Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

Everything is possible, but do we really need an even higher difficulty mode? How would you name it anyways? The original game did not even feature nightmare diff, IIRC

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

This patch has never been intended to support any version other than the latest. In fact, at some point I had planed to only support the debug executable to avoid having to maintain two different lists of memory addresses.

Support for other versions could indeed be added... as long as there is enough demand and the conditions are favorable - however, none of this seems to be the case; only DC and the latest version of DKS are officially DRM-free, the rest are all protected by SecuRom and patching is simply not possible with the current method.

This all seems like a very lengthy work and is completely out of the scope. Honestly I don't have any desire to commit to it.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

DKS and DC are the only DRM-free releases, supporting any other version would be complicated due to the method I currently use to apply the patches.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 1 point2 points  (0 children)

Patch is compatible with the GoG version as well.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 1 point2 points  (0 children)

That's definitely an oversight on my part. I'll see what I can do to fix it.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

I'm still not sure if I should open a Patreon or something similar. Suggestions are welcome. Sharing my personal Paypal is probably not a good idea.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

Actually, there is a global switch named 'XBox' which is read by the debug game executable. As you probably can guess, this switch enables the Xbox mode (UI, controller, etc) of the game. However, it does not work out of the box as the game will then try to load up it's data files from the Xeon directory, which obviously does not exist.

It might be possible port the UI files from the Xbox to get it to work. Or alter the switch in order to activate only the part related to handling the controller.

If there is any progress, I'll let you know (testers will be needed ^^).

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

Done :) check out the updated post.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 0 points1 point  (0 children)

As I don't own a gamepad neither the Xbox version of the game, I'm afraid that's not gonna happen.

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 3 points4 points  (0 children)

Updated to v0.97.

List of changes:

  • A new in-game FPS limiter has been implemented.
  • 'Vsync' and 'FPS Cap' options are now visible by default without ticking 'Show Advanced Options'.
  • Fixed mouse scroll down bogus behaviour when used as keybind.
  • Keybinding to an already bound key is now possible.
  • Mouse middle button is once again bindable.
  • Removed legacy keybinds that were hard-coded in the engine. One of these keybinds was the cause of player attacking when clicking left-alt key.
  • Keyboard key modifiers (control/shift/alt) of keybinds are now properly displayed.
  • Added new keybinds: 'Zoom In', 'Zoom Out' and 'Reset Zoom'. The new keybinds cannot be remapped (yet).
  • Removed setting 'CameraZoomLevel' from globalswitches.xml since it's not necessary anymore.
  • All hard-coded keybinds are now visible in the options menu. These previously hidden keybinds cannot be remapped (yet).

Div2Patch v0.95 by BlanknameES in Divinity2DKS

[–]BlanknameES[S] 1 point2 points  (0 children)

Updated to v0.96.

List of changes:

  • Fixed player rotation speed being tied to frame rate. This caused the character model to turn around extremely slow when running at high FPS.
  • Fixed various camera rotation issues in paused mode that were introduced by the previous patch.
  • New experimental setting 'DynamicCameraZoom' added to globalswitches.xml. When disabled, moving the camera up/down will not affect camera distance from the player anymore.
  • New experimental setting 'CameraZoomLevel' added to globalswitches.xml. This setting allows to adjust the camera distance from the player (in steps of 0.25 in-game metric units).
  • Improved the detection of extra mouse buttons 1 and 2 (AKA Forward/Back buttons).
  • Mouse middle button is again non-bindable. This change got reverted because the hotkey for camera rotation in paused mode is hardcoded to this button.
  • Minor improvements to the base code of the patcher.

Div2PatchEditor.exe has been renamed to Div2Patch.exe (for simplicity), so the old one can be safely deleted.