[Release] Ogodei's Diablo 1 Monster pack Final v1.3

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Ogodei
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[Release] Ogodei's Diablo 1 Monster pack Final v1.3

Post by Ogodei » Tue Sep 26, 2017 7:15 pm

Hello guys,

I managed to get my monster pack to a more concrete state, and although not every monster is done, I'm going to release it and update it from time to time.

Please report every bug you notice and I'll fix it ASAP!

Also, should you distribute a mod using any of these files, please GIVE CREDITS to both me and Blizzard.

> > > >Ogodei's Diablo I monster Pack Final (Base version) < < < <
> > > > Link to the Patch V1.2 < < < <
> > > > Link to the Patch V1.3 < < < <

Follow the instructions provided by the readme :)

EDIT: The Skullwing patch is now included in the main release
EDIT2: Updated to v1.2a
------ changelog -------
fixed some issues with the text template files (thanks to Spike a.k.a J'P)
Included a new text file, MonType.txt, with rows you need to paste in your own MonType. This avoids stupid 'fake' errors in your debug
logs

--- Patch V1.2 ----

Added a new color shift for the Fallen ones that wield a spear
Added a mini-fix for the Hidden's Monstats2 row
Although there's an "AnimData Entries" text file, you don't need to overwrite your current animdata ones. That text will be removed in the future patches and added only when necessary

--- Patch V1.3 ----

This is a major patch that fixes several issues with the COF files and also corrects some animdata entries. I would like to thank Jetaman and Hz for their wonderful software "COFFEE", that made COF file editing very easy.

For the changelog, check inside the archive.

Last edited by Ogodei on Fri Apr 20, 2018 12:33 pm, edited 10 times in total.

kpepp
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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.00

Post by kpepp » Sun Oct 01, 2017 10:05 pm

Excellent work!
I have updated all (most) of the monsters in my mod.
Regarding the Hellfire monsters, although of much better quality than the ones in Incadescence,
their color in Act 1 seems to be more brown than the red one that appears in CV5.
Is their pallete optimized for a specific act?
Best

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.00

Post by Ogodei » Sun Oct 01, 2017 10:09 pm

Hey, thanks for your precious feedback :)

The mobs are optimized for every act, they're just around 5~15% bigger than the "beta" ones and with a 40% darker color gamma :)

edit: can you provide a screenshot of that brown stuff?

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.00

Post by kpepp » Mon Oct 02, 2017 9:49 am

Here it is. The quality is fine, I wonder whehter you could reproduce the original color.
Best regards!
Attachments
screen1.jpg

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.00

Post by Ogodei » Mon Oct 02, 2017 11:22 am

Ah, yes! I remember Winged Skeletons to be brownish. It was due to the way D2 translated that kind of red (but you should have properly colored Burning dead skeletons). I'll upload the fixed version today

EDIT: I couldn't manage to restore their red color. I don't know why they become brown, since they use the same exact red of the Burning Dead skeleton type. I'll investigate further when I have more time.
In the meantime, check the first post. I added a link to the new DCC's. Although they're not red, their color is more consistent now. Give it a try

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.00

Post by kpepp » Mon Oct 02, 2017 12:44 pm

Τhe color has been improved, but anyway the quality of the sprites is very high.
Fantastic job anyway!

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.00

Post by Ogodei » Sat Oct 07, 2017 1:02 pm

@Kpepp

thanks a lot! I'm glad to see that you liked them.

Version 1.01 released:

Link updated: check the first post

Details

- updated the readme (see credits section)
- Inserted some missing Monstats2 rows (i.e specific rows for Leoric and SkullWings)
- Fixed all of the bad settings in Monstats2.txt that could lead the game to crash in multiplayer [thanks to Szumigajowy for reporting and cooperating for that issue]
- Introduced the missing A2 COF for the Tomb Rat (P! token) and the Blinkbat (F_)

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.1

Post by Void Weaver » Thu Mar 22, 2018 11:18 pm

Greetings.
Into yours 1.1a pack have inappropriate frames 72-89 inside all of "M!TR***DTHTH.dcc" files, so there is lost a one direction :( ; fix it please.
Thank you again for the awesome work.

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.1

Post by Ogodei » Fri Mar 23, 2018 12:43 am

Hello and thank you! :)

Sadly, there's nothing I can do with it. You're referring to Magma Demons, and their sprite is drawn this way. My only guess is an error from the devs :'(

Image

Image cut from The Spriters Resource :/ . It's the same in the game files

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.1

Post by Void Weaver » Fri Mar 23, 2018 1:26 am

Wow, never noticed it in the game, despite I had been a bit confused about magma's strange briefly "blinking" at a some deaths. Now I have understand what's cause that.

Sorry for the false alarm. :oops:

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.1

Post by Tomkomaster » Wed Apr 11, 2018 1:47 am

Hello

An awesome pack, will definitely be using this in my mod.

Just a question: Could you please make a black colored Fallen with the spear (code F!)? The other one, which carries a sword, has such a color (F@, and its zz3 mode is black colored), but the one with the spear doesn't.


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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.2

Post by Tomkomaster » Sun Apr 15, 2018 7:00 pm

Fantastic job, I love the new black fallens :-)

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Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.2

Post by Ogodei » Wed Apr 18, 2018 9:12 am

Thanks :) I'm glad you like them.

thanks to the new "COFFEE" software developed by Jetaman and Hz, I'm now working to a new patch that will aim to fix some issues with the COF files of my pack. The main issue is that, being really unexperienced at Hex Editing COFs , I mostly took and rename COF files that , in the vanilla game, had the frame amount I needed to make the animation play smoothly. This upcoming patch will focus on:

- Removing some weird ptCelContext errors that appear the debug log (which happens when your missiles.txt or animdata frame count is greater than the actual frame count of the DCC (missiles) or COF(monsters) )

- Deleting the extra unnecessary layers from the COF files.

- Making the COF frames count match the exact amount of the DCC frames. This will improve the quality of the animations (most notably, you are going to see improvement on the Goat Man (Y@) A1 and A2 animation modes)


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