Bloopers - What your mod Doesn't look like

This is the place for people to research themes and ideas for their mods as well as for others to post their suggestions for mod makers to make use of.

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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....
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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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