Day of Death

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gogodanny
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Re: Day of Death

Post by gogodanny » Tue Nov 22, 2011 9:42 am

then try: D2scrabble, Blazin Fire, Netherworld Rises, TDM, Hell unleashed or kingdom of tenai. worth trying might also be: e=mc² mod

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Re: Day of Death

Post by Necrolis » Tue Nov 22, 2011 11:35 am

GFTO, this belongs in D2 Chatter, not this topic.

this topic was meant to stay dead till I had time to post screenshots, now I have this spam BS in, great work.

EDIT: seeing as I've asked Onyx to lock this thread to avoid more spam from you people, I'll just put a note here, for the other, more intelligent people who don't go around posting things like "this mod is dead":

This mod is [b]not[/b] dead, I'm actively working on this and Blackened, but right now the entire engine is being rewritten to allow maximum freedom with what I (and Adhin with Blackened) want to do, hence there are no screenshots.

One of the major milestones was reached about a month ago: I successfully bound LuaJIT deep into the D2 engine, so now skills, monsters, quests, UI or anything can be created and controlled with scripts.

Oh, and my changelog since the beginning of this year (when I got a new pc to replace the old stolen one), for people who like to read them like me:

Fixes:
- Item quality display showing "Quest Item" for all qualities
- Added more "const" correctness
- Piles of 0 gold cannot spawn anymore(mul & -gf% can still cause them)
- Merged D2GFXDataStrc into D2GFXDataExStrc(safety over a .01% speed gain)
- Overlays now work properly
- Quest items didn't have their difficulty set
- All items where forced to magic
- Players wheren't counted correctly
- Exp gain is buggy: its not, monlvl is just using bad %'s(10% for all levels)
- Fixed some poor logic in MONSTERS_PlayersBoni
- Fixed a bug that cause #monpack to crash
- Wrong spawn func was used with #monster
- Fixed some partly incorrect collision masks
- Bosses can now spawn with both minion1 & minion2, instead of only minion1
- Fixed some bad logic in boss spawns
- State timers sent to the client are correctly rebased to the correct game frame(soz for the uber fail, lol)
- Overlays not having the very last frame drawn
- Fixed a logic bug with MIN() & MAX(), that caused them to do their opposite function
- Fixed a bug with combat MIN/MAX bounding
- Fixed UNITDRAW_DrawGhostTrail's vanilla bug of not using animrate correctly
- Fixed UNITDRAW_DrawGhostTrail so it now draws stuff...
- Fixed a signage bug with PATH_GetAcceleration
- Fixed 2 major bugs with UNITS_GetLifePercent(no zero check, wrong shifting)
- Fixed some bugs with MONSTERS_Sync, along it to now be used
- Fixed some missing alignments in the headers
- Revised all code macro's to add safety parenthesis to them
- Changed combat to use VALBOUND() over MIN()/MAX() to avoid edge cases that shouldn't occur
- Added an security check to BOSSES_AssignUMod()
- Statlists on items are the right color(blue)
- Automagic now working on high/low ilvl items
- Fixed some really poor logic in the affix picker(any affix with rarity > 0 was discarded!)
- Boss UMod inits are now checking XFer for minions via BossMods.txt
- Yet more const correctness and code clean-ups :)
- Item qualitites now spawn correctly, the tpye just needs to be enabled and the itemtypes flags need to be set
- A few updates to item generation(Implemented framework for Legendary items)
- Fixed a bug with unique item selection
- Fixed a infinite loop bug with staff mods
- Fixed a struct missalignment with charstats
- Removed a retarded assertion from the pspell handler
- Removed a retarded assertion from ITEMS_GetCursor()
- Fixed an infinate loop bug with MONSTERS_Sync(), turns out the strean wasn't cleared...
- Fixed a bug with ITEMSPELL_Duplicate()
- Fixed a bug with monster component serialization
- Disabled the attack desync fix, it was just causing problems
- Fixed a bug with UNITS_SetTarget()
- Minor updates to the NPC code...
- Fixed a major bug with MISSILES_CreateSource(): wasn't setting the missile, skill or level...
- TXTFuncLinks was using the wrong link type(this could lead to potential breaks)
- Fixed up all usages of TXTFuncLinks, that broke things like StartStats
- Fixed up a bug where the wrong draw coords where used(GFX_DEST -> GFX_DRAW)
- Fixed up a potential bug with level warp position caching
- Fixed a potential bug with town portals to levels > 255
- Restored the checks on pItemTypes->bMagic/bRare/bNormal in item gen
- Removed some useless unid'ing of quest items(wtf???)
- Fixed an infinite loop in quality downgrades
- Fixed an incorrect flag in EVENTS_FreeHoverMessage() & EVENTS_FreeHoverMessageEx()
- Fixed a blizzard bug with qualities.txt -> seems two or more 'columns' with the same name bug out...
- Lob missiles don't terminate at the correct spot -> they don't lob, they just fly straight -> used missiles explosion flag isntead of skills lob falg -.-
- Locked/blocked door names are borked -> was using wrong modes, however, mode 3 is a total guess :|
- Fixed a #define bug that caused slower stat searching to be used
- PSpell targeting replacement handler is utterly buggered -> Inverted deletion condition...
- Found some code was missing from INLINE_SetOwner
- INLINE_SetOwner -> ITEMS_SetCursorItem, this makes proper sense...
- Temporarily removed all merc item restrictions :)
- Fixed some registery bugs in the launcher
- Fixed a bad log message in SYNC_LeaveSection
- Hell of a lot of sync section errors -> D2 validate no longer applies in newer OSes...
- Unit drawing is still missing cofs -.- (double axes makes the char invis...) seems to have fixed its self(?)...
- Fixed a {filtered} of bugs in the remaining pspells
- Fixed really really really bad logic with SKILLS_RemoveStateGroup()
- Fixed an ommition with the SSE branching
- Launcher small icon broke again... was a bad dll name
- Fixed the bug with the scroll of resistance not syncing properly... (note: doesn't fix the bug where you loose the resist, but now you know its lost, to fix this, the new state needs playerstaydeath in states.txt), thanks to nef for the idea
- AI for spiders(or some part of AI) is broken, cause they seem retarded... seems I'd invert the distance check
- Fixed incorrect (missing) modules for some d2gfx global patches
- Stun isn't working: accidently inverted the condition for checking if monsters where stunnable...
- Fixed a 'complex' logical bug in STATES_ToggleClient
- Fixed a retared copy & paste error (yes yes, I know, but this was one of the cases where it was warrentted!) in STATES_ClientRemoveUpdate
- Poison doesn't get removed correctly... (seems that its states not being removed correctly): this was a multitude of small bugs acting together, fixing them solved this
- Fixed some extreme fail in the passives skills updater...
- Fixed more extreme fail in the pets count updater...
- Fixed wrong calling conv with SKILLS_RefreshPassives
- Fixed a bug with automagic assignment
- Fixed a serious bug where the callbacks wheren't assigned to statlists!!!!
- States aren't correctly applied to units... was a consequince of the above
- Fixed a bug with the view window...
- Fixed up an incorrect enum for panel states that cause havok with GUI stuff....
- Fixed a bug where UI panels didn't act correctly...
- NPC menus are in the wrong place... was clashing globals gpDefaultNPCMenu -> gpView
- Fixed a bug where State Tracking didn't check right screen globals
- Fixed broken aurea: bug in the skill finish handler
- Fixed the Skilltrees broken close button
- Fixed a bug Passives aren't added correctly on char load (they where added as non-base skills...)
- Fixed a bug where tracked state descs wouldn't be displayed
- Fixed some bugs realting to how d2 handles skills that should have descs but don't (D2 forced a crash...)
- Fixed some basd D2 Skilltree logic I copied long ago...
- NPC menues are {filtered}(Adhins fault: he never used the linkage txt file...)
- Fixed a bug where the Speedbook was bugged, seems it didn't check the level to exclude the skill
- Fixed a bug where skills wheren't added correctly from the savefile (reverted the above 'fix'), this fixes passives
- Fixed the saving skill hotkeys which was a little broken...
- Attackes are no longer bugged(was due to SKILLS_CastFinish, recoded from scratch), was from infinite recursion on ctc skills...
- State id's are synced properly, actually, this was a states.txt bug, the archetype state appears twice...
- Poison is not working (turns out I forgot to negate the damage when applied as regen....)
- Fixed a bug where Mana regen stops when the player is poisoned/burned/OW'ed
- Fixed a bug where Burn/poison didn't work correctly...
- Fixed a potential bug with blood mana killing uninterruptable units
- Fixed various bugs with monster and player stat regen, including prevent heal working on players and monster regen being canceled if it temporarily at 0...
- Fixed some bugs that prevented Poison/burn/OW from killing (life just rolls over, bugs with player and monster stat regen)
- Fixed some legacy code where the unit type and ID passed to PLAYERMODE_Change was swapped...
- Fixed a bug with player corpses cause by an inverted state check
- Fixed a bug where player corpses didn't show up on the automap
- Fixed a bug with STATES_SendUnitStates using the wrong flag set, which cause a few state bugs (mainly corpse related)
- Fixed Some savefile errors that where the wrong order
- Fixed some minor bugs with coprse saving that allowed some minor bugs
- Fixed a D2 bug where the game tried to equip items corpses but failed instead of guarenteeing a fail, it instead checked for 0 stats... (really the bug is two fold, see D2Game.0x6FC42310, it should not igonore corpses imo...). Note: BTH ran into the same bug :)
- Fixed various bugs with the Reanimiate stat.
- Fixed a slight oversight with how bit streams where written
- Shifted all bitops into the BitStream class
- Fixed a bug that cause Revived monsters to be selectable(STATES_AddState related), also fixed a latent blizzard bug as well
- Fixed a bug Reanimated monsters showed up on the automap as enemy monsters in all cases, instead they now have thier own color (enemy or not)
- Fixed a bug that redrew components of monsters and players twice over, the second time had incorrect blending as well
- Fixed a small bug with COMBAT_CheckAlignment
- Fixed a small bug with the conditional used to skip skill funcs, this broke echant and AoE type skills and probably others
- Local blood fails when the intensity is at its max, this is a palette bug I suspect, so its disabled for now
- Fixed an unnoticed bug with the objects COF loader, this is superflous as the COF loaders are being replaced
- Fixed many many many bugs and inefficiencies in the COF load(localized tolower, repeated looks and lookups for data thats already been looked up....)
- Fixed an incorrect global: gbRealm -> gpRealmInterface
- Fixed a bug that using belt pspell items
- Fixed a bug when the item page was passed instead of the cmd in ITEMS_SendCommand, causing item deletes to fail...
- Fixed a minor bug that cause save files with no merc or golem data to yeild an error
- Fixed some small logic errors that stopped pspell items working correctly.
- Fixed a bug which broke MP player selection(cleaned up the logic as well).
- Fixed a bug in D2ClientStrc that broken all client looping code, including messages
- Fixed anything that could be affected by DLL relocations
- Fixed UNITDRAW_DrawGhostTrail's positioning calc so it is not back to front, tweaked it so the frame rollback matches the exponential-like positioning (this gives it a proper, 'vision-of-the-past' feel)
- Fixed a scroll text patching bug, found while doing research
- Fixed some retarded duplicate globals and erronious naming of some vars and enums :)
- Added ITEMEVENTS_* tables to DLL relocation protection code.
- Fixed some badly named WClass enum's
- Optimized the WClass Lookup's a little (the constant lookup's still loop just to centralise any data changes)
- Fixed a bug or two in the WClass lookup (this was affecting the COF Loader).
- Fixed a bug where the wrong function was injected for UNITDRAW_LoadMode
- Fixed gdwModeComponent which had the data in the wrong endian order -.-
- Fixed a bug with SKILLS_InitPlayer that broken the set left and right skills on game load
- Replaced the last of the non-relocation safe calls :)
- Fixed a bug where the patch archive wouldn't get loaded
- Fixed various blizzard bugs with pets and monequip...
- Fixed a bug causing certain ASLR relocation adjustments to trigger without a reason
- Fixed tones of stack bugs in the lua code, fixed some bad templates too.
- Fixed a massive bug with lua calls and the args passing, now using some complex templating to resolve this properly...
- Fixed a logic error that reversed the order of script args into C functions
- Restored some commented out code that prevent the 'Load from HDD' option being set (its redundant now anyways...)

Adhin Bugs:
- You removed the space tbl entry, which buggers up a lot of desc code. next time, rather just ask me to chnage the code instead (it also means certain monsters have spaces in their names).
- did you removed the skill icon disable filters???

Bugs:
- SAVE_GetPath is unstable when 2+ diablo instances run (related to gpConfig)
- Fix some issues with item descs (weapon damage & costs are missing, the box can now go outside the screen bounds...) and do set item descs.
- Crashes on Win7SP1 (note: WinSrv08R2SP1 is fine) when running in fullscreen

Funny Bugs(Resolved):
- Monsters are attacking thin air(and suceeding!): might just be an invis monster?
- Lightning spells hit with the fire overlay: not on my side, wtf spell you using?

Blizzard Bugs:
- Monster corpses rotate by 1 slot when the death anim finishes...
Corpses don't store thier origional direction correctly, bugging the client (they rotate at randomly...)
- PSpells applied to equiped items pick up the item -.- (only happens on weapon/shield slot items...) -> Triggers from ITEMCMD_TYPE8
- Save game time and make it tick faster, 1 min real time should be about 4 to 8 min game time
- D2 log lists some gfx related bugs (not code related though)
- The first corpse with items is the only one saved...
- Holding shift during a walk action freezes the anim

Updates:
- Rewrote overlay drawing
- Rewrote skill special FX(WW & Charge)
- Changed the logic of gold pile creation a little
- Rewrote the unique boss spawner + a lot of umod & minion utility code
- To Hit: 10% - (dlvl - alvl) <= 50% + (AR - AC) <= 90% - (dlvl - alvl)
- Replaced Blizzards horrible palshift loader
- Added some code to help with preventing ghost/desynced attacks(the frame steppers still need fixing though)
- Made monster syncing a little faster
- Monster umods are now softcoded in monstats3 on a per monster(not per base!) basis, with up to 3 avaliable
- Remove some retardation with the player seq cof loader that caused it to load the same cof more than once
- Replaced most of the player mode callbacks for faster performance and bug fixing
- Added some patterns for unit mirages, no support for randomization just yet though
- Merged PSAPI back in for better error reports
- Updated UNITDRAW_LoadPalette to not try reload already loaded palettes, and improved checking speed.
- Rewrote the TMog item spawner, making it safer & faster, with added features: you can't use unided tmog items(desc is correct too!), and target items spawn ided
- Revised staffmod spawning(see skills2: [Min,Max] amount, max accruage, req ilvl, exclude itypes[2])
- Revised Weapon Class code(mainly added human-friendly names for classes)
- Added "#tele [x,y]"
- Recoded the remaining sections of the pSpell handler(1/4 parts)
- Replaced Client side monster syncing
- Redid some more collision handling code related to how paths get blocked
- Added a dispaly to show item grade
- Added an "#object [object id]" command to spawn objects for testing
- Rewrote the lookups for all custom TXT's, they are now much faster
- Added some more ItemDesc stuff (grade & difficulty)
- Shifted fully to MSVC 2008, this includes multiprocessor compilation and SSE2 optimizations
- MISSILES_CreateExplosion -> MISSILES_CreateParabolic
- MISSILES_CreateSource -> MISSILES_CreateLinear
- Mercs will now use any pspell item give to them (they WILL consume it), except for quest items
- Added SSE2/non-SSE branching in the launcher for older pc's
- All pspells have been replaced
- Integrated LuaJIT 2.0.0-beta6
- Expanded DCC/DC6 size limit to 1024x1024 (SSE2 users have ultra-fast clearing of the buffer), thanks to Nefarius for this one :)
- Added "#stun <frames>" to stun all monsters in the current room for x frames
- Added "#poison <damage> <frames>" to poison the player for x frames (primarily for state debug)
- Added "#burn <damage> <frames>" to burn all monsters in the current room for x frames (primarily for damage debug)
- Added the command line option "-nosse" for better debugging
- Improved some of the error handling code to make it safer and improve logging messages
- Added some extra functionality to skilltree.txt and added skilltreegrid.txt
- State tracking percent bar is done
- Redid PETS_Refresh, blizzards implementation is really really bad (and UNSAFE...)
- Added a WAY better way of saving skills, this allows skills to be give as quest rewards al la D1 style :)
- Replaced the Savefile header writing code
- Damage over Time can now kill players (poison/OW/burn), Blizzard was lazy and just omitted the code...
- Updated to LuaJIT 2.0.0-beta7
- COF Loader has been replaced, making it way more efficient and easier to debug
- Added module base enumrations for easier debugging
- Updated to LuaJIT 2.0.0-beta8
- Implemented that basis for the skill & stat API for scripts
- Reimplemented the gloves coloring arms etc feature now that the bug with gdwModeComponent was found and fixed.
- Totally replaced d2's mpq loader + unloader and all the code used to load/unload the games archives, its now faster and less memory consuming (and allows PROPER multi-directry launching :D)
- replaced passive skill updating, now way faster.
- reworked books of lore, now running way faster and ready for mass expansion
- revised and fixed a lot of own runtime data-storage (such as the boss spawn cache) to make it safer
- Added "#sndcmd" to test srv -> clt sounds

ToDo:
- New Quest System, using scripts
- Finish and inject dungeon & client event code
- Replace the skill assigner
- Shrines are a little fubar at the moment
- Block: only the shields block chance
- Use _ReturnAddress() in error functions
- Implement a point system for staffmods
- Turn all stat bitstream r/w into a single __inline function
- Replace the "Fires X missile" code crap
- Redo the old ass object crap(TC's + portal FN's)
- Finish all damage and combat code
- Replace asm rubbish with intrinsics
- Fix up all code marked with #error/TODO
- Fixup log error messages...
- Finish one final bit for stackable pspell items (in the belt)
- Replace the name in sections calling the old flags in the state flag set "GFXFlags"...
- Split leech stats into flat and percent based versions
- Create the struct for gpRealmInterface
- More CTC callbacks, like "on cast"
- Revise all files
- D2SkillsStrc -> D2SkillStrc
- pUnit->nUnitUnid -> pUnit->dwGUID
- Expand BOL more

TXT Revision: Addition of missing columns and some small fixes
- Removed all the *_Get*Record_S functions, which where totally unneed and totally unused
- Monstats3
- Qualities
- Oils
- Skills2
- BossMods
- SkillTree

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kidpaddle94
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Re: Day of Death

Post by kidpaddle94 » Tue Nov 22, 2011 3:00 pm

very long change log :o

I'm interested on how hard it is to make the minion2 column useable along with minion1.

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Re: Day of Death

Post by Necrolis » Tue Nov 22, 2011 4:04 pm

[quote=kidpaddle94"]very long change log :o[/quote]it actually omits a lot of smaller stuff, but it collates work on fixing my bugs and D2's, and work for both Blackened (notice all the fixes that blame Adhin as the cause :P) and DoD, but it skips out anything not code related, also a lot of stuff gets letf out from peroids where I'm too busy to fill it in (like recently, where I wrapped up the 3rd year of my undergrad and became a partner in two IT companies).

[quote=kidpaddle94"]I'm interested on how hard it is to make the minion2 column useable along with minion1.[/quote]I replaced the monster spawner, so it was simple for me, dunno how it would be to fix it from the assembly side (you'll probably need extra space to have coded to rotate between the two)

EDIT: why the hell is BBCode off in this topic.....

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Re: Day of Death

Post by kidpaddle94 » Tue Nov 22, 2011 5:30 pm

I was wondering why the BBcode is off to :/

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"I replaced the monster spawner, so it was simple for me, dunno how it would be to fix it from the assembly side (you'll probably need extra space to have coded to rotate between the two)"

---

I see. I will make a topic in code editing, someone might know.

---

"it actually omits a lot of smaller stuff, but it collates work on fixing my bugs and D2's, and work for both Blackened (notice all the fixes that blame Adhin as the cause :P) and DoD, but it skips out anything not code related, also a lot of stuff gets letf out from peroids where I'm too busy to fill it in (like recently, where I wrapped up the 3rd year of my undergrad and became a partner in two IT companies)."

---

Well, you are doing some great work, and I'm really a fan of some modders like you, Kingpin and Nefarius, when it comes to coding.
Good luck with your project. Reading your to-do list, that seems to be a lot of work, and a lot more than anything I could do :)

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Re: Day of Death

Post by prodigypm » Tue Nov 22, 2011 6:55 pm

Nice Changelog - I see big improOvments in this mod ...
I don't remember everything so can you answer it yourself ? :)

Do you think a high resolution is worth the reconstruction and are you in to make it a high res updated game by changing the engine :)

Cool updates again - Thanks

And BTW the whole spam can be avoided by just 1 post with changelog not with warnings Mr.PUNISHER ?
:)

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Re: Day of Death

Post by HarvestWombs » Tue Nov 22, 2011 9:11 pm

OMG! This is why Necrolis is my fav modder...
Plus he has a good sense of humor. :P

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