What does your mod look like?

This is the place for people to research themes and ideas for their mods as well as for others to post their suggestions for mod makers to make use of.

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Re: What does your mod look like?

Post by kingpin » Mon Jan 02, 2017 12:46 pm

Jeewdew wrote:
J'P wrote:What donu mean?
You can't play battle.net with mods and battle.net is being shutdown anyways.
just to clarify the confusion there, battle.net is not going to be shutdown, they are only officially renaming battle.net to avoid confusion for newer players. It will be blizzard related names for all their platforms.

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Re: What does your mod look like?

Post by weapon-x » Mon Apr 10, 2017 6:34 am

Howdy, so i managed to take a 5 days leave from work and modded a little. :mrgreen:

I revisited the individual_skill_cool_down system and decided to add-up group delays

Image

skill icons which are restricted are colored red, while skill icons with individual cooldowns have green bars
and skill icons with group cooldowns have grey bars, in grey icons :)

the system is soft-coded and is reading-up a new custom text file "skillgroups.txt" with the following columns:

Code: Select all

hcIdx = *row number
group = *group number
skillIDs1-5 = *skill ids 1-5, if the modder wishes to add more skillids to the group, all that's need to be done
                    is add a new row with the same group number as above the 1st set of skillids
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Re: What does your mod look like?

Post by marques » Mon Apr 10, 2017 2:22 pm

Very good idea Weapon-x. Do you plan to release this individual_skill_cool_down system for public use?

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Re: What does your mod look like?

Post by Cossack » Tue Apr 18, 2017 5:43 pm

Some minor changes from me ^^
hp, mp, stamina from WORD to DWORD, rewrited npc stuff
all in 1.13c

https://www.youtube.com/watch?v=P027hlKMRuo

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Re: What does your mod look like?

Post by Cossack » Sat Apr 22, 2017 3:42 pm

Hi again,

Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ

As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^

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Re: What does your mod look like?

Post by GrandMaitre » Sat Apr 22, 2017 7:01 pm

Cossack wrote:Hi again,

Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ

As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^
Is it just a map or a full 6th act?
Thought it wasn't posible to add an other act.

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Re: What does your mod look like?

Post by Black_Eternity » Sun Apr 23, 2017 4:07 am

GrandMaitre wrote:
Cossack wrote:Hi again,

Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ

.
As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^
Is it just a map or a full 6th act?
Thought it wasn't posible to add an other act.
He's doing a butt ton of code editing

Edit: On another note I've successfully imitated the Horadric Cache from D3. No pics, kinda self explanatory.
PureRage wrote:Durrrp, durrrp. idiot

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Re: What does your mod look like?

Post by Cossack » Mon Apr 24, 2017 4:56 pm

GrandMaitre wrote: Is it just a map or a full 6th act?
Thought it wasn't posible to add an other act.
Yes it's possible to add another act
Black_Eternity wrote: He's doing a butt ton of code editing
It's just a "little" ce not butt ton ^^

Next movie from me i promise i will not spam u anymore ^^
https://www.youtube.com/watch?v=INqCHhM2HCU
Like previous I copied maps from act 5 because i can't make own

I created level from LvlPrest file and link that level to my town from act 6

So i think that's all what i need to make a full act
Of course there were things like
rewrite quest and waypoints tabs
But core things are done

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Re: What does your mod look like?

Post by Black_Eternity » Fri Apr 28, 2017 9:06 pm

Small update: New sorc skill WIP.
Don't mind the UI, it's also a WIP lol.

PureRage wrote:Durrrp, durrrp. idiot

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Re: What does your mod look like?

Post by Ogodei » Fri Apr 28, 2017 9:16 pm

I like that skill :P and nice reuse of the unused fire elemental graphics too!

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Re: What does your mod look like?

Post by Doub » Sun Apr 30, 2017 11:50 am

beautiful !

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Re: What does your mod look like?

Post by weapon-x » Mon May 01, 2017 12:50 pm

marques wrote:Very good idea Weapon-x. Do you plan to release this individual_skill_cool_down system for public use?
hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it :) or perhaps i could send you my base file so you could play around with it :)
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Re: What does your mod look like?

Post by Black_Eternity » Mon May 01, 2017 2:37 pm

weapon-x wrote:hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it :) or perhaps i could send you my base file so you could play around with it :)
I would be very delighted if this was a plugin. :D
The amount of use this would be to many mods would be tremendous.
PureRage wrote:Durrrp, durrrp. idiot

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Re: What does your mod look like?

Post by Kieran » Mon May 01, 2017 5:53 pm

Black_Eternity wrote:
weapon-x wrote:hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it :) or perhaps i could send you my base file so you could play around with it :)
I would be very delighted if this was a plugin. :D
The amount of use this would be to many mods would be tremendous.
+1 to that!

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Re: What does your mod look like?

Post by Black_Eternity » Fri May 19, 2017 6:48 am

Testing out the new Tree Entity animation, still needs some fine tuning but overall I'm happy with it.



Edit: Moving along, testing a Worg
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Re: What does your mod look like?

Post by Doub » Fri May 19, 2017 9:16 am

looks nice but should the tree bleed? :)

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Re: What does your mod look like?

Post by Black_Eternity » Sat May 20, 2017 3:32 am

Doub wrote:looks nice but should the tree bleed? :)
Haha, I actually fixed that shortly after I uploaded the video.

Wilderness Bear, new animation.
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Re: What does your mod look like?

Post by Ogodei » Sat May 20, 2017 6:29 am

I like that bear! I think it blends perfectly with D2's environment ;)

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Re: What does your mod look like?

Post by Black_Eternity » Sun May 21, 2017 12:07 am

Here's a look at the companion corpse digger with a new Imp animation.
Thanks to Ogodei for shedding a little info on the AI parameters.

If you watch closely you'll notice that it will still engage in battle, but if corpses are present it will dig through them.
For this video I've made the bears level 99 with a higher treasure class,
and increased the odds of Find Item (just as a test for now)

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Re: What does your mod look like?

Post by Doub » Sun May 21, 2017 9:30 am

It takes it some time start digging :)

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Re: What does your mod look like?

Post by Black_Eternity » Mon May 22, 2017 3:18 am

Here's a timelapse redesigning my custom UI, I know, I know, it's poor quality, but I didnt realize that at the time of recording obviously, time spent, time learned I guess.
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Re: What does your mod look like?

Post by Necrolis » Mon May 22, 2017 12:37 pm

Black_Eternity wrote:Here's a timelapse redesigning my custom UI, I know, I know, it's poor quality, but I didnt realize that at the time of recording obviously, time spent, time learned I guess.
Thats a really cool time lapse!

Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of the game world, overlay at 35% opacity, setup some guidelines on the ruler using that, then disable the layer visibility etc.
Image
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Re: What does your mod look like?

Post by kidpaddle94 » Mon May 22, 2017 4:43 pm

Necrolis wrote:Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of the game world, overlay at 35% opacity, setup some guidelines on the ruler using that, then disable the layer visibility etc.
I do this a lot myself. I contemplated the idea of making some debugging interface in-game where I could move UI in-game and retrieve the position from it, but I think using PS and an in-game screenshot as canvas works just as well.

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Re: What does your mod look like?

Post by Black_Eternity » Mon May 22, 2017 10:10 pm

Necrolis wrote:
Black_Eternity wrote:Here's a timelapse redesigning my custom UI, I know, I know, it's poor quality, but I didnt realize that at the time of recording obviously, time spent, time learned I guess.
Thats a really cool time lapse!

Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of the game world, overlay at 35% opacity, setup some guidelines on the ruler using that, then disable the layer visibility etc.
I had tried tinkering around with pixel offsets before, but for me personally I found it easier to just eyeball it when dealing with the orbs and their overlays. Just because their location is coded.
I later found out that I was using an older version of Kingpins Dreamland plugin, and updating it could have saved me a lot of time, as it would have softcoded all of those offsets for me.... But yet again, time spent, time learned... Lol

Here's a screenshot with the orbs using Drawmode 2, thanks to Necrolis for the drawmode list, and thanks to Kingpin for Dreamlands.
Image

And for goofing around, here's the UI in Drawmode 7.
Image

If I really wanted to, I could design a UI, cleverly using these different drawmodes, like 0 or 1 for example, (25-50% opacity) to make it look more like the actual D3 panel...
but there's always some tile loading issues every time you open up a screen, and would be widely visible.
PureRage wrote:Durrrp, durrrp. idiot

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Re: What does your mod look like?

Post by Black_Eternity » Thu May 25, 2017 12:50 pm

Double post for pics...

A HUGE shoutout to dav92 for the code on this one.
Working Charm Sector with requirement *underlay?

To make it easier to place the charms I added the slight red color to the inventory in the lower right quadrant.
This is a screenshot with charms outside of the sector
Image

And again with charms inside
Image
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