Bloopers - What your mod Doesn't look like

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devurandom
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Bloopers - What your mod Doesn't look like

Post by devurandom » Sun Jun 18, 2017 9:27 am

We all make some funny mistakes. Lighten up and post some of those.


Ooops nihlathak portal fix2 went horribly wrong.. :lol:

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Re: Bloopers - What your mod Doesn't look like

Post by devurandom » Sun Jun 18, 2017 6:44 pm

Ogodei" wrote:@devurandom lol ! !

how did u manage to open so many portals in one place @_@!
changed JNZ to NOP.
Apparently the function reiterates multiple times. :lol:
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Re: Bloopers - What your mod Doesn't look like

Post by devurandom » Tue Nov 28, 2017 10:09 am

I managed the find another one from a long time ago when I was trying to spawn Uber Diablo from SuperUnique
and it went horribly wrong.

It turned Eldritch the rectifier and all his minions into Cross breed Uber diablos & my character couldn't handle them. ;)

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Re: Bloopers - What your mod Doesn't look like

Post by gcc » Sun Mar 25, 2018 5:30 pm

I was surprised that the game did not simply crash with an unhandled exception...
All I made was a typo - misspelled the item type...

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Re: Bloopers - What your mod Doesn't look like

Post by devurandom » Wed Aug 15, 2018 6:04 am

Seeing Double :drunks: strange that they all worked without crashing.

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Re: Bloopers - What your mod Doesn't look like

Post by devurandom » Tue Sep 18, 2018 9:53 am

Early attempt rewriting Automap Load. No Idea why it didn't crash.
took 100+ recompiles to get it working right.


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Re: Bloopers - What your mod Doesn't look like

Post by devurandom » Tue Sep 18, 2018 9:53 am

Breaking sh1t on purpose to figure out what it does.

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Re: Bloopers - What your mod Doesn't look like

Post by jessedazebra » Thu Feb 28, 2019 8:17 pm

Just testing some states...

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Re: Bloopers - What your mod Doesn't look like

Post by SheX - Lost Mage » Thu Feb 28, 2019 8:49 pm

jessedazebra, tiles looks like another the black parade)

One number "missclick" and....
Screenshot008.jpg

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Re: Bloopers - What your mod Doesn't look like

Post by jessedazebra » Thu Feb 28, 2019 9:24 pm

SheX - Lost Mage wrote:
Thu Feb 28, 2019 8:49 pm
jessedazebra, tiles looks like another the black parade)
Yeah, I remember trying to play your mod back in the days, I really liked that UI and dark level lightning, so that was kind of inspiration for me, I guess. Tiles are just b&w, nothing special, but it adds cool lightning as well.

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Still messing with the states.txt. :twisted:

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Re: Bloopers - What your mod Doesn't look like

Post by flamingfury69 » Wed Apr 03, 2019 1:46 pm

jessedazebra wrote:
Thu Feb 28, 2019 9:24 pm
SheX - Lost Mage wrote:
Thu Feb 28, 2019 8:49 pm
jessedazebra, tiles looks like another the black parade)
Yeah, I remember trying to play your mod back in the days, I really liked that UI and dark level lightning, so that was kind of inspiration for me, I guess. Tiles are just b&w, nothing special, but it adds cool lightning as well.

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Still messing with the states.txt. :twisted:
Can I make the hp and mp number without coding?

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Re: Bloopers - What your mod Doesn't look like

Post by jessedazebra » Thu Apr 04, 2019 10:30 am

flamingfury69 wrote:
Wed Apr 03, 2019 1:46 pm
Can I make the hp and mp number without coding?
If you mean changing x/y coordinates, then yes, you actually can, but It's very tricky. I made something like this before with string table editor. Just check my post in "what does your mod look like" topic, when I showed how to make health bars without CE. It can be done pretty much the same way.

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