Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 26 27 28 29 3054 >
 

Feb 27 2012, 7:45 pm Ahli Post #541

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Do you know if the new patch bugged something in your map? :O
I don't think it did, but I only played a short time on battle.net.

edit:
news:
- fixed a "thread took to long" error when activating a shrine. The teleport took to long, I've added a wait every 100 attempts now.
- disabled casting animation, sound and stun on the mana shield shrine effect, if you had no mana shield before.
- fixed the actor error message that appeared, if something that can bleed got hit. Attaching actors with triggers doesn't work all the time and created that. Now I'm using a dummy damage effect to make the impact effect appear on the victim.

Post has been edited 1 time(s), last time on Mar 2 2012, 1:00 am by Ahli.




Mar 2 2012, 7:10 pm payne Post #542

:payne:

QueenGambit and I were playing. While the Dark Passage level was loading, sc2 crashed.
The error message is too long to post, unfortunately.



None.

Mar 2 2012, 7:19 pm Queen-Gambit Post #543



Hey Ahli!

Payne just showed me the map, you have finally brought my respect level up to sc2 mappers. I have seen lots of Diablo mock up maps and all of them are reluctant/lazy to use actual D1 files. Obviously your breaking their terms of service but F it.... bnet 0.2 fails and we want to play great nostalgic games on sc2. I am praising this because this is how I would tackle a map. If I was making a port of like say mario kart 64 or pokemon stadium, I would take hundreds of photos of it, I would use the very same models found in the game, I would extract the sounds and music. I always recommended sc2mapsters people to use the wav files, an authentic UI, the text style. Most of my replies are like "meh, who cares' or 'oh no im to scared to do it, evil blizzard wont like me, hold me QueenG' (stupid sc2mapster)

You are porting Diablo 1 on sc2. Its common sense to simply follow what Diablo looks like and how it was played. DUHHHH. I am happy SOMEONE thats not fail sc2mapster gets this.

Post has been edited 1 time(s), last time on Mar 2 2012, 7:33 pm by Queen-Gambit.



None.

Mar 3 2012, 7:05 pm Ahli Post #544

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
QueenGambit and I were playing. While the Dark Passage level was loading, sc2 crashed.
The error message is too long to post, unfortunately.
If sc2 crashes, I can't really do much about it in most cases.

The reason why it crashed is within the first 20 lines. Most of the time it's an "access violation" which I can't fix without any clue what caused it and even if I have a clue, I won't be able to fix the problem in most cases.
I guess it was caused by the malicious exported wow models because it randomly lets the game crash. But it didn't crash for me since a long time, if I think about it.

The loading reads data out of the data table, places the units and removes the entries. I don't think that that could crash sc2.

Just always send the crash report, if it happens online and try to give them info about what you did or what you played. In that case I would have wrote "Played a custom game with extensive use of custom assets like models/sounds/pictures.". That could be a little help for the guy that looks into the crash report info to identify the problem.

Blizzard keeps fixing these things and making their engine slowly more stable. Maybe we will reach a point where user input (like models) can't crash the game anymore.

But maybe you made SC2 divide by 0 which I already did some patches ago with a cliff checking function. ;D

Quote from Queen-Gambit
Hey Ahli!

Payne just showed me the map, you have finally brought my respect level up to sc2 mappers. I have seen lots of Diablo mock up maps and all of them are reluctant/lazy to use actual D1 files. Obviously your breaking their terms of service but F it.... bnet 0.2 fails and we want to play great nostalgic games on sc2. I am praising this because this is how I would tackle a map. If I was making a port of like say mario kart 64 or pokemon stadium, I would take hundreds of photos of it, I would use the very same models found in the game, I would extract the sounds and music. I always recommended sc2mapsters people to use the wav files, an authentic UI, the text style. Most of my replies are like "meh, who cares' or 'oh no im to scared to do it, evil blizzard wont like me, hold me QueenG' (stupid sc2mapster)

You are porting Diablo 1 on sc2. Its common sense to simply follow what Diablo looks like and how it was played. DUHHHH. I am happy SOMEONE thats not fail sc2mapster gets this.
Thanks, but it's not a real port. I'm making my own Diablo version out of it. A port wouldn't touch game mechanics at all and I try to improve everything, if possible as seen in the trade window which are D2 style and not D1.
In the end I'm trying to make a good game that plays in the original plot of Diablo 1 and shows people what it possible in the editor with some dedication.

I wouldn't use assets of games that aren't considered old of other companies. Technically Blizzard sort of owns my map when published to battle.net already. If it is reported, Blizzard might need to delete your map and might punish you in some way.
In general I would try to make sure that your remake won't hurt the companies by reducing their sales.

edit:
news:
-added better bridges to Tristram.

^ bridge

Post has been edited 1 time(s), last time on Mar 4 2012, 12:04 am by Ahli.




Mar 5 2012, 4:52 am payne Post #545

:payne:

The bridge has a weird contrast, and doesn't seem to appear on the minimap. :O



None.

Mar 5 2012, 11:44 am Ahli Post #546

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
The bridge has a weird contrast, and doesn't seem to appear on the minimap. :O
It consists out of stretched window board things. I could change the texture of models, if I want, though.
Doodads do not appear on the minimap.
When the map is done, I could draw stuff on the minimap myself.




Mar 15 2012, 5:34 pm shayoko Post #547



hello : D back to check up on the amazing map maker :) i havent played sc2 for quite a while been watching anime and playing mhfu (psp) on my free time.(kind of made me want a mh map but thier would be alot more triggers then this to even attempt it also wouldent be as good :) ) saddly my friend hasent been working on his 3d modling enough other wise id ask if thier was a model of something you wanted made so i could contribute to this since i have to many hobbies to truly learn the editor :) with the amount of effort you put into this you could probley become a game designer like zantai and make good money for it :D.



None.

Mar 19 2012, 3:05 am Raitaki Post #548



So I heard Ahli needs names for unique items...=D

Here b sum namz0rz (with optional suggestions for item bonuses)
Collapsable Box




None.

Mar 22 2012, 1:15 am Ahli Post #549

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

news:
- I implemented a small system that can spawn rare items. I've added only 3 rare items atm, but I will add a lot more. I need some ideas for more uniques. Atm the effects that the uniques can have are limited to the stats in the character window.
I might implement more, if cool ideas arrive in my head.

I don't know how many I want to add atm for the lower levels, but I guess I try to add like 20 at start.

You can expect to have high end unique items to be able to have like 6 different effects (rare items only have 3 to 4).




Mar 22 2012, 6:53 am payne Post #550

:payne:

I remember hearing about an unique called "Payne the Supertramp" or something like that. :awesome:



None.

Mar 23 2012, 6:32 pm Ahli Post #551

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
I remember hearing about an unique called "Payne the Supertramp" or something like that. :awesome:
Yes, u got a unique item.

So, I think I "fixed" my camera zoom problem. Ugly workaround, but it's working. I still need to test it online and see how much I have to lower the enemy movement speed.




Mar 24 2012, 4:49 am mrdorkus Post #552



I don't get it, are uniques going to be like upgraded rare items? You're going to make it random with 6 attributes? not fixed (i don't mean fixed stats, but fixed name with fixed attributes (some attributes may have ranges))? That's what it seems to sound like, it also seems you're making up uniques instead of going with Diablo 1 or 2's uniques? Seems to be deviating from D1/D2, but it's your mod, just wondering what is actually is.

Post has been edited 1 time(s), last time on Mar 24 2012, 5:04 am by mrdorkus.



None.

Mar 24 2012, 1:54 pm Ahli Post #553

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Unique items have preset modifiers The strength of these modifiers is random.

Example:
Arkaine's Valor
DUR: 40
AC: 20-30
REQ clvl: 9
Fast/er/est hit recovery
+ 6-12 Vitality
-1/-2/-3 damage taken

As you can see the armor, the hit recovery, the vitality and the -damageTaken is variable within a range.
This way the unique items are less good or more good depending on a luck factor.
The unique's item value (sell value) is based on the magic that is applied to it, so the weakest version is cheaper than the strongest version.

So they won't have random attributes like rares. Their effects are static which define the item, but they are partially random (similar to D3 legendary items, D3 version of uniques) and can have more effects than rare items, if I engineer unique items which need that many.




Mar 26 2012, 12:17 am mrdorkus Post #554



Seeing the example, I understand more of what you're trying to do. Basically, create unique but have more randomness in the item by giving it a range of stat even if that wasn't in the original game. So far though, it seems you're going with D1 uniques (they suck though, rares in this game, even with 4 attributes max has a large potential of being better, that's why I suggested to go with D2 uniques instead and put them on D1 weapons/armors).

Only some D1 uniques were decent (and only decent because the only other options are magical items, but with D2 rare introduce here, it blows uniques out of the water) like Dreamflange (only because there's no +1 skill modifier on one handed weapons). Will you be sticking with D1 uniques attributes? or will you have D1 and D2 (I would think you can completely skip on D1 uniques though since they pretty much suck and uniques should be somewhat decent even with with normal class uniques in D2 instead of the elite ones).

Post has been edited 1 time(s), last time on Mar 26 2012, 12:22 am by mrdorkus.



None.

Mar 26 2012, 12:34 am Ahli Post #555

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
Seeing the example, I understand more of what you're trying to do. Basically, create unique but have more randomness in the item by giving it a range of stat even if that wasn't in the original game. So far though, it seems you're going with D1 uniques (they suck though, rares in this game, even with 4 attributes max has a large potential of being better, that's why I suggested to go with D2 uniques instead and put them on D1 weapons/armors).

Only some D1 uniques were decent (and only decent because the only other options are magical items, but with D2 rare introduce here, it blows uniques out of the water) like Dreamflange (only because there's no +1 skill modifier on one handed weapons). Will you be sticking with D1 uniques attributes? or will you have D1 and D2 (I would think you can completely skip on D1 uniques though since they pretty much suck and uniques should be somewhat decent even with with normal class uniques in D2 instead of the elite ones).
Uniques will actually be good items. So I'm not going the D1 route with uniques that most of the time punish you in some way which made a few of them slightly worthless.

news:
- Added catacombs entrance in Tristram. It will only appear usable for the player, if it has been activated before via returning to Tristram via these stairs in a game.
- I adjusted when the wait comes in the code for the shrine's teleport effect. This might solved a trigger error resulting the shrine to do nothing because it couldn't find a suitable spot fast enough.
- fixed bug in one shrine effect resulting in a never-ending loop.
- added barrels for catacombs. They can explode, too. :D
- Modified the fonts used to use "T" instead of a "+" as the small char 't'.
- Space Key will now close all windows.
- Ctrl + clicking an inventory item will attempt to sell it
- shift + clicking an inventory item will attempt to use it
- now everything can hit invisible targets
- improved lighting (I somehow bugged it before having 3 sets of lightings and the wrong one was referenced ingame... the editor always loaded the one I wanted to have... deleting the wrong ones fixed the problem)


Post has been edited 8 time(s), last time on Apr 12 2012, 2:25 am by Ahli.




Apr 12 2012, 7:29 am mrdorkus Post #556



With D3 coming out in a month, I don't see many people playing this mod, but who knows. I hoped more content would have been released before D3 release date but I know you're busy. Are you going to buying/playing D3 next month?



None.

Apr 12 2012, 7:33 am DevliN Post #557

OVERWATCH STATUS GO

I imagine all the people who don't want to pay for D3 yet playing this. Or the people who want to play D1 again but either don't have the game or don't want to install it again. Or the people who buy D3 but still play SC2 and want to give this a shot anyway.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 12 2012, 10:25 am Ahli Post #558

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
With D3 coming out in a month, I don't see many people playing this mod, but who knows. I hoped more content would have been released before D3 release date but I know you're busy. Are you going to buying/playing D3 next month?
I will play D3, yes. I will continue development, too.
The world does not end with D3 release. Every new big title sucks in players, but after some time most of them could return after HotS release.

My map is still far from done as my love for details is high. :D

news:
- single projectiles shot by AI and traps now receive a randomized starting angle from -5 to 5 degrees offset.
- added some details to monster info

Post has been edited 1 time(s), last time on Apr 12 2012, 2:17 pm by Ahli.




Apr 13 2012, 12:37 am mrdorkus Post #559



I love your attention to detail to be honest, however, I recommend getting all content in first before fixing the detail and polishing the game. I feel that will get the game out faster and the polishing will add extra value for people who are already playing your mod (which will have a higher popularity because of the content already available). Things such as uniques and other minor things can be added later to polish/improve the game. But that's just my advice, you don't need to take heed to it.



None.

Apr 13 2012, 12:52 am Ahli Post #560

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
I love your attention to detail to be honest, however, I recommend getting all content in first before fixing the detail and polishing the game. I feel that will get the game out faster and the polishing will add extra value for people who are already playing your mod (which will have a higher popularity because of the content already available). Things such as uniques and other minor things can be added later to polish/improve the game. But that's just my advice, you don't need to take heed to it.
People only get one first look of the game and when it's overwhelming in every detail, I win. :D




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