MetalStorm Progress Report (28 June 2016)

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

Moderators: Nefarius, Joel, Doombreed-x, Vendanna

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Monty Burns
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Re: MetalStorm Progress Report (16th Feb, 2009)

Post by Monty Burns » Sun Feb 22, 2009 5:31 am

Nope I will be moving to a small town called Buena Vista Colorado and we won't be getting the internet, so I am pretty much screwed on playing this mod. But I will shut up now I don't want to be babbling about my problems in Nefs forum.

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Re: MetalStorm Progress Report (21st March, 2009)

Post by DemonicAngel » Sat Mar 21, 2009 8:08 pm

How obelisks originally were supposed to work sounds pretty cool. I trust you have some better function for them in mind if you are having them do something else.

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Re: MetalStorm Progress Report (21st March, 2009)

Post by Nefarius » Sat Mar 21, 2009 8:19 pm

Yep their effect is nice in a vanilla context, as theyd fill the niche that the lack of proper stat shrines had there, they probably left them out due to balance problems (d2 having no cap on stats like d1 had). But MetalStorm has plenty of stat shrines so having yet another thing doing this would've been a bit overkill. They will still work with gems, I'll post some more of this in the future (me and the other devs need to still decide exactly what they should do).
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Re: MetalStorm Progress Report (21st March, 2009)

Post by cla$$ics » Sun Mar 22, 2009 4:07 am

The ID ready sound is easy to fix, just change the UseSound of ID scrolls
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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Re: MetalStorm Progress Report (21st March, 2009)

Post by Nefarius » Sun Mar 22, 2009 4:38 am

Thats not how it used to work though ;)

When the cursor goes from normal to id ready it planes the first sound, when it actually ids the item it plays the second.
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Post by Joel » Wed Apr 22, 2009 7:35 pm

"How much suffering, mortal, does it take before you lose your grace?"
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Re: MetalStorm Progress Report (21st April, 2009)

Post by gbaandy » Mon Apr 27, 2009 8:56 pm

F:\Code\MetalStorm\GoatPr0n\main.cpp LINES: 747, SIZE: 21728 BYTES
F:\Code\MetalStorm\GoatPr0n\resource.h LINES: 17, SIZE: 497 BYTES

what the hell :lol:

anyways, i follow your updates like everyday, and i just can't wait for a playable version

keep up the good and constant work :)

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Re: MetalStorm Progress Report (21st April, 2009)

Post by Nefarius » Mon Apr 27, 2009 10:10 pm

Those are the source files for the game.exe replacement, the file itself is called differently :P
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Re: MetalStorm Progress Report (21st April, 2009)

Post by DemonicAngel » Tue Apr 28, 2009 2:28 am

there will be sporadic updates until at least October because I won't have all too much time until then, thats for my part at least ---
So do you each have individual parts to work on? How is the work split up, or can you not talk about that?
Last edited by DemonicAngel on Tue Apr 28, 2009 2:28 am, edited 1 time in total.

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Re: MetalStorm Progress Report (21st April, 2009)

Post by Nefarius » Thu Apr 30, 2009 6:41 pm

For the part the work is seperated into Joel working on the script implementation, I'm working on moving d2 code into the codebase, fixing and optimizing it, and Vendanna will do the content addition. I work on it when I find room for it in my schedule, and theres technically* only one major task ahead now (the outdoor level code). After that we have complete control over each relevant aspect of the game.

*theres some things like the mainmenu and ingame guis, various functions that contain hardcodes that are addressed when they pose a problem, but don't really "need to be done" for core content implementation.
Last edited by Nefarius on Thu Apr 30, 2009 6:44 pm, edited 1 time in total.
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DemonicAngel
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Post by DemonicAngel » Fri Jul 31, 2009 6:06 pm

Wow. Incredible update.

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Post by BloodyShade » Sat Aug 01, 2009 4:49 am

[quote=DemonicAngel";p="421684"]Wow. Incredible update.[/quote]
I must second that, this is a lot of code addition!
Nefarius never stops surprising me with his bug-spotting ability :)

Great work Nef, can't stop wondering when I'll be able to test it out :)

See ya mate.
Last edited by BloodyShade on Sat Aug 01, 2009 4:51 am, edited 1 time in total.
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Re: MetalStorm Progress Report (22nd October, 2009)

Post by Radamer » Thu Oct 22, 2009 5:45 pm

Glad to you back in the saddle Nef. Any chance you have an estimate of the percentage of the features you all have completed thus far?

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Re: MetalStorm Progress Report (1st November, 2009)

Post by Nefarius » Sun Nov 01, 2009 2:34 am

Featurewise (at the code level) it is fairly complete, there are two major things left to do of the four or five that were still on the todo list a while ago. Outside of the code we are adding things more or less actively.
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Re: MetalStorm Progress Report (1st November, 2009)

Post by kazein » Sun Nov 01, 2009 5:25 am

Can't freakin' wait!

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Re: MetalStorm Progress Report (1st November, 2009)

Post by Destrictor » Sun Nov 01, 2009 7:59 pm

May i make the suggestion of updating your main post below the previous updates? it makes for an easier read (top to bottom, not bottom, bit higher, go down, bit higher etc...)
I never really got why updates have the most recent stuff at top, its not logical to start reading at the bottom of a text.
Asides from that, I hope everything's going great for the team.

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Re: MetalStorm Progress Report (2nd November, 2009)

Post by Nefarius » Mon Nov 02, 2009 3:10 am

I fixed the october-order, that was a lapsus on my end. As for the order of these logs, dev logs tend to get very long rather quickly especially during longer dev sessions, it's the way most feature/progress logs I've seen are maintained to make it easier to find the most recent information (new info being near the top where the scroll bar is when you open the page), the old info is assumed to have already been read before ;)
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Re: MetalStorm Progress Report (2nd November, 2009)

Post by kazein » Mon Nov 02, 2009 3:44 am

If you could state your current work, where would it be between 1-100%?

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Re: MetalStorm Progress Report (2nd November, 2009 #2)

Post by Nefarius » Mon Nov 02, 2009 5:47 pm

Stated a few posts up what the current progress is ;), giving percentages for a project like this is pointless as it's hard to say how much work implementing some features would need (we are so deep inside the code of the game ATM, it's further then any other project has basically gone, each thing we're tapping into right now is entirely undocumented).
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Re: MetalStorm Progress Report (3nd November, 2009)

Post by Radamer » Wed Nov 04, 2009 4:20 pm

Hey Nef,

I was wondering how the plot will differ from Vanilla. You don't have to go into detail, but I was wondering if it would be a sequel to Diablo or an entire retelling of the whole storyline.

I understand that it will be non-linear, but I was curious as to how much it will differ.

Also, how much of the enemies will be from Diablo, Diablo II, or other sources? If you are incorporating other sources, can you tell us what kind of sources?

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Re: MetalStorm Progress Report (4th November, 2009)

Post by Nefarius » Wed Nov 04, 2009 7:41 pm

Nice question there,

The plot is very different, theres nothing in it that resembles D2 (it's based on some stories I wrote initially for another roleplaying game project, though it plays in a different era then that). It is very different in that we try to actually make it involving and not just "u r now here and must killz teh demans lals", trying to give the protagonist character some detail and backstory (depending on your choices when making the character) instead of being a hollow entity slashing at the fauna.

Enemy-wise, we keep many of the things from D2/lod and D1/hellfire, but we also strongly take from other places, alongside many entirely new things and concepts from my own work (we may have some new models in it too, but this isn't promissed yet, a person I know is working on it however ;)). While the D2/D1 enemies may be adapted, they wont serve the same function as in D2 (but I see no reason to say rename units from Fallen to something else etc).
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
Black Omen Productions | MetalStorm: Progress Report | Screenshots

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Re: MetalStorm Progress Report (7th November, 2009)

Post by goreaniket » Mon Nov 09, 2009 12:00 pm

May be a duplicate q but still curious.Are you releasing it for testing?

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Re: MetalStorm Progress Report (7th November, 2009)

Post by Vendanna » Mon Nov 09, 2009 12:29 pm

goreaniket" wrote:May be a duplicate q but still curious.Are you releasing it for testing?
Well, the response was previously posted on this topic

Good things, is that the coding parts seems to be reducing, so while the engine is being expanded I can work on content/quests, etc... But as you see, we are still far from the point 6a.

Until then, at least you can keep an eye on this thread. To see which is being changed/worked on :)
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Re: MetalStorm Progress Report (7th November, 2009)

Post by Drop_Dead » Fri Nov 27, 2009 7:33 pm

Other than the drow and drow items will there be any enemies, or allies or items from the forgotten realms books? or at least the r.a salvatore ones?

or how bout some uniques made to represent weapons like icingdeath or taurmaril (sp) or khazidhea (sp) etc etc.

i guess it would be a bit of a spoiler but if you want to answer me i wont complain lol

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Re: MetalStorm Progress Report (4th December, 2009)

Post by Nefarius » Fri Dec 04, 2009 3:15 am

Since we are still actively working on the quest design/writing the plot this is hard to answer at present, although, anything that fits into the plot and atmosphere we're trying to establish has inclusion potential (the Drow and their equipment did fit perfectly into it).
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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