57:00: ParticleUniverse: Particle Extern Type 'Gravity' registered
13:57:00: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
13:57:00: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
13:57:00: ParticleUniverse: Particle Extern Type 'Vortex' registered
13:57:00: ParticleUniverse: Particle Behaviour Type 'Slave' registered
13:57:00: Plugin successfully installed
13:57:00: *-*-* OGRE Initialising
13:57:00: *-*-* Version 1.6.4 (Shoggoth)
13:57:00: Path for saving is ... C:/Documents and Settings/William Makley/Application Data/Runic Games/Torchlight/SAVE
13:57:01: Setting YRatio Init - 0.78125
13:57:20: CreateViewports AspectRatio message - 800 x 600
13:57:20: CreateViewports AspectRatio message AR - 1.33333
13:57:20: WindowResized message - 800 x 600
13:57:20: stored res is - 800 x 600
13:57:20: WindowResized AspectRatio message - 800 x 600
13:57:20: WindowResized AspectRatio message AR - 1.33333
13:57:20: WindowResized Setting YRatio - 0.78125
13:57:20: GAMEUI AspectRatio message - 800 x 600
13:57:20: GAMEUI AspectRatio message AR - 1.33333
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:30: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
13:57:39: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
14:04:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/VANQUISHER/vanquisher_leather.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
Basically the only errors in the log are from the initial application launch I believe.
Edit: haha fucking dammit. Tried to reproduce the crash to see if anything else was added to the log file, and got a BSOD instead. I hate ATI and I hate Boot Camp. Edit 2: what the hell? there's nothing in the system log about this BSOD.