[Coming soon] Ogodei's Diablo 1 Monster pack Final
Moderators: Necrolis, Nefarius
[Coming soon] Ogodei's Diablo 1 Monster pack Final
Hello guys,
I'm currently working to enhance the quality of my monster pack. I made the animation bigger and darker than the ones in my beta pack, so that they look more in line with D2. I also fixed some stuffs like Advocates vanishing animation, hidden's disappearing and Dark mages vanishing\idle mode by adjusting the frames. It will still take a little time before the release, but this time we'll have every Diablo 1 monster available, bosses included [and also those who weren't released in the beta pack].
Here's a preview(and also a short gameplay of my Redemption mod project) . My girlfriend and I are trolling around to spot multi player related bugs and to test dungeons and mobs.
(part1)
(part2)
The only non-remade monsters among those shown in the video are the blue Overlords(Mud man) and all of the Fallen Ones.
I'm currently working to enhance the quality of my monster pack. I made the animation bigger and darker than the ones in my beta pack, so that they look more in line with D2. I also fixed some stuffs like Advocates vanishing animation, hidden's disappearing and Dark mages vanishing\idle mode by adjusting the frames. It will still take a little time before the release, but this time we'll have every Diablo 1 monster available, bosses included [and also those who weren't released in the beta pack].
Here's a preview(and also a short gameplay of my Redemption mod project) . My girlfriend and I are trolling around to spot multi player related bugs and to test dungeons and mobs.
(part1)
(part2)
The only non-remade monsters among those shown in the video are the blue Overlords(Mud man) and all of the Fallen Ones.
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: [Coming soon] Ogodei's Diablo 1 Monster pack Final
Wow, your mod looks so great! Is it close to finish yet?
When it come out, I'm gonna play the {filtered} out of it.
When it come out, I'm gonna play the {filtered} out of it.
Re: [Coming soon] Ogodei's Diablo 1 Monster pack Final
Great work (as always) !
Some suggestions for the final version:
a) All skeleton animations can be made bigger to fit the size of already existing D2 skeletons.
b) The resolution of the acid beasts can be increased. I use acid beasts from both BTH and your own version. It seems that during resize, some of them look like polygons and not as smooth. Based on the videos, it seems that this problem has already been solved.
c) Is it possible to reproduce the original D1 yellow color of illusion weavers (if this is allowed by the palletes)?
d) The death animations of goat archers have both red and blue blood in some cases. The same applies to hidden, there are frames with yellow and red blood.
Looking forward to download the final pack!
PS. Are monsters from BTH available?
Some suggestions for the final version:
a) All skeleton animations can be made bigger to fit the size of already existing D2 skeletons.
b) The resolution of the acid beasts can be increased. I use acid beasts from both BTH and your own version. It seems that during resize, some of them look like polygons and not as smooth. Based on the videos, it seems that this problem has already been solved.
c) Is it possible to reproduce the original D1 yellow color of illusion weavers (if this is allowed by the palletes)?
d) The death animations of goat archers have both red and blue blood in some cases. The same applies to hidden, there are frames with yellow and red blood.
Looking forward to download the final pack!
PS. Are monsters from BTH available?
Re: [Coming soon] Ogodei's Diablo 1 Monster pack Final
Hey kpepp
thanks for your suggestions! a) b) and c) are done. Acid beasts are a bit smaller than my previous pack, but the polygons you mentioned (that also afflict hidden!) are due to DCXTool, that seems not to like Diablo 1 anims.
I didn't notice anything about the Goat Archer's blood until now! It's like this in the sprites, but I can fix it (apart for the zz3 archer,i.e the boss Gorestone, because he's intended to have blue blood).
Also, can you point me who of the hidden has the same issue? I'll fix it for sure!
In the meantime, take a look at your c) , a) and b) points
The green tint of illusion weavers has now been fixed [the new method I'm applying also fixes the color of the Soul Burner's blood]
http://imgur.com/L3Wrm15
A D1 skeleton fighting against a D2 one
http://imgur.com/z28qQVS
Acid beasts without polygons [Ignore the orange square under them, it's an overlay for the "wait\don't move randomly" order]
http://imgur.com/KldsxIg
P.s : Concerning the BTH D1's mobs, I'm pretty sure they (almost) all come from Incandescence's website , with the addition of some D2 palshifting
@leekun Hey, thanks!!
The mod is not ready yet, but I think I will publish it act by act, otherwise it could take too long!
I'll resume the work on it as soon as I've finished with the monster pack!
thanks for your suggestions! a) b) and c) are done. Acid beasts are a bit smaller than my previous pack, but the polygons you mentioned (that also afflict hidden!) are due to DCXTool, that seems not to like Diablo 1 anims.
I didn't notice anything about the Goat Archer's blood until now! It's like this in the sprites, but I can fix it (apart for the zz3 archer,i.e the boss Gorestone, because he's intended to have blue blood).
Also, can you point me who of the hidden has the same issue? I'll fix it for sure!
In the meantime, take a look at your c) , a) and b) points
The green tint of illusion weavers has now been fixed [the new method I'm applying also fixes the color of the Soul Burner's blood]
http://imgur.com/L3Wrm15
A D1 skeleton fighting against a D2 one
http://imgur.com/z28qQVS
Acid beasts without polygons [Ignore the orange square under them, it's an overlay for the "wait\don't move randomly" order]
http://imgur.com/KldsxIg
P.s : Concerning the BTH D1's mobs, I'm pretty sure they (almost) all come from Incandescence's website , with the addition of some D2 palshifting
@leekun Hey, thanks!!
The mod is not ready yet, but I think I will publish it act by act, otherwise it could take too long!
I'll resume the work on it as soon as I've finished with the monster pack!
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: [Coming soon] Ogodei's Diablo 1 Monster pack Final
Dear Ogodei,
Yes, the archer is the zz3 one! It seems that I did sth wrong with the hiddens, i.e. I used both pallete shifts and the files from monstats2.txt so sth was messed up. They work OK now!
As for the hellfire monsters I hope that a pallete reworking would be enough to improve their quality. However some of them, i.e. the arachnid or the crypt demon are full of black pixels. Strange enough, such details are not visible - at first glance - from tools like cv5.
In sixdice, they are visible however sixdice suffers from several problems...
Best regards!
Yes, the archer is the zz3 one! It seems that I did sth wrong with the hiddens, i.e. I used both pallete shifts and the files from monstats2.txt so sth was messed up. They work OK now!
As for the hellfire monsters I hope that a pallete reworking would be enough to improve their quality. However some of them, i.e. the arachnid or the crypt demon are full of black pixels. Strange enough, such details are not visible - at first glance - from tools like cv5.
In sixdice, they are visible however sixdice suffers from several problems...
Best regards!
Re: [Coming soon] Ogodei's Diablo 1 Monster pack Final
Hey
I already made the Crypt demons, shredded and skullwings from hellfire. I also plan to convert the other mobs from the expansion too.
Also, avoid using translvl column in monstats (set it to 0) when using my mobs or the palshift will ruin the graphic. I included a palshift just to make them use random color when spawn as bosses
Edit: @kpepp you got a pm
I already made the Crypt demons, shredded and skullwings from hellfire. I also plan to convert the other mobs from the expansion too.
Also, avoid using translvl column in monstats (set it to 0) when using my mobs or the palshift will ruin the graphic. I included a palshift just to make them use random color when spawn as bosses
Edit: @kpepp you got a pm
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: [Coming soon] Ogodei's Diablo 1 Monster pack Final
hello, love your mod, its a really great idea! But ...i cant make it work properly!
First i got lots of crashes when entering a game (seems resolved buy putting V2 pack and closing txt files....), and now i got 1 row shift in my missiles and monstat txt that cause caster monsters to spawn the previous row skill.... so a bit random effects
the issue with the rows seems to appear when you exeed a certain row number (a bit more than the original d2)
Thanks for reply
First i got lots of crashes when entering a game (seems resolved buy putting V2 pack and closing txt files....), and now i got 1 row shift in my missiles and monstat txt that cause caster monsters to spawn the previous row skill.... so a bit random effects
the issue with the rows seems to appear when you exeed a certain row number (a bit more than the original d2)
Thanks for reply