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So...

I took the TQ Camera mod here: http://www.lost.org.uk/tqcam.html

(Unfortunately, Christopher didn't leave an email address, or I'd let him know)

Hacked on it for 5 minutes to support AE, and recompiled it with Cygwin.

Seems to work. My testing went as far as a whole additional 5 minutes of "Hey it works!" <rotate/rotate/rotate> So your mileage may vary... Source code is still included. I make no claim to the hack myself..

Obviously, drop the 3 TQCam files in the main directory, and launch with TQCam.exe, instead of TQ.exe.

The game really isn't designed with a rotatable camera in mind and you can see it here and there, but I think the game is better w/ one than w/out one.

Shrug... Anyways...

YMMV, Std Disclaimers may apply. Avoid swimming for at least an hour after using this product, etc...

David

PS: Had to lie to Gog's Forums. Its not really a .JPG, rename to .ZIP, and unpack....
Attachments:
tqcam-ae.jpg (17 Kb)
Cool stuff, you could also post it in the steam forums if you want.
I tried the mod in AE for an hour now, and it seems to work great!

This tool acts as a kind of launcher and "remote control" for the original game executable tq.exe, so it is not neccessary to apply any patches to any files, and the game itself is still using the original executable to run - you just don't launch tq.exe any longer, but tqcam.exe instead. It works somehow like the camera mod for Torchlight 2, and both add lots of fun to the game. Isometric view is ok for classic 2D games like Baldurs Gate, but I hate it both in Torchlight and TitanQuest. Great to get rid of it!!!

Things you may stumble upon:

Some missing textures.
This is rare (happens much more often in Torchlight); but to me, it's not breaking the game's look and feel. You get used to it quickly and will simply oversee it soon - or just pick another camera angle.
In TQ, you will mostly notice it due to the lack of backdrop and sky planes which the isometric view obviously does not need. So, at low camera angles, you will see a black sky even during the day. I'm totally fine with that; you can see this effect in other games, too.

Apathetic enemies.
With the use of this mod, you will have a wider range of view; and you will be able to see enemies from a greater distance than usual. Those enemie's AI and scripts will not be triggered at this distance. Until you approach them, they just stand around; doing their "waiting for something" default movements.

Ghost enemies.
This is a mix of missing textures and apathetic enemies.
The enemie's models (wireframes) seem to be loaded with the map; but they will not be fully rendered by the gfx engine before you are close enough. They will not even be animated. So, using this mod, you may notice those ghost enemies occasionally in a VERY far distance; they look like beeing colored in red, blue, green, or any other solid color. I don't think the color has any meaning but is just random; a side effect of the non-textured wireframe.

None of the things mentioned above are really disturbing to me, esp. because they are rare (compared to Torchlight) and mostly avoidable by not using too extreme view angles or zoom-outs.

My GF and me are going to play TI/AE in local coop when having finished Torchlight 2 (we are at level 50 right now, so this will still take some time), and we both love the cam-mod there. And we will for sure love this one for TI, too!!
Post edited October 30, 2017 by belushi1965
avatar
belushi1965: I tried the mod in AE for an hour now, and it seems to work great!
You may also want to try mine. It allows only the rotation of the camera, not looking up and down or changing the game zoom. The problems you are speaking about will appear less frequently.

https://www.gog.com/forum/titan_quest_anniversary_edition/rotate_camera_mod_for_titan_quest_anniversary_edition
@etb:
Thanks, but sorry - zoom is inevitable ;-)
The ghost-thing is not annoying me enough to give up on it. This is just my personal opinion; others may think different. So at least thank you for showing an alternative!
Hi.
Is it possible to make camera by default ?

Test with
resetCameraYaw 1003
HOME = 1003
But no result ...

Thanks.
Post edited December 15, 2017 by Zog-Zog
It is probably possible, but exactly what are you trying to do?
(sorry for my bad english / g00gle trad)

Hi,

When you play without rotation, the "north of the map" is " to the top "
But when you play a long time, you end up losing the north
I just want to reset defaut's orientation of the map
(there is no key for this, because in original game ... there is no camera rotation)

---------------------------------

Another thing ...
There were two versions of the mod camera at the time (2007).
I do not know what this new compilation is based on.
Would it be possible to have the debugging option, or even better the console?

TitanCamModIT.exe
TitanCamModIT.ini
[Output]
EnableConsole = 1 <------------------------------------------ !!!!!!!!!
EnableLogging = 0
LogPath = "TitanCamLog_testing.txt"

PS : Sorry to be annoying ... I say in my defense that I am a moddeur of the first hour (my patch had inspired the fanpatch ^^) And I am very eager to plunge back into the bowels of the game, and the console was very practical
(just as putting the north up is essential to play normally) ;-)
Post edited December 15, 2017 by Zog-Zog
I have no idea about Console or Logging, and I am not expert enough in reverse engineering to actually do much.
But I started from the Christopher's work(1) and I did a Camera mod of my liking; it does allow to reset the camera to the starting position.

Here is the link, feel free to try:
https://drive.google.com/open?id=1ePr2doPxUWfNrRsMLbE1siZDgQjzYBlQ

Just copy .exe, .dll. and .ini file in your Titan Quest directory (where the file TQ.exe lies) and execute the game with TQCam2.exe.

Pressing the Middle Mouse button and moving the mouse you can rotate the camera, if you keep [ pressed you can move freely (so also up and down), if you press ] the camera is reset to default.
Finally, if while pressing [ you also press ] the default is updated.

If you want to talk about this camera mod, please use my thread(2).

(1)
http://www.lost.org.uk/tqcam.html

(2)
https://www.gog.com/forum/titan_quest_anniversary_edition/rotate_camera_mod_for_titan_quest_anniversary_edition/
Post edited December 17, 2017 by etb
Hi.

Thank for your "simplified" camera mod
It may be less immersive, but corresponds more to the spirit of the original game
and it is sufficient in all situations as long as we increase a little "distance camera".

Are you able? (or someone else, as seems to have done zzqzzq_zzq)
from an existing EXE for TQ: IT to make it compatible with TQ: AE?

If the camera and console functions in the background does'nt work, it does not matter,
it's really the .LOG function that interests me (and I'm probably not the only one in this case ... more one year there are several topics on steam forum to know real damage inflicted)

http
www
k-upload.fr/afficher-fichier-2017-12-17-121c985a3titancammodi.zip.html
Post edited December 17, 2017 by Zog-Zog
avatar
Zog-Zog: Thank for your "simplified" camera mod
Oh, yes... The description is still the old one, given the total lack of interest I never updated it.

Actually, now the camera mod allows to freely rotate. But you have to press [ to allow free rotation and ] resets the camera to the default position. You can also change the default.

About your program. There is no source code, there is nothing I can do with it. As a I said, I am not an expert of reverse engineering. Besides, I am not even sure what should I do.



What would you like to log?
Post edited December 17, 2017 by etb
EREKA ... there is "source" here :
https://
sites.google.com/site/madbrahmin/titanquest

log into .txt is the best way to understand combat's TQ ^^ ...

[i] combat
attackerName = Records\Creature\Monster\Maenad\AM_Stalker_07.dbr
attackerID = 10961
defenderName = Records/XPack/Creatures/PC/MalePC01.dbr
defenderID = 4628
combatType = Probability Attack
PTH Offensive Ability 84.000000
PTH Defensive Ability 104.000000
PTH 98.000000
PTH 98.000000, Rand Seed 0.188197
PTH Random Number 18.631540
PTH Modifier Equation result 0.940000
Total Damage: Absolute (34.809494), Over Time (4.337800)
protection = 28.000000
protectionAbsorption = 18.480000
absorption = 0.660000
bonus = 0.000000
modified protection = 28.000000
modified absorption = 0.660000
^y Damage 7.531103 to Defender 0x1214
^y Damage 12.659196 to Defender 0x1214
^bRacial Bonus Damage: (0.000000)
criticalStrike = 0.940000
regionHit = Torso

combat
attackerName = Records/XPack/Creatures/PC/MalePC01.dbr
attackerID = 4628
defenderName = Records\Creature\Monster\Maenad\AM_Stalker_07.dbr
defenderID = 10899
combatType = Projectile Attack
Total Damage: Absolute (17.522335), Over Time (0.000000)
^y Damage 9.080201 to Defender 0x2a93
^y Damage 8.442134 to Defender 0x2a93
^bRacial Bonus Damage: (0.000000)
criticalStrike = 1.000000
regionHit = Head
[/i]
Post edited December 17, 2017 by Zog-Zog
I am sorry, that code is far too long and complicated for the time I am willing to devote to this. However, now that it has been found perhaps somebody will step in.
Post edited December 18, 2017 by etb