Eye-Candy, Screens & Movies (20th June) - 49 new things!

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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Eye-Candy, Screens & Movies (20th June) - 49 new things!

Post by Nefarius » Wed Nov 14, 2007 12:21 pm

Older screenshots are archived here: viewtopic.php?t=52275

Instead of making a new topic for every screenshot I or possibly one of the other devs will post this thread will hold them all
For starters theres two new screenshots I've decided to leak of most recent codewise additions...

NOTE: Want to see something specific, if it already exists and its not falling under top-secret I'll be glad to screenshot or record it . [NO BOSS MOVIE/SCREEN REQUESTS! NO UNIQUE/SET/[>UNIQUE] ITEM REQUESTS EITHER]

Note: any missing screenshots I will repost upon request, the majority should be offsite though.

This is a very big updated to the screenshot thread showing alot of mostly cosmetic changes this time, as well as on many of the monster changes done since 2009.



First I'll start this with three screenshots showing how intense the battles in "MetalStorm" are at present, some of this will be toned down on default settings later on when we're in an actual balancing phase ( that won't be done until everything else is completed, as it is useless before then ).

http://img199.imageshack.us/img199/3443/chaos1.png
http://img717.imageshack.us/img717/9638/chaos2.png
http://img411.imageshack.us/img411/268/chaos3.png

Vanilla would likely already begin to choke on the above situations, however this is no big deal for "MetalStorm" and SE as demonstrated in this screenshot here http://img651.imageshack.us/img651/479/lagless.png ;)

Now let's take a look at those drow shown above a bit more more closely: http://img706.imageshack.us/img706/6980/drowcleric1.png

In vanilla most buffs are of a single target or AoE nature, these bless-style buffs are new, they effect all minions assigend to the group leader, the drow clerics have many other abilities, ranging from several curative and offensive spells, to summoning abilities, as well as being able to recruit and command allies ( drow that are not assigned to a leader, such as when the group leader is slain, can get recruited and thus become minions of the leader ).

I've talked about their summoning abilities before, how about we take a closer look at this! http://img269.imageshack.us/img269/525/spiderspawn.gif this gif was recorded in a very early state, where the spiders did not have their palette change yet, this was also before DAE effectivity was connected with speed ( the condition shown in the gif can no longer occur ).

I said close, but not THIS close! http://img175.imageshack.us/img175/7444/drowarmy.png ( don't worry something like this will not exist in a release build ;) )

Another enemy I'm going to put some attention on in this thread ( not because its really that interesting compared to some of the new critters, but because it has a lot of spells that can be well illustrated by screenshots! ) are the advocates from D1 who each oldschool player probably loaths with a passion, this gives me a perfect opportunity to illustrate the two new methods used to display the mirror image:

http://img85.imageshack.us/img85/1369/mirrorcircle.png
http://img138.imageshack.us/img138/9712/mirrorline.png

These will rotate with the caster, and maintain their relative position to you, this means they now really work like in the IE engine games. Now lets take a closer look at the advocates, here they are casting a bunch of their regular spells:

http://img706.imageshack.us/img706/1060/ansomemore.png
http://img692.imageshack.us/img692/1624/moremage.png

Nothing too special here ( although doubtlessly visually appealing ), of course getting to close to these guys isn't recommended, as anyone who played D1 will remember http://img718.imageshack.us/img718/5518/flashi.png because they cast flash ;) after casting this, they will take their leave and teleport to a safe distance, from where they will continue their barrage, so act quickly! A gif tells more then a thousand screenshots I suppose: http://img692.imageshack.us/img692/730/fireshield.gif

Now the last gif was titled 'fireshield', here are a few more fire related effects:

http://img293.imageshack.us/img293/1788/cremated.png
http://img156.imageshack.us/img156/5303/hellhound.png

These two are some of the fire affine creatures that will absorb fire damage ( monsters like this exist for each element, including magic and wind ), while regular immunities do not exist on monsters without the assistance of spells ( their base resists are capped to 65, 75 and 85 respectively depending on the settings used ) so there basically are no immunities in the game you cannot break using spells, except for these affine creatures.

http://img571.imageshack.us/img571/7460/crystalline.png <- I can't talk too much about these guys here, doing so would ruin the nasty surprise you will discover yourselves in the future :twisted:

Now we're getting to some of the more interesting stuff I've done ( of course the most interesting stuff isn't being revealed :P ) http://img697.imageshack.us/img697/79/wardstat.png if you're familiar with the vanilla ancients ( if you aren't what are you doing on a D2 forum? ) you'll know how they turn from an object state to a monster state, blizzard needed two units and a bunch of hardcodes to do this, nothing like this here, the same monster can change between these states in realtime, when it is an object, it is treated exactly like one, until you activate it by touching it or staying within melee range too long.

Here is something else which many people will bad bad memories about :twisted: http://img215.imageshack.us/img215/1969/mindflayer.png but don't worry, there is a trick to make them entirely harmless, of course you'll have to find it yourself :twisted:

Next here is a look at one of the special abilities I've given the greater vampires http://img708.imageshack.us/img708/7042/mistform.png when threatened they can turn themselves into a mist form, this allows them to travel through obstacles and over impassible terrain and much more ( yes, the player can use this too, the code works for both types of unit's without any problem, even if we likely won't be enabling something like this anytime soon ).

Here you can see the inherited undead ( and demon ) properties at work, the funeral ghouls can revive fallen allies ( basically like the player's own revive skill just without the ai overload ), ( they can only be revived once and disintegrate when killed ), these are classified as undead ( same for player's revives ), so things like holy bolt will work wonders, even if the base unit itself isn't undead! http://img35.imageshack.us/img35/9849/funeral.png

http://img651.imageshack.us/img651/2637/shiftedskel.png
http://img14.imageshack.us/img14/339/somemorepal.png

You may remember I've talked about a new WYSIWYG palette editor, here are some tests done with it that went so well they stuck as final palettes ( the editor will be released in the not so distant future for everyone to use ).

Next we have one thing here that always bothered me about vanilla, prior to the expansion monsters like those vipers had a trail effect when charhing ( they had a cold-hit overlay ), for whatever reason blizzard removed the formerly softcoded mode overlays ( we have this again, but that's not what this is about ) of course cold overlays don't make much sense for a charge attack that isn't cold based, so I simply added code to handle the normal charge trails for monsters too http://img13.imageshack.us/img13/3365/chargetrail.png ;)

This of course is hardly a glimpse of the things we've done monster wise so far, here is some more ( some of it repeated though ): http://img8.imageshack.us/img8/6008/various.png


Now lets take a look at two spell related screenshots, I've posted a bunch of "Random Tidbits" about spells so this section isn't so extensive, however these two screenshots just jumped into sight when going over my screenshot archive.

http://img155.imageshack.us/img155/1114/strafefoa.png
http://img707.imageshack.us/img707/7171/castz.png

If you wondered what happens if you combine Wargod's Fist ( Fist of Ares ) and Strafe, stop doing so now and look at the screenshot, the second screenshot is just a casting overlay utilized for Divine Armor.

A few more things before we take a look at the light setting, firstly here is a new unique item sprite http://img338.imageshack.us/img338/6649/unique.png and some stuff people who have been around for a while will remember well, long long time ago Sir_General created color dye items, here are some items that ( ingame functionality wise ) work the same way http://img340.imageshack.us/img340/5136/dyes.png kudos go to him for the original idea ;)

Speaking about item color, have you ever seen that one palette only a single unique item uses in vanilla? Yes, I'm talking about that horrible bright white palette, well say good bye to that junk and say hello to this! http://img190.imageshack.us/img190/4949/light19.png

New color, that does indeed remind me of something else, why yes!

http://img3.imageshack.us/img3/3883/fontcol.png
http://img682.imageshack.us/img682/8461 ... lord3d.png

Something that is very often requested, yet will prove problematic in vanilla because the design blizzard has used simply does not allow it, adding new font colors, these work in both D3D/GDI/DDraw and other modes!

Now its time for the light effects I talked about so much in the update thread!

Doubtlessly we've all seen stuff like this elsewhere before, as far as these screenshots go these are just some light changes using the vanilla functionality http://img404.imageshack.us/img404/2732/light1.png http://img18.imageshack.us/img18/2770/light2e.png http://img294.imageshack.us/img294/5328/light8.png http://img180.imageshack.us/img180/4664/light9.png http://img580.imageshack.us/img580/2458/light10.png http://img163.imageshack.us/img163/8295/light11u.png http://img713.imageshack.us/img713/8761/light12.png http://img10.imageshack.us/img10/833/light13.png ( the fire overlays on the last two have an added flicker effect ) http://img10.imageshack.us/img10/3682/light14p.png http://img30.imageshack.us/img30/8749/light18.png

Now we've also got a bunch of things that aren't possible in vanilla, as you may remember from older updates, missile palettes can now be randomly applied, as well as implosed by the unit, these palettes now radiate their color as a light radius http://img819.imageshack.us/img819/3163/light5.png http://img204.imageshack.us/img204/6184/light6.png which is especially notable with prismatic effects http://img517.imageshack.us/img517/9096/light7.png

Some states now also transform their owner into a light sourcs for example the ones used by the sandraiders http://img337.imageshack.us/img337/6563/light3.png an effect which also applies to slow target now http://img149.imageshack.us/img149/8205/light4.png

Lastly some mages in vanilla D2 have different ( random ) casting overlays, ( the oblivion/abyss knights and necro mages ), I never liked the fact their light color was always the same, irregardless what graphic they use, this has thus also been fixed ;) http://img411.imageshack.us/img411/8507/light15.png http://img708.imageshack.us/img708/6266/light16.png

Finally, here is a little teaser of the up comming Act I revision http://img156.imageshack.us/img156/8761/light20.png
Last edited by Nefarius on Wed Nov 14, 2007 12:21 pm, edited 55 times in total.
Reason: 49 new screens, others in archive post
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Post by Frogemoth » Wed Nov 14, 2007 2:46 pm

More, more, more :mrgreen:
Can't wait to betatest this awesome mod!
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Re: New Eye-Candy / Screenshots

Post by Nefarius » Wed Nov 14, 2007 3:12 pm

Well, heres one more: album_page.php?pic_id=2649

Shot of those succubi firing missiles with their own color ;)

And one more: http://img135.imageshack.us/my.php?image=redvexcz6.jpg --- this one also shows a randomly spawned superunique (ofc this is only in the bloodmoor to test)

And yet one more: http://img204.imageshack.us/img204/663/ ... 090qu0.jpg
Last edited by Nefarius on Fri Nov 16, 2007 8:58 am, edited 2 times in total.
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Post by DemonicAngel » Fri Nov 23, 2007 2:30 pm

EDIT: heres one more, this is newest thing so far, a BG2 style damage / attack log ;) -> album_page.php?pic_id=2657
You do so much more damage after you die! :mrgreenlaughing:

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Post by sPoT » Fri Nov 23, 2007 5:03 pm

I believe it's cumulative damage amount, rather than one hit's damage.
:mrgreen:
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Post by DemonicAngel » Fri Nov 23, 2007 6:34 pm

The numbers are 253, 253, 200, 1264, 2324, 1933.

I could see that it was a cumulative amount if it kept increasing, but it doesn't. :-|


If Necrolis was trying to explain something to me... I don't get it. :-| :oops:
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Post by Necrolis » Fri Nov 23, 2007 7:00 pm

Facets have quite high slvl(35+) spells so its not surprising, you also have to factor in resistances...
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Post by Doabli » Fri Nov 23, 2007 11:50 pm

If Necrolis was trying to explain something to me... I don't get it.
Rainbow facets (remember those?) have high ctc on death that triggers level 35 spells.
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Post by Nefarius » Sat Nov 24, 2007 12:45 am

sPoT";p="367367" wrote:I believe it's cumulative damage amount, rather than one hit's damage.
:mrgreen:
It's singular hits from chain lightning (slvl 47) --- combined with differently working -target resistance (actually not differently working, but working like originally before LoD)

That is, -5% target lightning resistance works like the original cold mastery from pre LoD. It's a reduction by percentage, not by a static value.

That is, if a target has 33% resistance it ends up with 33 * (100 - 5) / 100 (aka 31% resistance). Likewise, -75% target resistance would yield 33*(100-75)/100 would leave the target with 8%.
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Post by DemonicAngel » Sat Nov 24, 2007 12:48 am

Doabli";p="367443" wrote:
If Necrolis was trying to explain something to me... I don't get it.
Rainbow facets (remember those?) have high ctc on death that triggers level 35 spells.
Nefarius";p="367457" wrote:
sPoT";p="367367" wrote:I believe it's cumulative damage amount, rather than one hit's damage.
:mrgreen:
It's singular hits from chain lightning (slvl 47)
Ohhh. Thanks. :)
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Re: New Eye-Candy / Screenshots (new screens: 25th Jan)

Post by Frogemoth » Fri Jan 25, 2008 8:53 pm

Nefarius";p="365673" wrote: 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
Can we assume based on this screenshot that the max level will be 150 or this could change in development?

Just trying to get some information on the mod :mrgreen:
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Re: New Eye-Candy / Screenshots (new screens: 25th Jan)

Post by Nefarius » Fri Jan 25, 2008 11:29 pm

Yes, lvl 150 will be the max level in the way the system is currently layed out (for players at least). The totally revised combat code makes level differences less significant, so more emphasis is put on tohit and armor.
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Re: New Eye-Candy/Screens/Movies (new screens: 22nd Feb.)

Post by DemonicAngel » Sat Feb 23, 2008 1:55 am

Nice screenshots (and updates, in the other thread ;)).

One question though:
http://img187.imageshack.us/img187/4443/molotov2ul8.gif

^ demo recorded and saved as GIF showing it in action
What is it that's being said in the beginning?
Is it anything important?
It's too small, so I can't read it... :(

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Re: New Eye-Candy/Screens/Movies (new screens: 22nd Feb.)

Post by Nefarius » Sat Feb 23, 2008 1:58 am

It just the game entry greeting message showing the version #.

The second message is the demo callback (recording demo (n frames))

;)

So not really important
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Re: New Eye-Candy/Screens/Movies (new screens: 20th May, 200

Post by DemonicAngel » Tue May 20, 2008 11:21 am

Nice screenshot! How come even the skeletons explode in a pile of blood?


It's my birthday! :mrgreenparty:

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Re: New Eye-Candy/Screens/Movies (new screens: 20th May, 200

Post by Nefarius » Tue May 20, 2008 11:39 am

That an effect blizzard added for the things spawned by the evilholes on the v1.11x uber quest, it makes a unit disintegrate upon death. I didn't get arround to add a more fitting gfx for this yet thats all ;)
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Re: New Eye-Candy/Screens/Movies (new screens: 20th May, 200

Post by Eisenfaust86 » Wed May 21, 2008 3:37 am

Nefarius";p="365673" wrote:
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
You could use the animation displayed here for the event where a monster gets shattered to bloody pieces (aka "gibs") when getting hit by anything that does, say, more than four times the monster's maximum hitpoint total worth of damage in one hit (this could be caused by anything: melee weapons, spells, arrows, crossbow bolts, the works...) It would be absolutely radical to see in this new incarnation of D2, I'd say... ;)

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Re: New Eye-Candy/Screens/Movies (new screens: 20th May, 200

Post by Nefarius » Wed May 21, 2008 7:07 am

Hehe, the corpse splattering when being killed by critical hits applies not only to characters ;)
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Post by AdmiralCrackbar » Wed May 21, 2008 2:10 pm

I'm definitely looking forward to your mod, Nef. I think it's great that your taking the modding in a different direction by focusing on the AI, which is something that desperately needs work. You've got a lot of time invested, and you're not going to release it until it's ready. I respect that :)

I'm curious - what program did you use to make the gifs from in-game video?

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Re: New Eye-Candy/Screens/Movies (new screens: 20th May, 200

Post by Nefarius » Wed May 21, 2008 3:07 pm

I've hooked D2s drawing code and just dump every rendered frame to file :)

Then I only got to load the frames in any GIF editing app out there and save it. (I used animation shop).
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Post by Necrolis » Wed May 21, 2008 7:18 pm

Would it be possible to make those gif movies a bit bigger? As all i see is some tiny coloured pixels... Or is it just a way of hiding things :P
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Re: New Eye-Candy/Screens/Movies (new screens: 20th May, 200

Post by Nefarius » Wed May 21, 2008 7:46 pm

Just upload restraints on those public upload portals.

I can save them as AVI too, not really much of a problem and upload them to another page though.
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Post by Necrolis » Thu May 22, 2008 5:16 am

Yeah, that would be alot better :)
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Post by DemonicAngel » Thu May 22, 2008 5:59 am

I just noticed that we can make screenshot requests as long as they aren't top secret or items or bosses...

I'll make my request broad so it's up to you. What's your favorite addition that you've made (that isn't top secret right now) and can we get a screenshot if there isn't one already??

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Post by AdmiralCrackbar » Thu May 22, 2008 9:36 pm

I agree with Necrolis; AVI would definitely be preferable.

EDIT: Will there be new items/item graphics? I read the key features, but I think the only thing you mentioned on items is balancing changes.
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