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Bloopers - What your mod Doesn't look like
Posted: Sun Jun 18, 2017 9:27 am
by devurandom
We all make some funny mistakes. Lighten up and post some of those.
Ooops nihlathak portal fix2 went horribly wrong..
Re: Bloopers - What your mod Doesn't look like
Posted: Sun Jun 18, 2017 11:18 am
by Ogodei
@devurandom lol ! !
how did u manage to open so many portals in one place @_@!
this is one of my bloopers ^^'
Never play with pet's leash if you don't know what you are doing . . .
Re: Bloopers - What your mod Doesn't look like
Posted: Sun Jun 18, 2017 6:44 pm
by devurandom
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.
Re: Bloopers - What your mod Doesn't look like
Posted: Tue Nov 28, 2017 10:09 am
by devurandom
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.
Re: Bloopers - What your mod Doesn't look like
Posted: Sun Mar 25, 2018 5:30 pm
by gcc
I was surprised that the game did not simply crash with an unhandled exception...
All I made was a typo - misspelled the item type...
Re: Bloopers - What your mod Doesn't look like
Posted: Wed Aug 15, 2018 6:04 am
by devurandom
Seeing Double
strange that they all worked without crashing.
Re: Bloopers - What your mod Doesn't look like
Posted: Tue Sep 18, 2018 9:53 am
by devurandom
Early attempt rewriting Automap Load. No Idea why it didn't crash.
took 100+ recompiles to get it working right.
Re: Bloopers - What your mod Doesn't look like
Posted: Tue Sep 18, 2018 9:53 am
by devurandom
Breaking sh1t on purpose to figure out what it does.
Re: Bloopers - What your mod Doesn't look like
Posted: Thu Feb 28, 2019 8:17 pm
by jessedazebra
Just testing some states...
VIDEO
Re: Bloopers - What your mod Doesn't look like
Posted: Thu Feb 28, 2019 8:49 pm
by SheX - Lost Mage
jessedazebra , tiles looks like another the black parade)
One number "missclick" and....
Re: Bloopers - What your mod Doesn't look like
Posted: Thu Feb 28, 2019 9:24 pm
by jessedazebra
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.
Still messing with the states.txt.
Re: Bloopers - What your mod Doesn't look like
Posted: Wed Apr 03, 2019 1:46 pm
by flamingfury69
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.
Still messing with the states.txt.
Can I make the hp and mp number without coding?
Re: Bloopers - What your mod Doesn't look like
Posted: Thu Apr 04, 2019 10:30 am
by jessedazebra
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.