Screenshot Archive

Information and updates for all other projects by Black Omen Productions (besides Shadow Empires): Namely Codename: MetalStorm, Anti-Balance, Ultimate Fixer and all versions of XyRAX

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Screenshot Archive

Post by Nefarius » Thu Dec 25, 2008 7:24 am

Like with the other archive, to prevent stuff from 'being lost' due to post limits.






20th June, 2008

Many things are going on here (60% size anim).

First of all, the arrows shown at the begining closeup here are the ammo variation I mentioned in this thread earlier.

So whats going on, you prolly notice that one of the skeletons is bright blue/rather cyan and walking much slower then cold would normally do, thats because this _ISNT_ cold, but the new look of the "slows target" stat (which isn't as desync-ish as it is in vanilla) [notice that cold and slow ARE accumulative, but you cannot slow a unit down to 0 speed, the effect is identical on players, so beware]. The red halo around the character is the Haste spell (which is obvious as its reddish like this in about any game lol). The increased speeds are ofc all side effects of the Haste spell ;) [ notice: they are only this high for testing purposes ]






17th June, 2008

Chance to Disintegrate Lower Undead in all its glory: (fullsize animation).

http://img362.imageshack.us/img362/1155 ... atehu7.gif

So what does disintegrate do?
A disintegrated monster vanishes instantly, while you will get events such as quest triggers, you will not recieve drops or experience (quest drops would still drop, as they aren't real drops, just appended stuff). The effect (when granted from items), is restricted to lower undead (it will not work on bosses), but it works on lower undead summoned by players.

Burn Damage, most people know the horrible overlay blizzard used for this unused effect in vanilla. This is how it looks now: http://img88.imageshack.us/my.php?image ... 350cl9.jpg comes complete with billowing smoke :)



16th June, 2008

Some more stuff from last weeks/todays testing session

Natalya
Because it was asked in this thread ;), Natalya in the testing environ was moved to act 4 and given a trade inv (repair enabled).

Apocalypse Redux
Animation of the apocalypse spell in action, with the final overlay. (see seperate post about the mechanics).

--- about blood boil, see the other post too, for the actual mechanics ---

Blood Boil: Animation
They say a picture is worth more then a 1000 words, what about anims?

Blood Boil: Boiling enemies
Some monsters currently being effected by blood boil.

Blood Boil: The Results
This is what happens when they die due to the effect :P

Blood Boil: The Aftermath
Remains of an enemy.

Blood Boil: Spell desc
The static desc text is rather final, the rest is open the change.

Another unique
This is a helm many will remember from D1, and yes, the resistance cancelling works _EXACTLY_ as stated,
no workarounds included, 100% pure code there :twisted:




10th June, 2008

I went over some screenshots taken during the last few days and picked some of them for display here, some of this may be repeats of stuff posted before.

Apocalypse
This is just a implementation of the D1 Apocalypse spell, this ugly explosion gfx
is however just a placeholder.

The Almighty Banhammer
Unique item screenshot. Level requirements are temporary and open to change in the future.

Firewall UMod
Another MonUMod, casting firewalls.

Defense vs. Undead/Demons
For some reason Blizzard only had att and dmg versions, this is one for defense. These are ofc just values put there for testing.

Fetish Aura
The formerly broken fetish aura spell in action, it grants them speed, damage and other boni.
(the name Aura is misleading, this is a AoE buff cast like a curse by the shamans, it was enabled before v1.10, but the spell never did anything due to bugs, in v1.10+ the AI code is broken and doesn't cast it (the spell code is still bugged too)).

Necro Archers
Raise Skeleton has a chance to summon archers randomly (instead of only melee variants).

Negative Plane State
Better screenshot of the negative plane gfx.

Game Entry / Info text
Has recently been changed, it shows the most recent compilation date of the alpha build now.

New npc quest triggering
Just some screenshots, oh and a spoiler of 1 1/2 lines of ingame text, oh my.

Up for the taking
The new lvltheme spawning random gold on the floor of a cave.

Random Superunique spawning
As said in some of the other threads, random superuniques can spawn in levels a la D1, this is just an example.

Spell Generated Item Name Colors
Showing the new color of the names.

Stone Cursed
Shot of the stonecurse effect petrifiying a character, notice the red icons. The sprite doesn't animate either.

Vengance Overlay
Reimplemented the unused vengeance overlay.

New Polearm
Showing a new polearm.




7th June, 2008
This is an example of how items can be colorized, (this is just a test, the enchant menu option some npcs have will do different things in the future, its a way to add stats via a npc menu option ;)). You pay a specific amount of gold, and the item gets an enchantment. Here this is used to demonstrate colorizing.

album_page.php?pic_id=3018





4th June, 2008

Some shot at the negative plane effect in action. http://img385.imageshack.us/img385/8841/negplaneof2.jpg

This is a random negative attack, and thus it's not particularly lethal. The effects of the attack can vary depending on the source. Some generic negative plane attacks drain mana (also over time, think about a combination of mana drain and negative mana regeneration) paired with the fact it has a 33% chance to dispell a buff (that is, the BO you just had is now gone). It dispells one buff at a time. The side effects can however vary greatly, ranging from level drain shown elsewhere to other nasty things I won't be spoiling here.




24th May.

Didn't end using AVI, that involves codecs that some people might not have (and uncompressed AVIs tend to go to over 50 MB easily, even with only 100 frames at 800x600). So instead I've used some more optimized way of saving the GIFs. This results in 800x600 * 100 frame gif file only being roughly 1 MB in size, so I can put them on imageshack like the smaller ones :twisted:

Anyway, heres a 800x600 anim showing the Retaliate ability in action. http://img526.imageshack.us/img526/7531 ... atefk4.gif
(the spell sequence uses frames from the DEA anim + normal kicks if you wonder)



20th May.

Some ingame demo anim footage of False Dawn spell seen in a previous static screenshot: http://img186.imageshack.us/img186/5800/horrosbr5.gif

Note: I you look carefully, you'll see the mages are staying at range properly, and also cast protective spells on themselves ;). The enemies to the far edges of the screens have more HP and they are effected by the second cast (instead of disintegrating like the others did).



29th Feb.

Just something random demo movie this time, I dumped this for no particular reason other then posting it here while testing the new spell save/load features.

http://img186.imageshack.us/img186/8953/movie2hi2.gif

Enjoy




24th Feb.

#2
More GUI work, this is a small config GUI (that will expand further in the future), allowing the user to edit settings in realtime without having to exit the game and change the ini.

album_page.php?pic_id=2823




This is a continue for the last screenshot of the char screen.
http://img442.imageshack.us/img442/1294 ... 430uj3.jpg

Here you can see two maxed stats (in gold), and the stat buttons being visible only for the un maxed ones.




23rd Feb.

album_page.php?pic_id=2819

One of the things I changed about the stat screen after rewriting the original code, besides the obvious change to text colors on the screen and font size is the little fact the popups showing 'chance to hit' and 'chance to get hit' are now accurate (they NEVER were since v1.00...). The game now stores the class and mLvl of the last unit you attacked (the clientside mLvl is now accurate representation of the server side one) and calculates the tohit chance from that, this does not take things like ATD, -TAC, -%TAC and modifiers vs. monster type etc into account yet, but it should give a better idea of your chance to hit that the totally broken vanilla crap.

Other aspects of the char screen that were changed, the stat buttons will not be displayed if a stat is maxed (stats are maxable like in D1 and most other games, and not pumpable ad infinitum, the limits ARE very high, so its not really possible to fill all stats up [the limits vary between 400-500 usually] and 200-300 [on secondary stats]), maxed stats (resistances and main stats) will be displayed in gold, unless you have some item increasing them further (in that case they are shown in blue like would be the case in vanilla).





22nd Feb.

album_page.php?pic_id=2817

^ a new shot of this I just uploaded showing the z-aware trails in action as explosion debris


http://img295.imageshack.us/img295/6351 ... 000id8.png

This shows some throwing potions enhanced with the new z-axis aware trail, to leave an arc of fire and smoke in the air.


http://img187.imageshack.us/img187/4443/molotov2ul8.gif

^ demo recorded and saved as GIF showing it in action



16th Feb.

album_page.php?pic_id=2810

Weapon damage display change, showing average weapon damage (and the earlier change of also showing # of attacks per second).




25th Jan.

http://img181.imageshack.us/my.php?image=holesaq4.jpg

This screenshot shows a repaired (and attackable) evil hole spewing out baboon demons (this is a test) [yes, they are softcoded now, and don't always spawn fallen unlike vanilla].

The grey baboons are effected by stone curse.
Caused by this: http://img149.imageshack.us/img149/8819/warpikekg8.jpg (no this isn't a final unique item, it's something random glued together among tests) - so why is the name pixelated? because the name will probably be re-used :P



22nd Jan.

This is a shot of the new graphic effect added for Redemption. http://img529.imageshack.us/img529/9600/redemptye1.jpg

This combines a corpse explosion + that old red "ghost" in addition to a soul rising out of sight from moving on the z-axis at a random speed (think Thunderstorm, but moving upwards instead of downwards). --- entirely new code, no vanilla stuff involved ;)



12th Jan.

One more from the category of skill code change tests, raise skeleton func was changed to be able to summon more then one creature type (behavior for summons is ofc also softcoded now into a param). The skill will create a skeleton warrior 75% of the time, and a archer 25% of the time.

http://img136.imageshack.us/img136/1980 ... 421vv2.jpg

(one archer is at the top near the mages, the other one is at the left center edge)


11th Jan.

Some more random skill-code tweaking: album_page.php?pic_id=2720

Played a bit with the hydra coordinates to add options to spawn different patterns.



10th Jan.

Just something random this time, ever thought about tossing those feared black walls at your enemies :twisted:

album_page.php?pic_id=2714

Note: the above may or may not be kept



26th Dec
Two screenshots added here, showing a lot of (reshaded) D1 tokens and template AI behavior hurling all it's got at the player.

http://img247.imageshack.us/img247/2349/screen1gx7.png
http://img171.imageshack.us/img171/6087/screen2tj2.png

And this heres just to show how the resistances of units are displayed: http://img296.imageshack.us/img296/2207 ... 209le7.png
(curse resistance counts as an actual resistance)




2nd Dec
Today I'm posting two screenshots of the False Dawn spell, this spell targets only undead creatures, completely ignores their resistances and if they get killed by it, they disintegrate completely (aka no corpse or items, you do get exp though).

Poor zombies getting targeted by the stream from false dawn (the anim plays for a while)

The same zombies, disintegrating



26th Nov,

This is just one new thing, seen before in another screenshot. A LEB getting struck, but unlike D2 you won't find the proper angle to avoid bolts this time ;)
NOTE: this is a weapon that swings 25 times per second, thats why there are so many sparks ;) normally the bolts are singular, released in batches of 18 a time.







23rd Nov,

EDIT: heres one more, this is newest thing so far, a BG2 style damage / attack log ;) -> album_page.php?pic_id=2657

The post-death damage is from Chain Lightning on death (from a facet)


Blue Icy Skeletons - also check out the extended info section at the top right, the blood is from the character (yes chars can bleed now) not from the skeletons.

Another Infravision Screeny - this is by far the best because it shows the effect more like it is in-game in terms of intensity.

Parasites - these annoying red worms are spawned when killing one of those blood zombies or skeletons summoned from corpses by some shamans.

Old Effect using New Code - those horribly restricted Chilling Armor code was replaced in such a way as that Chance-To-Cast property can now be used on skills. Reading the skillNo from par7/8 and the chance from calc4.

A new npc - with rogue placeholder gfx

And what she sells - Noteably, these items are magic and rare, but I'm not highlighting anything so you'll have to take my word on it ;) --- note how the Claw weapon in the inv isn't 'red' and unuseable, this is because all classes can use these items now, they just show up as daggers on non-'assassins'.









Original screens

http://img20.imageshack.us/img20/6134/preinfrafs3.jpg
http://img103.imageshack.us/img103/7752 ... fraxh6.jpg
album_page.php?pic_id=2648

These two screenshots shows quite a few things. First of all, this is a new leveltype using a slightly recolored crypt tileset. The levels are random, thats right, new leveltypes can be used for random maze generation in MetalStorm :twisted: so expect quite a few recolored places (and possibly more) without the need of replacing any existing tileset.

Then you'll notice the parallax background of this level, expansion to the original parallax code allows for addition of infinite amounts of different parallax backgrounds, instead of only that arreat summit one :!:

The second screenshot shows the same scene, however the test char has just cast Infravision ;) [yes, its a changed Inner Sight for the time being]. What infravision does, first of all it negates the darkness in the level, blending the color with a redish tint and also increases intensity, then every unit except the caster will be highlighted in red (this includes objects, items and missiles). Not visible here, but Infravision also allows you to look through walls. The effect is only visible to whoever casted it.

The third screenshot just shows some other parallax background in the same area.

album_page.php?pic_id=2647
^ this is another screenshot from the same area, where a randomly spawned superunique shows the effect of PalShift being carried over to the missiles fired by the unit (like D1-succubus bloodstars). This isn't a 'final' effect, there will be restrictions to this later ;) (so only some missiles will shift).
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
Black Omen Productions | MetalStorm: Progress Report | Screenshots

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Re: Screenshot Archive

Post by Nefarius » Mon Jun 21, 2010 12:52 am

2nd August, 2009

Fend

Fend hitting stuff while surrounded by a mob

Bone Armor

In the alpha bone armor had an animation for 'breaking', this didn't make it into the vanilla release for some reason, I reimplemented it with the original gfx.

Fist of Ares (Player)
Fist of Ares (Monster)

Heres examples of the spell mentioned in the progress thread in action.

Inferno - Diablo
Inferno - Fetish

Screens of the fixed inferno range.

Hurricane
This looks better animated then on a still, so ill up an animation at some point, for now, in vanilla Hurricane only uses 2 of the available 5 debris graphics, I've changed it so the debris circles further outside and a slower speed and 'further near the ground' the higher the distance from the center, which makes it look more realistic.


11th May, 2009

Leap with a twist
Ever wanted to make the leap shockwave deal damage? This wont work in vanilla not due to a hardcode, but simply because it doesn't create a shownwave but uses the aura pulse function when you land with a blank attack that only has knockback flag set. Here is my variant made for fun while testing the new code.

Hide in the shadows + backstab (movie)
Classic thief abilities in D2. When you are attacked or attack an enemy you reveal yourself. (if you remain near a unit too long they notice you as well). The attack you deal before it dispells recieves a bonus to tohit and defense, the ability has a short delay.

Can you see me?
Just a closeup of this, notice the progress bar on the skill icon, showing how long the delay still lasts, each skill now can have a seperate delay. (The bar color changes from red to yellow to green, and vanishes when the delay ends).

Drow items (movie)
Drow items disintegrate when exposed to sunlight, you can wield them in dungeon and during dawn, dusk and night times. These items are a seperate quality, they do not have unique (etc) versions, each normal item type we permit can spawn as this variant, they recieve a few extra boni to ( defense for armors, weapons recieve a bonus to critical hits ), are not prone to acid and two randomly picked affixes (from the magic affix pool). The adamantite dust has a use, but what that is won't be released -- they use a temporary palette here...

Drow items
^- this is the final palette and also shows their inv desc.

Trinket gems
These are the gems from BG2, they have little purpose other then being used for item creation, being sold, and used with obelisks... Which brings me to:

Gem stats
See these gems as jewels, but their stats are not used for socketing, but to buff yourself and your party (and all pets). Boni to life, mana and stamina heal instead of adding though.

Buffed
As you can see here

PvP ears
Ears and the actual clvl displayed is now really the level of the char. (it uses 8 instead of 7 bits to save the info).

A unique amulet showing the chance to find better gems property
Gem grades now use a system similar to item ratio for item qualities, that is gems automatically upgrade in drops, this stat gives you a better chance of finding higher grade gems when a gem is generated.

Item Lore
A distinct new quality of items ranked above unique, these items have no base variant and exist only in their special form, they also do not drop based on RNG stuff, they are only generated when very specific events occur.

The display follows this logic:

[name]
[title]
[main]
[lore]
[stats]

playing around
With some gfx code, blended green outline sprite drawn under a translucent black sprite.
More on those outlines

final outline variant
Red outlines are given to selected enemies
Green outlines to selected allies
White ones to neutral objects (etc)

In vanilla the outlines were used in a very strange way, they flashed for 3 frames when a unit got hit. With red for 0-32% life, yellow for 33-65% life and green for 66%+ life. This is only available in D3D and glide. We use them as selection indicators to show the alignment (as stated above).


Subtitles
Just the speech subtitles blizzard disabled in almost all builds of the game (some lang vers have them enabled).


5th Mar, 2009

Debug Desc as stated in the dev topic, you can show the ilvl and socket count as well as the item code in the item desc now ( the two former are old already, but now this can be toggled ).

Item Price in vanilla the price is drawn in the same color as the rest of the item name, now it clearly stands out. (I figured since the 'cannot be sold' stuff is always in red, why wasen't this shown differently)

rune stats this screenshot shows rune stats listed seperately, this also applies to gems, jewels etc.

set boots the new set item display, the yellow item isn't equipped, the others are.

Sets #2 the same deal, just this time one is equipped, one is not equipped and one isn't owned by the player.


2nd Jan, 2009

Quest Item
Yes I know, I used the "wishstone" item in AntiBalance as well, this is part of a test-quest

Acid Beasts
More Acid Beasts
From D1, one of the graphics added in the last few days, not only are they reshaded, also resized and the acid was given a different color so they can be color shifted without the acid blood color changing when they die (this was done by hand on the death anim).

Scavengers
Again, resized and stuff + a special blur/ghostly variant

Death of the ghostly blue ones
Some more of that coldish stuff
Some more of those special scavengers, I just gave them another AI script that combines their corpse eating with ranged attacks instead of melee.

Biclops
More reshaded graphics fitting into D2 more properly now

Mists
Some IE mists (this conversion is quite old), showing usage of the mirror and blur effects on other enemies.

Crystals
Crystals as ambient light sources in the deeper caves --- these graphics will need a bit more retouching, looks more impressive ingame with colored light and stuff though.

A Hammer
An Axe
Just some new item graphics

Allies
When activated, they will join you ( self recruiting minions ) until they die. Like liberate-able units in many RTS games.

Combat
The file name says its all, just chaos and much of it

Arcane Pads
The arcane acntuary, with more intermediate padding between platforms ( I have a ton of 'variants' of this screenshotted ).

Railgun-ish Shot
Remember, ammo matters just as much as the missile weapon itself now



25th December, 2008

Here's a screenshot of a secret room using the same logic as the arcane entry portal, just useable everywhere

http://img265.imageshack.us/img265/9320 ... oomax2.jpg

( background shows some code )


25th September, 2008

This time we get to show an animated gif of the revamped redemption aura, now it really makes justice to its name.

http://i215.photobucket.com/albums/cc71 ... mption.gif

16th September, 2008

Just something random this time, screenshot of a negative plane based inferno-ish spell.

album_page.php?pic_id=3163



21st August, 2008

A quick thing for today, I originally wanted to add this to the previous batch but somehow forgot about it.

album_page.php?pic_id=3141

As mentioned in the progress thread, in MetalStorm the looks and colors of hands/legs are controlled by boots/gloves (they way logic implies it should've always been...) in vanilla, for some reason bluzzard decided to hardcode these looks to the torso (which never made any sense to me, and I doubt they remember why they did it either :P). As you can see in that picture, the bodyarmor gives its green color only to the torso, the purple gloves only to the hands and the white boots to the legs.


18th August 2008

This is a big screenfeed, so prepare yourself for some neat eye candy!

Some npc shot, just a shot of a new npc, complete healing costs money now ( partial healing from certain npcs will only recover stamina and life ), complete healing removes all bad status effects (curses, negative plane, poison, acid et al.), except for Level Drain which needs a special option for removing. The removal option for the cursed item is self explanatory, and yes, it costs money.

---

Monsters will show hover messages in some situations, here are some examples.

Fallen (TEST ONLY), this here is a test only display of event text, "Attack!!" signifies that the boss of the pack issued an attack command to the others. The healing one and the response to that (:mrgreen:) are obvious.

Potions, the AI can drink potions when in need of buffs/healing if the unit happens to have potions.

As well as reading spell scrolls, as seen here and here.

---

These two screens show self-recruiting allies. This was planned for alpha D2, but it was scrapped (I guess the abandoned targeting node #10 was
originally intended for this), basically the ally will join the first player that comes within range, and follow that player around (unless you
go too far away or die), besides this they attack whatever enemy comes into range. These rogues are just an example. ( the act 5 barbs may appear similar, but they don't follow you, all bluzzard did there is make them always walk in one direction... ), you earn exp from their kills.

screen 1 (grey ones are stone cursed from a boss)
screen 2

---

One of the requests by JakeBow was to see some item gfx, here are some. ( emphasis on some, there are many new items, but we aren't going to say how many )

items 1
items 2

The oily shrine from hellfire, with a slightly different spell :P ( it casts a ring of fire in hf, it's easy to replicate this, but this is neater ), if you wonder why im not taking damage, you should look at the config thread :P

oily shrine

---

A black subspecies of the stormlords, if you look closely you can see the palshift is done properly [ the eyes are a different color, it's more visible in-game ]. You can also see the clueconsole output (it now supports spawning units by name).

black storm

---

Something else here + a dev name, just some blue skeletons, the name is, I repeat, a dev name and not final. Also, here you can see the palette work, with the red/white cloth, and only the bones being shifted.

frozen skeleton

---

Another shot of the missile palette shifting, this shows those green ghosts, and the properly shifted bonespirit they fire

Yet another shot

---

Books of Lore, with a dev message.

Book

---

A locked door, doors can be locked now, along side many other things, the vanilla bugs with doors are resolved ( there is no more desync [ at least we haven't noticed any yet! ] etc ). Some locked objects require things OTHER then normal keys to open.

Oh noes

---

Here is a look at the resistance display, I said on some other post that I may have posted a screenshot showing the negative plane resistance, well here it is, in case I didn't post it before :P

res showoff

---

Some nifty combo of boss mods here, this quillrat boss spawned with bonespears + multishot + extra strong [which effects elemental damage of missiles too now!] :)

boner

---

Disposing of vampires:

The wrong way: yer doin it rong
Right way: thats gotta hurt






17th July, 2008

Today just one anim of a gateway scroll, this is a pretty old feature (implemented already in the initial v1.10 build from 2004...)

http://img230.imageshack.us/img230/2033/gatewayxn0.gif

Quite obviously, reading the scroll opens a portal to another level, this can be a random level or a preset one (it depends on the purpose of the scroll).



6th July, 2008

Heres a movie of the new spell scroll code in action :) ( cropped, but not resized )

http://img396.imageshack.us/img396/1684 ... viexu9.gif

--- edit, second pass ---

nother 500 new screenshots aggregated, heres a few selected ones :)

Socket Item Desc

This was requested before, the socket count shows up in the item name (and I know I know this is also a evil feature, useful nontheless)


Just Rediculously Strong

This is a test unique (test as in, you won't see this, in this form, in the final) displaying the defense, damage and durability overload properties mentioned in the progress report, 'curse monsters with <curse>' is a new modifier, it works like 'hit blinds target', ie, casts the selected curse _only_ on the unit you strike. 10 life lost per second, thats how the life regen description looks now, it actually shows how much life you lose each second (and notice, it also supports fractions, just in this case its a plain 10).


CLUAConsole command: pos

This tells you the exact location you are, can also be used by the game admin to get the position of any player in tc/ip.


CLUAConsole command: SpawnMonster

This should be plain obvious :) [ don't expect this in the final ]


Player Ear's description change

PvP shot of a freshly harvested ear.


Haste stills

Haste spell galore in MP, and what it does to casting speed ATM :P


New-Old Axe

An old unique axe with its new stats.


New-Old Sword

Ditto, just a sword, well sabre, 'steals x mana per hit' is a lower version of mana steal, ie, its not % based.


Personalized Items changes

Their name now shows up in gold, the item will also be treated as a unique by evaluation code in the future.


Buying Spell Scrolls

Scroll desc, showing spell name and lvl req.
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
Black Omen Productions | MetalStorm: Progress Report | Screenshots

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