Go Back   Savage 2: A Tortured Soul Forum > Savage 2 Modding > Released Projects

Notices

Released Projects Share your finished/beta modifications with the community!

Reply
 
Thread Tools Display Modes
Old 12-31-2009, 05:55 PM   #1
EvilRebel

EvilRebel's Avatar
 
Join Date: Jan 2008
Location: I think it's Mars... Or maybe Denmark
Posts: 5,200
Thanks: 0
Thanked 96 Times in 87 Posts
Exclamation Modification repository

Savage 2 modification repository

Welcome to the Savage 2 modification repository. Here you can find a list of clientside modifications for Savage 2.

How to install:

Place the downloaded .s2z file in the game directory in the Savage 2 installation:

Linux: /home/<username>/Savage 2/game/
Windows 7: C:\Program Files\Savage 2 - A tortured soul\game\
Windows Vista: C:\Program Files\Savage 2 - A tortured soul\game\
Windows XP: C:\Program Files\Savage 2 - A tortured soul\game\
Mac:
1. Press Finder
2. Press Applications
3. Right click 'Savage 2 - A tortured soul', and press Show containing files
4. Open Game folder
5. Move file here


Note that 2 mods cannot modify the same file. Make sure to check which files the modification edits if using 2 mods or more at the same time.

Modifications:


37 - No Smoking by MBomber
Disables several particle effects for increased performance.

57 - Sprachkommandos auf deutsch ! (german voice commands) by stony
Translates all voice commands to German

73 - Glow before you blow by EvilRebel
Fixes the timing of the sacrifice effect.
/beast/units/shapeshifter/effects/electrical_beast.effect

85 - Less particles, more fps by t1ck
1. Changed the overall count of emitted particles in all(yes ALL) the effect files.
2. Edited some effects that still use up to much FPS manually
3. Added the glow before you blow fix and the footsteps fix
My aim was to improve FPS without degrading it visually, althought that wasnt completely possible (e.g. i removed the dust from spires building completely) i can live with it.
Every single .effect file in the game
/world/terrain/terraintypes.str


86 - Brighter malphas settings by t1ck
Changed environment settings when a malphas spawns.
The world is still red but more brighter than before,
Also the view distance is higher (damn fog).
/scripts/malphas.cfg

87 - wiwi eaxs alt_info remix
Basically wiwis altinfo but WITHOUT distance meters, sac timer and revive icons.
/ui/elements/circle.tga
/ui/elements/cross.tga
/ui/elements/Smooth.tga
/ui/alt_info.xml


88 - Blood and gore by t1ck
Added some bloody effects to the npc deaths,
I have the idea from the workers die animation in HvL(thx eaxs!).
But since its a server side script in HvL i had to edit all the npc characters
/npcs/boar/character.mdf
/npcs/chiprell/character.mdf
/npcs/darkrogue/character.mdf
/npcs/goldentroll/character.mdf
/npcs/grandar/character.mdf
/npcs/ice/character.mdf
/npcs/monkit/character.mdf


93 - Classic voice commands by EvilRebel
Replaces the 2.0.0 voice commands with the old ones
/ui/scripts/vclist.cfg
/ui/scripts/voicecommands.cfg
All files in following directories:
/beast/sounds/commander/
/beast/sounds/notifications/
/beast/sounds/vc/
/human/sounds/commander/
/human/sounds/notifications/
/human/sounds/vc/

Want your modification on the list?
To request a number, post a link to your thread and ask for a number that is not currently taken. Make sure that the first post in the thread contains all relevant and up-to-date informations regarding the mod as well as a download link to the mod as an .s2z file.

If possible then include a short description of your mod as well as a list of all edited files.

Combined mods:
Two mods cannot edit the same file. This for example means that you can't have 2 different UI mods editing /ui/game.xml. I will use this part of the post to make a list of combined mods. Mods that include 2 or more mods editing the same file. For this we will use the numbers 1000-1999.

Last edited by eaxs; 02-22-2010 at 05:34 PM.
EvilRebel is offline   Reply With Quote
Old 12-31-2009, 11:11 PM   #2
S2stony
S2 Junior Staff Member

S2stony's Avatar
 
Join Date: Dec 2008
Location: Newerth Valley
Posts: 6,940
Thanks: 61
Thanked 298 Times in 142 Posts
Default

57 pls and the information why my voices where not loaded when i zipped them and renamed them to resources57.s2z
__________________

Donations are still welcome - please go to www.PlaySavage2.com and click on the "Donate" button. TY

S2stony is offline   Reply With Quote
Old 01-02-2010, 05:04 PM   #3
t1ck

 
Join Date: Mar 2008
Posts: 371
Thanks: 0
Thanked 1 Time in 1 Post
Default

if someone can tell my the linux way of creating s2z files i will post my mods too
t1ck is offline   Reply With Quote
Old 01-02-2010, 06:48 PM   #4
EvilRebel

EvilRebel's Avatar
 
Join Date: Jan 2008
Location: I think it's Mars... Or maybe Denmark
Posts: 5,200
Thanks: 0
Thanked 96 Times in 87 Posts
Default

Quote:
Originally Posted by t1ck View Post
if someone can tell my the linux way of creating s2z files i will post my mods too
Pack the edited files into zip archives using the same path and name as the original file in resources0.s2z. Then rename the extention from zip to s2z.

Edit: Just thought of it. Your mods are scripts executed by adding a line in startup.cfg, right? Unfortunately that can't be packed into a resources archive like most other mods. What you need to do is to execute the script through the UI XMLs. I don't know how exactly that is done. Ask someone like eaxs.
__________________
I'm no longer gonna bother put anything useful into my sig.

Last edited by EvilRebel; 01-02-2010 at 06:59 PM.
EvilRebel is offline   Reply With Quote
Old 01-02-2010, 08:04 PM   #5
Numbrain

Numbrain's Avatar
 
Join Date: Dec 2006
Location: Here
Posts: 2,423
Thanks: 0
Thanked 0 Times in 0 Posts
Default

im gonna install stonies mod i might learn something
__________________

Numbrain is offline   Reply With Quote
Old 01-02-2010, 09:17 PM   #6
Wiwiweb

Wiwiweb's Avatar
 
Join Date: Dec 2008
Posts: 844
Thanks: 0
Thanked 6 Times in 1 Post
Default

Dibs on 42.
__________________
Wiwi's mods : Improved UI and other newt things. Click these images for more info:

Wiwiweb is offline   Reply With Quote
Old 01-03-2010, 12:25 AM   #7
t1ck

 
Join Date: Mar 2008
Posts: 371
Thanks: 0
Thanked 1 Time in 1 Post
Default

Quote:
Pack the edited files into zip archives using the same path and name as the original file in resources0.s2z. Then rename the extention from zip to s2z.
i tried that, and the files get recognized, e.g. override the default ones.
but the problem is that they dont get parsed, i only get strange errors in the console like "cant read blabla.xml".
maybe some 'special' zip format is required?
the original resources s2z is a "Zip archive data, at least v2.0 to extract"
when i create one (even tried the original zip) a "Zip archive data, at least v1.0 to extract" get created.
i made some ui modifications and tweeked the effect files, i would like to publish those as s2z.
also i think that all the mod compilations like stanz ui should be modularized and published as seperate s2z files (like "only player/com" ui)
t1ck is offline   Reply With Quote
Old 01-03-2010, 11:54 AM   #8
EvilRebel

EvilRebel's Avatar
 
Join Date: Jan 2008
Location: I think it's Mars... Or maybe Denmark
Posts: 5,200
Thanks: 0
Thanked 96 Times in 87 Posts
Default

t1ck have you tried to lower the level of compression to save only? The game often has problems with heavily compressed files.

Quote:
Originally Posted by Wiwiweb View Post
Dibs on 42.
Which mod? Stanz' improved UI? Did you change the format?
__________________
I'm no longer gonna bother put anything useful into my sig.
EvilRebel is offline   Reply With Quote
Old 01-04-2010, 01:51 AM   #9
t1ck

 
Join Date: Mar 2008
Posts: 371
Thanks: 0
Thanked 1 Time in 1 Post
Default

Quote:
Originally Posted by EvilRebel View Post
t1ck have you tried to lower the level of compression to save only? The game often has problems with heavily compressed files.
thx for the hint, i tried it but it didnt work.
what i also tried is to use a very old version of zip, to create a 1.1 pkzip compatible archive, but that didnt help either.

i changed the effects and i think i placed them at the right spot in the s2z, because i get errors like this in the console
HTML Code:
CEffect::Load() - CEffect::Load(/shared/effects/hit_ranged_unit.effect) - couldn't read XML
CFileManager::GetFile() [/shared/effects/move_indicator.effect] - Could not open file
Loading Effect '/shared/effects/move_indicator.effect'
CXMLManager::ReadBuffer() - NULL buffer
etc etc....

is there nobody in the s2 world that successfully created s2z files on linux?
t1ck is offline   Reply With Quote
Old 01-04-2010, 05:34 AM   #10
MBomber
Community Moderator

MBomber's Avatar
 
Join Date: Dec 2006
Location: Southern Cali
Posts: 6,887
Thanks: 1
Thanked 14 Times in 8 Posts
Default

I'd like 37, please. But it should be noted that currently, my mod and 73 Glow before you blow are incompatible. I hope we'll have a workaround in the near future.
__________________
Forum Moderator. Please message me if you have any problems or questions.

Does smoke in this game lag out your computer? Then STOP SMOKING!


MBomber is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 09:31 PM.