just to clarify the confusion there, battle.net is not going to be shutdown, they are only officially renaming battle.net to avoid confusion for newer players. It will be blizzard related names for all their platforms.Jeewdew" wrote:You can't play battle.net with mods and battle.net is being shutdown anyways.J'P" wrote:What donu mean?
What does your mod look like?
Moderator: Nefarius
Re: What does your mod look like?
- weapon-x
- Arch-Angel
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Re: What does your mod look like?
Howdy, so i managed to take a 5 days leave from work and modded a little.
I revisited the individual_skill_cool_down system and decided to add-up group delays
skill icons which are restricted are colored red, while skill icons with individual cooldowns have green bars
and skill icons with group cooldowns have grey bars, in grey icons
the system is soft-coded and is reading-up a new custom text file "skillgroups.txt" with the following columns:
I revisited the individual_skill_cool_down system and decided to add-up group delays
skill icons which are restricted are colored red, while skill icons with individual cooldowns have green bars
and skill icons with group cooldowns have grey bars, in grey icons
the system is soft-coded and is reading-up a new custom text file "skillgroups.txt" with the following columns:
Code: Select all
hcIdx = *row number
group = *group number
skillIDs1-5 = *skill ids 1-5, if the modder wishes to add more skillids to the group, all that's need to be done
is add a new row with the same group number as above the 1st set of skillids
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: What does your mod look like?
Very good idea Weapon-x. Do you plan to release this individual_skill_cool_down system for public use?
Re: What does your mod look like?
Some minor changes from me ^^
hp, mp, stamina from WORD to DWORD, rewrited npc stuff
all in 1.13c
https://www.youtube.com/watch?v=P027hlKMRuo
hp, mp, stamina from WORD to DWORD, rewrited npc stuff
all in 1.13c
https://www.youtube.com/watch?v=P027hlKMRuo
Re: What does your mod look like?
Hi again,
Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ
As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^
Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ
As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^
-
- Paladin
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Re: What does your mod look like?
Is it just a map or a full 6th act?Cossack" wrote:Hi again,
Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ
As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^
Thought it wasn't posible to add an other act.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
He's doing a butt ton of code editingGrandMaitre" wrote:Is it just a map or a full 6th act?Cossack" wrote:Hi again,
Next part of my changes ^^
After rewriting npc stuff i wanted to add a new act, it was a lot of changes in structs but finally i added a act 6
https://www.youtube.com/watch?v=aeTUvVreKYQ
.
As previously its all in 1.13c
I don't have any knowledge of editing maps in the editor so i just use a Pandemonium Finale map
But everything works so I'm happy ^^
Thought it wasn't posible to add an other act.
Edit: On another note I've successfully imitated the Horadric Cache from D3. No pics, kinda self explanatory.
Re: What does your mod look like?
Yes it's possible to add another actGrandMaitre" wrote: Is it just a map or a full 6th act?
Thought it wasn't posible to add an other act.
It's just a "little" ce not butt ton ^^Black_Eternity" wrote: He's doing a butt ton of code editing
Next movie from me i promise i will not spam u anymore ^^
https://www.youtube.com/watch?v=INqCHhM2HCU
Like previous I copied maps from act 5 because i can't make own
I created level from LvlPrest file and link that level to my town from act 6
So i think that's all what i need to make a full act
Of course there were things like
rewrite quest and waypoints tabs
But core things are done
- HarvestWombs
- Arch-Angel
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Re: What does your mod look like?
Small update: New sorc skill WIP.
Don't mind the UI, it's also a WIP lol.
Don't mind the UI, it's also a WIP lol.
Re: What does your mod look like?
I like that skill and nice reuse of the unused fire elemental graphics too!
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
Re: What does your mod look like?
beautiful !
- weapon-x
- Arch-Angel
- Posts: 1047
- Joined: Wed Mar 18, 2009 4:52 am
- Location: Mindanao, Philippines
- Contact:
Re: What does your mod look like?
hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it or perhaps i could send you my base file so you could play around with itmarques" wrote:Very good idea Weapon-x. Do you plan to release this individual_skill_cool_down system for public use?
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
- HarvestWombs
- Arch-Angel
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- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
I would be very delighted if this was a plugin.weapon-x" wrote:hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it or perhaps i could send you my base file so you could play around with it
The amount of use this would be to many mods would be tremendous.
Re: What does your mod look like?
+1 to that!Black_Eternity" wrote:I would be very delighted if this was a plugin.weapon-x" wrote:hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it or perhaps i could send you my base file so you could play around with it
The amount of use this would be to many mods would be tremendous.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Testing out the new Tree Entity animation, still needs some fine tuning but overall I'm happy with it.
Edit: Moving along, testing a Worg
Edit: Moving along, testing a Worg
Re: What does your mod look like?
looks nice but should the tree bleed?
- HarvestWombs
- Arch-Angel
- Posts: 1019
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Re: What does your mod look like?
Haha, I actually fixed that shortly after I uploaded the video.Doub" wrote:looks nice but should the tree bleed?
Wilderness Bear, new animation.
Re: What does your mod look like?
I like that bear! I think it blends perfectly with D2's environment
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Here's a look at the companion corpse digger with a new Imp animation.
Thanks to Ogodei for shedding a little info on the AI parameters.
If you watch closely you'll notice that it will still engage in battle, but if corpses are present it will dig through them.
For this video I've made the bears level 99 with a higher treasure class,
and increased the odds of Find Item (just as a test for now)
Thanks to Ogodei for shedding a little info on the AI parameters.
If you watch closely you'll notice that it will still engage in battle, but if corpses are present it will dig through them.
For this video I've made the bears level 99 with a higher treasure class,
and increased the odds of Find Item (just as a test for now)
Re: What does your mod look like?
It takes it some time start digging
- HarvestWombs
- Arch-Angel
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Re: What does your mod look like?
Here's a timelapse redesigning my custom UI, I know, I know, it's poor quality, but I didnt realize that at the time of recording obviously, time spent, time learned I guess.
- Necrolis
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Re: What does your mod look like?
Thats a really cool time lapse!Black_Eternity" wrote:Here's a timelapse redesigning my custom UI, I know, I know, it's poor quality, but I didnt realize that at the time of recording obviously, time spent, time learned I guess.
Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of the game world, overlay at 35% opacity, setup some guidelines on the ruler using that, then disable the layer visibility etc.
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- kidpaddle94
- Principality
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Re: What does your mod look like?
I do this a lot myself. I contemplated the idea of making some debugging interface in-game where I could move UI in-game and retrieve the position from it, but I think using PS and an in-game screenshot as canvas works just as well.Necrolis" wrote:Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of the game world, overlay at 35% opacity, setup some guidelines on the ruler using that, then disable the layer visibility etc.
- HarvestWombs
- Arch-Angel
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Re: What does your mod look like?
I had tried tinkering around with pixel offsets before, but for me personally I found it easier to just eyeball it when dealing with the orbs and their overlays. Just because their location is coded.Necrolis" wrote:Thats a really cool time lapse!Black_Eternity" wrote:Here's a timelapse redesigning my custom UI, I know, I know, it's poor quality, but I didnt realize that at the time of recording obviously, time spent, time learned I guess.
Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of the game world, overlay at 35% opacity, setup some guidelines on the ruler using that, then disable the layer visibility etc.
I later found out that I was using an older version of Kingpins Dreamland plugin, and updating it could have saved me a lot of time, as it would have softcoded all of those offsets for me.... But yet again, time spent, time learned... Lol
Here's a screenshot with the orbs using Drawmode 2, thanks to Necrolis for the drawmode list, and thanks to Kingpin for Dreamlands.
And for goofing around, here's the UI in Drawmode 7.
If I really wanted to, I could design a UI, cleverly using these different drawmodes, like 0 or 1 for example, (25-50% opacity) to make it look more like the actual D3 panel...
but there's always some tile loading issues every time you open up a screen, and would be widely visible.
- HarvestWombs
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Re: What does your mod look like?
Double post for pics...
A HUGE shoutout to dav92 for the code on this one.
Working Charm Sector with requirement *underlay?
To make it easier to place the charms I added the slight red color to the inventory in the lower right quadrant.
This is a screenshot with charms outside of the sector
And again with charms inside
A HUGE shoutout to dav92 for the code on this one.
Working Charm Sector with requirement *underlay?
To make it easier to place the charms I added the slight red color to the inventory in the lower right quadrant.
This is a screenshot with charms outside of the sector
And again with charms inside