[Release] Ogodei's D1 monster pack beta V1.02

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[Release] Ogodei's D1 monster pack beta V1.02

Post by Ogodei » Sat Dec 31, 2016 5:07 pm

Hello everyone :)

I am releasing my Diablo 1 monster pack as a , let's say , "beta version".
I would like to ask you for help in spotting bugs and errors if there are any.

Follow the instructions in the readme ;)

Feedback is appreciated!

Edit: Version 1.02 released

Changelog

- Fixed more .txt errors
- All of the .txts have been fixed by adding an empty row at the end of the files
- Head "comment" columns inserted at the beginning of each .txt file
- Fixed the columns quantity in Skills and Sound related txt's
- Added Charge skill for Vipers
- Fixed the Gargoyle Stone form animation (see animdata rows in G@ folder)
- Added a proper Monstats2 row for Gargoyles
- Added the missing skill for Dark Mages which summons a skeleton archer
- Fixed the Goatman Archer sound list by removing the Attack related sounds
- Added a note on D1Skeletons in !S and _S token folders
- Changed the readme
- Fixed the Magma demon throwing sequence (Although unused, it's best to have it complete)


Download links:

A) http://www.filedropper.com/ogodeispackv102

B) https://files.fm/u/x6ef6dz3

Patch 1.02b released
*NOTE* : It requires the base pack

-Fixed the graphic of Advocate type monsters (darkened them to better fit D2's environment)
- Fixed several useless errors in monstats2.txt

- Download link:

http://www.filedropper.com/ogodeispackpatch102b
Last edited by Ogodei on Fri Jan 06, 2017 11:19 am, edited 10 times in total.

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Re: [Release] Ogodei's D1 monster pack beta

Post by jetaman » Sat Dec 31, 2016 5:24 pm

Good Job mate! Glad that you finally got it released!


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Re: [Release] Ogodei's D1 monster pack beta

Post by kpepp » Sun Jan 01, 2017 11:23 pm

Thank you for releasing this pack!
I have already updated my hiddens.
Just one question: Have you released a king leoric dcc? I saw an entry in the monstats.txt file but the LE DCC does not exist. Seems to me that this entry refers to the stormlords, based on the skills you have assigned.
BR

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Re: [Release] Ogodei's D1 monster pack beta

Post by Ogodei » Mon Jan 02, 2017 10:31 am

Hi! :)

Glad that you downloaded it :)
Yes, Leoric is not finished yet, since I still miss his death animation. I'm currently investigating for bugs and errors and found some in the txt files and in the Mage graphics. I'm now trying(again) to port my pack into a vanilla d2 version. I'll re-release it once i've fixed everything. I guess it will be during this week :)

Edit: V1.01 released.
- Fixed various discrepancies in matter of .txt
- Fixed the Magma Demon death sound (wasn't playing correctly)
- Fixed missiles display graphics
- Fixed missing skills from the .txt
- Fixed the description of some Token folders
- Fixed the animdata rows for the Fallen Ones (Sword) token (F@)
- Fixed the animations related to the Advocates ("ZZ1" missed NU mode, and S1 was badly imported. Fixed the tiny offsets bug)
- Added the Skeleton Axe (!S) and Skeleton Bow (@S) tokens, which were not inserted in v1.00 (sorry, I forgot them -_-)

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Re: [Release] Ogodei's D1 monster pack beta

Post by SpiKe. » Mon Jan 02, 2017 11:15 pm

Hey,

and thanks for the release.
Already found some bugs/missing files. Do you want me to post them here or shall i sent you a pm?

Greetings
J'P


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Re: [Release] Ogodei's D1 monster pack beta

Post by SpiKe. » Mon Jan 02, 2017 11:44 pm

Okey, i'll start slowly (im using your pack 1.01)

!S
D1SkeletonAxe1
Error opening file: DATA\GLOBAL\MONSTERS\!S\COF\!SBLhth.COF

Game crashing sometimes with the error above also, they vanish sometimes while attacking.

Also Errorlog -> (ptCelContext->dwCel < ptGfxBlock->bNumCelsPerDir) (like 500 times :D)

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Re: [Release] Ogodei's D1 monster pack beta

Post by Ogodei » Tue Jan 03, 2017 12:14 am

They haven't a blocking animation. Unfortunately D1 skeletons were not designed for blocking q_q
(for that, try removing the 1 from the BL column in D1Skeleton's monstats2.txt, tell me if it works, and also remove their block chances in monstats.txt. I will try to create a blocking animation later).

As for the attack issue, they don't vanish for me. I just tried porting them in 1.14 .




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Re: [Release] Ogodei's D1 monster pack beta

Post by jetaman » Tue Jan 03, 2017 8:36 am

You can also copy the NU file and rename it to BL to have block.


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Re: [Release] Ogodei's D1 monster pack beta V1.02

Post by Necrolis » Fri Jan 06, 2017 4:07 pm

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Re: [Release] Ogodei's D1 monster pack beta V1.02

Post by kpepp » Tue Jan 10, 2017 3:18 pm

Just one question: Is there a limit on the entries of Monstats2.txt?
I have successfuly cloned two monsters, however I have started to encounter mysterious bugs when more monsters have been added.
For example, I have created four entries in this file with TR properties lit, hvy, des, med, named e.g. d1goatman1, d1goatman2,
d1goatman3, d1goatman4. The game sees only the lit and med properties, even though they have been distributed correctly in every entry.
Another bug was encountered in skeletons. I have used an existing entry from my monstats2.txt file, however no animation appears when I copy the entry and change the ID. I have copied a file from median 12 which uses a file with more than 1000 entries, however the bug persists. My monstats2.txt file consists of 710 entries.
Any help will be appreciated.

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Re: [Release] Ogodei's D1 monster pack beta V1.02

Post by Ogodei » Tue Jan 10, 2017 3:31 pm

Hello :)

Yes, I experimented the same problems. It's like either monstats2.txt is bugged from vanilla or that there's an actual limit. I would suggest you to reorganize your entire Monstats2.txt as i'm slowly doing. Every vanilla monster has a separate monstats2 row which is quite useless in my humble opinion, since they share the same graphics , AI and animations (only changed with palshifts). I'd say to keep 1 row per vanilla monster type (i.e megademons 1-6 using only the megademon1 row in MonStats2.txt) and to assign a row to each D1 monster.

try and let me know if it works!

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Re: [Release] Ogodei's D1 monster pack beta V1.02

Post by SpiKe. » Tue Jan 10, 2017 3:35 pm

Hm, i've recreated all of his D1 Monster Tokens with every TR propertie without any problem. Look into your debuglog, maybe u see what cause it, helped me much by doing this ;)

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