Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 35 36 37 38 3954 >
 

Mar 18 2013, 5:35 am zupan Post #721



Hey man thanks for this. I've been playing for a long time and just wanted to express my gratitude. I'll try and post here with any bugs I find ^_^.



None.

Mar 19 2013, 11:57 am Ahli Post #722

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

Quote from zupan
Hey man thanks for this. I've been playing for a long time and just wanted to express my gratitude. I'll try and post here with any bugs I find ^_^.

Hi, thanks. :)

Announcement:

I want to transfer the map and mod to my account on the American server. That's why it is currently offline. Payne removed the map/mod to hopefully allow me to republish it on my account with the same name. Sadly this wasn't working.
Because of the transfer, you will lose your heroes on the American server as the save files are bound to the publisher's account.

Also, hello to the Blizzard support angel that might read this to verify that I made this map and that it is my wish to transfer the map & mod to my account.

Hopefully I can receive the same name for the map in all regions. I would dislike renaming it for every update on the American server.




Mar 19 2013, 9:33 pm payne Post #723

:payne:

Quote from Ahli
Quote from zupan
Hey man thanks for this. I've been playing for a long time and just wanted to express my gratitude. I'll try and post here with any bugs I find ^_^.

Hi, thanks. :)

Announcement:

I want to transfer the map and mod to my account on the American server. That's why it is currently offline. Payne removed the map/mod to hopefully allow me to republish it on my account with the same name. Sadly this wasn't working.
Because of the transfer, you will lose your heroes on the American server as the save files are bound to the publisher's account.

Also, hello to the Blizzard support angel that might read this to verify that I made this map and that it is my wish to transfer the map & mod to my account.

Hopefully I can receive the same name for the map in all regions. I would dislike renaming it for every update on the American server.
Oh damn. :(



None.

Mar 21 2013, 2:02 am SeraphicStar Post #724

A Taste of Divine Crystalline Goodness

Quote from Ahli
Quote from zupan
Hey man thanks for this. I've been playing for a long time and just wanted to express my gratitude. I'll try and post here with any bugs I find ^_^.

Hi, thanks. :)

Announcement:

I want to transfer the map and mod to my account on the American server. That's why it is currently offline. Payne removed the map/mod to hopefully allow me to republish it on my account with the same name. Sadly this wasn't working.
Because of the transfer, you will lose your heroes on the American server as the save files are bound to the publisher's account.

Also, hello to the Blizzard support angel that might read this to verify that I made this map and that it is my wish to transfer the map & mod to my account.

Hopefully I can receive the same name for the map in all regions. I would dislike renaming it for every update on the American server.

Sooooo does this mean that the map is down for good? Now if I want to play your map, I have to unplug my modem at the login screen to play offline and then replug it in to get the arcade map list I thought I had on my comp. And I thought that the save file DB's were saved on your own profile, not the publishers. If it was the same map, couldn't you just copy over your save DB from the other map and paste it over the DB that the new map creates? Because I would very much not like to start all over after I spent so much time on my characters... :crybaby:



None.

Mar 21 2013, 2:45 am Ahli Post #725

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

Quote from SeraphicStar
Sooooo does this mean that the map is down for good? Now if I want to play your map, I have to unplug my modem at the login screen to play offline and then replug it in to get the arcade map list I thought I had on my comp. And I thought that the save file DB's were saved on your own profile, not the publishers. If it was the same map, couldn't you just copy over your save DB from the other map and paste it over the DB that the new map creates? Because I would very much not like to start all over after I spent so much time on my characters... :crybaby:
The map should be removed with next maintenance. After that I will publish the next update.

Due to the change in the publisher to my account, the bank files become unusable for my map. Because I don't want to add a way to cheat items, everyone on that realm looses his save file.

That's not something we foresaw because we didn't know how the bank signature was working 2 years ago.
Well, one could say it was a special gift to NA to be able to play the map during the last 1.5 years.
My updates would keep locking Payne's account and that state was a nuisance for me and him.

I don't think I will ever make another reset.

Copy pasting the file into the new bank folder shouldn't transfer the data as its signature would be broken. If I just allow it, it's like letting you create cheat items. It's just something I can't allow.

So, I'm sorry for the inconvenience caused, but there is no good solution for this. So, I'm adding the fair one.

This only applies to the NA server. The SEA and the EU versions are published on my account already.




Mar 21 2013, 2:25 pm SeraphicStar Post #726

A Taste of Divine Crystalline Goodness

Quote from Ahli
Quote from SeraphicStar
Sooooo does this mean that the map is down for good? Now if I want to play your map, I have to unplug my modem at the login screen to play offline and then replug it in to get the arcade map list I thought I had on my comp. And I thought that the save file DB's were saved on your own profile, not the publishers. If it was the same map, couldn't you just copy over your save DB from the other map and paste it over the DB that the new map creates? Because I would very much not like to start all over after I spent so much time on my characters... :crybaby:
The map should be removed with next maintenance. After that I will publish the next update.

Due to the change in the publisher to my account, the bank files become unusable for my map. Because I don't want to add a way to cheat items, everyone on that realm looses his save file.

That's not something we foresaw because we didn't know how the bank signature was working 2 years ago.
Well, one could say it was a special gift to NA to be able to play the map during the last 1.5 years.
My updates would keep locking Payne's account and that state was a nuisance for me and him.

I don't think I will ever make another reset.

Copy pasting the file into the new bank folder shouldn't transfer the data as its signature would be broken. If I just allow it, it's like letting you create cheat items. It's just something I can't allow.

So, I'm sorry for the inconvenience caused, but there is no good solution for this. So, I'm adding the fair one.

This only applies to the NA server. The SEA and the EU versions are published on my account already.

Eh, well I guess I'll have to enjoy my good chars until hell maps get released... :(

Anyway I have a few more bug reports and a question to ask about the map. The first bug report I have is that it seems apparently not possible to achieve dual % damage increase mods on physical weapons when using a yellow stone of accretion. I am talking about the mods like "Soldiers" and "Masters"(which give % Damage and +Hit Rating) along with "Ruthless" or "Massive"(which give only % Damage) bonuses. What ends up happening is that the "new" % damage increase overwrites the original % damage increase, even though it was from a "different" kind of mod. The reason I know that it was not a separate damage mod is because I had the damage/hit rating mod before the item went rare.

The second "bug" I have to relay to you is that when your character hits level 30 from 29, Wirt's gamble prices reduce drastically. I am unsure if you meant this to happen or not, but I noticed it happen on every one of my level 29 characters when they hit level 30. I will give you a few examples. At level 29 a gambled ring from Wirt is 15849, at 30 its 9712, a gambled amulet at 29 is 17012, but at 30 its now 10912. It was nice to see such a large decrease in the gamble cost but I doubt you intended for that to happen.

Now I wanted to ask a question I had regarding the item unsocket feature that Grizwold offers. I was wondering if it is just like the Horadric Cube recipe from Diablo 2 where it will destroy the gem when the item is unsocketed. If so then that would encourage people to only use perfect gems in really good socketed items. But if not, it would allow people to test out gem effects to see what is more useful.

Also I was wondering if you might consider allowing characters a one-time stat reset unlocked either at a certain level or at a certain gold expense. I understand that this is/was never something offered in original Diablo or any of its successors as far as I can remember. And since it seems you are trying to mostly reflect the game in its originality, I'm guessing you would most likely frown on this idea. I still thought I would see what you thought of it is all. I would also understand if this is a similar reason why you would not like to have a weapon like the Crystal Sword in this map since its from Diablo 2 altogether.

P.S. I figured I would post some silly pictures since I always seem to post serious bug report stuff, hopefully some people find these amusing. :D

Pic 1: Omg look its... a... FACE!!! :0_o:

Pic 2: I know I said I wasn't going to post boring Bug Report stuff, but I keep forgetting about this minor detail. It shows here that I am "almost leveled" in the bar, yet I still am 250k exp away from a level.

Pic 3: Also demonstrates what I'm talking about. As you can see, the experience bar fills up faster then the experience you have left to gain for a level. Therefore it "appears" you are closer to leveling then you actually are. It is kinda nice for higher levels because it still moves a little bit when you kill something but definitely not very accurate. :|

Pic 4: WW and W? :lol:

Pic 5: "Hmm, wonder where this staircase goes... :unsure:

Anyway, hope my reports help and some of those pics made you chuckle a little. ^^

P.P.S. I was wondering something else as well. Is there a reason for the "level 76" redesign aside from allowing more character levels for skills when the skill system is available? Because it seems like balancing the experience for 76 levels might be a tad difficult. :unsure:
Oh also, would you consider allowing more hot keys available for spells? As a Sorceror it really helps to have plenty of hot keys to have access to the many spells you can get. :)

Post has been edited 1 time(s), last time on Mar 21 2013, 2:33 pm by SeraphicStar.



None.

Mar 22 2013, 11:31 am Ahli Post #727

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

Quote from SeraphicStar
Eh, well I guess I'll have to enjoy my good chars until hell maps get released... :(

Anyway I have a few more bug reports and a question to ask about the map. The first bug report I have is that it seems apparently not possible to achieve dual % damage increase mods on physical weapons when using a yellow stone of accretion. I am talking about the mods like "Soldiers" and "Masters"(which give % Damage and +Hit Rating) along with "Ruthless" or "Massive"(which give only % Damage) bonuses. What ends up happening is that the "new" % damage increase overwrites the original % damage increase, even though it was from a "different" kind of mod. The reason I know that it was not a separate damage mod is because I had the damage/hit rating mod before the item went rare.

The second "bug" I have to relay to you is that when your character hits level 30 from 29, Wirt's gamble prices reduce drastically. I am unsure if you meant this to happen or not, but I noticed it happen on every one of my level 29 characters when they hit level 30. I will give you a few examples. At level 29 a gambled ring from Wirt is 15849, at 30 its 9712, a gambled amulet at 29 is 17012, but at 30 its now 10912. It was nice to see such a large decrease in the gamble cost but I doubt you intended for that to happen.

Now I wanted to ask a question I had regarding the item unsocket feature that Grizwold offers. I was wondering if it is just like the Horadric Cube recipe from Diablo 2 where it will destroy the gem when the item is unsocketed. If so then that would encourage people to only use perfect gems in really good socketed items. But if not, it would allow people to test out gem effects to see what is more useful.

Also I was wondering if you might consider allowing characters a one-time stat reset unlocked either at a certain level or at a certain gold expense. I understand that this is/was never something offered in original Diablo or any of its successors as far as I can remember. And since it seems you are trying to mostly reflect the game in its originality, I'm guessing you would most likely frown on this idea. I still thought I would see what you thought of it is all. I would also understand if this is a similar reason why you would not like to have a weapon like the Crystal Sword in this map since its from Diablo 2 altogether.

P.S. I figured I would post some silly pictures since I always seem to post serious bug report stuff, hopefully some people find these amusing. :D

Pic 1: Omg look its... a... FACE!!! :0_o:

Pic 2: I know I said I wasn't going to post boring Bug Report stuff, but I keep forgetting about this minor detail. It shows here that I am "almost leveled" in the bar, yet I still am 250k exp away from a level.

Pic 3: Also demonstrates what I'm talking about. As you can see, the experience bar fills up faster then the experience you have left to gain for a level. Therefore it "appears" you are closer to leveling then you actually are. It is kinda nice for higher levels because it still moves a little bit when you kill something but definitely not very accurate. :|

Pic 4: WW and W? :lol:

Pic 5: "Hmm, wonder where this staircase goes... :unsure:

Anyway, hope my reports help and some of those pics made you chuckle a little. ^^

P.P.S. I was wondering something else as well. Is there a reason for the "level 76" redesign aside from allowing more character levels for skills when the skill system is available? Because it seems like balancing the experience for 76 levels might be a tad difficult. :unsure:
Oh also, would you consider allowing more hot keys available for spells? As a Sorceror it really helps to have plenty of hot keys to have access to the many spells you can get. :)

I didn't even start on hell areas, yet, because I've no more room on the map.

I might add D2 items later to have more items for higher difficulties.

@ Gamble Price jump
Yes, I don't think that I intended that.

@ Unsocketing
The gems are not destroyed. It behaves like D3's gems.

@experience bar filled too early
uhh, I'm not sure what went wrong there. I made changes to the system and moved a few calculations into their own functions. I might have fixed that already in my new version here. I will check that.

@ level 76 redesign
Yes, I redesigned it for the skills that I will add one day. Also, I could remove the big experience requirements jump that D1 had.

@more hotkeys
Yes, that is really required. :D

Thanks for the bugs and the feedback. :)

Post has been edited 1 time(s), last time on Mar 22 2013, 12:19 pm by Ahli.




Mar 22 2013, 6:49 pm reaper762 Post #728



u need to make more dungeons open and one dungeon says under construction called bone yard needs to be finished also add more missons quests other towns and areas spice it up more work on it more like other sc2 games add guns maybe medieval type guns and medieval type explosive weopons also u should add trading between players instead on them dropping items for another to collect and make it bit more diffcult and 6 to 8 players can join



None.

Mar 23 2013, 3:37 pm Ahli Post #729

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

Quote from reaper762
u need to make more dungeons open and one dungeon says under construction called bone yard needs to be finished also add more missons quests other towns and areas spice it up more work on it more like other sc2 games add guns maybe medieval type guns and medieval type explosive weopons also u should add trading between players instead on them dropping items for another to collect and make it bit more diffcult and 6 to 8 players can join
I've no more space on the map. Currently I've 2 free zones left on the map which will be used by PvP arena and chamber of bones.

The "Chamber of Bone" isn't coded, yet. I still need to add that quest area, but I need a cool idea how to set it up and make it more interesting.

I can't add new models and stuff because I lack models and stuff. Explosive weapons, etc, are more suited for skills. I want to add skills to each character, so I might add something like that for the rogue.

I don't know how terribly it would lag with mutliple players. More players can easily having a lot more dungeons loaded which means that the game starts to lag very, very badly.

I plan to add trading to the game.




Mar 23 2013, 4:18 pm reaper762 Post #730



Also I think I found a bug. Not sure, but the full plate armour I paid an arm and a leg to buy (36k) from gamble guy (which isnt damaged) wont be repaired by the smith. It should be repairable.

Also whoever made this game better be working on it and look over what was requested. Also finish the hell dungeon, which I'm up to, and whatever the boneyard dungeon is please.

Edited by DevliN because damn.

Post has been edited 1 time(s), last time on Mar 23 2013, 6:29 pm by DevliN. Reason: No need to post the same exact thing 3 times. Also, don't p



None.

Mar 23 2013, 4:51 pm Ahli Post #731

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

Quote from reaper762
u need to make more dungeons open and one dungeon says under construction called bone yard needs to be finished also add more missons quests other towns and areas spice it up more work on it more like other sc2 games add guns maybe medieval type guns and medieval type explosive weopons also u should add trading between players instead on them dropping items for another to collect and make it bit more diffcult and 6 to 8 players can join
Already posted about that in my last post.

Quote from reaper762
also i think i found a bug not sure but the FULL PLATE ARMOUR I PAYED AN ARM AND A LEG TO BUY 36K FROM GAMBLE GUY WHICH ISNT DAMAGED MUCH THE SMITH WONT REPAIR IT IT SHOULD BE REPAIRABLE
Screenshot please. This might be a bug and to find it, I would like to see a screenshot of the item's tooltip (= it's stats).
It should be repairable because gamble shouldn't be able to create cursed items. =/
If there is a bug, your screenshot should make it possible to find it easily.

Quote from reaper762
ALSO WHOEVER MADE THIS GAME BETTER BE WORKING ON IT AND LOOK OVER WHAT WAS REQUESTED ALSO FINISHED THE HELL DUNGEON WHICH IM UP TO AND WHATEVER THE BONEYARD DUNGEON IT PLEASE
If you keep posting in caps I will delete your posts.

I'm the person who made the map and I'm still working on it.

"Boneyard Dungeon" is the "Chamber of Bone" which isn't coded, yet.




Mar 24 2013, 4:55 am Waddo Post #732



Good work on the map, you should check my review on the sea.battle.net server, I even ran out of space...but if your running out of space you could just create a second map and condense the current zones into one, eg. Cathedrals 1-4 into one zone (and give king leoric a single room lol) etc. (banks can share between maps by the same user can't they?), most of my info is in the review but here are some others...
Skills should be made to destroy barrels, just my opinion though...I've seen rooms with 20-30 barrels...ack
be nice if quest items were level dependent or have stats like +2 str per 3 levels maybe etc....alot of quests give junk
you get no exp for lower levels as it is even if you add more AI/players...
and when a player leaves the game and you try to inspect another players gear you end up with the wrong player/and there is missing pictures/gear too
the reward for the mushroom quest wasn't shared when someone else did it for me...infact...rewards aren't shared at all now I think about it...
if your a Mage and a party member is a War and he picks up all the good yellow/rare staffs right in front of you only to pawn it there is nothing you can do...so maybe a popup of every yellow/gold item a party member picks up atleast (then they wont think you forgot or missed it if they steal it quickly)
alot more in my SEA review but I can't copy/paste it to here because bnet is down atm...
cheers



None.

Mar 25 2013, 3:29 pm Ahli Post #733

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

news:
- fixed a bug resulting in wrong damage values in items
- fixed all problems with experience and the experience bar. Also, I can now implement values higher than one integer can hold for experience


Quote from Waddo
but if your running out of space you could just create a second map and condense the current zones into one, eg. Cathedrals 1-4 into one zone (and give king leoric a single room lol) etc. (banks can share between maps by the same user can't they?)
I know that I can create a second map. But that means that I somehow need to gently make players only play map X. There is no way I can do that from within the map, or on battle.net. Battle.net can't read bank status to redirect you to the other map automatically, if you lack the requirement to play the 2nd map.
I won't butcher the dungeons to make 1 zone for all cathedral levels. People wouldn't be allowed to create new chars / load too low level chars in that map. It's a bad solution.

Banks can indeed be loaded by different maps, if all maps are published by the same account. Transferring the hero is not the problem.

To fit everything into 1 map, I would either need:
- Bigger terrain than 256x256

- Give me an option that allows me to save/load fog data. I can save/load it by myself, I just need a way to detect and recreate it properly. Also I need a way to alter the ground textures properly while making them work with the black mask(= black fog).
If that would be possible I would be able to reuse areas and be able to create as many dungeons as I want until I hit a memory limit. I would love to be able to do that... :)

- Possibility to scale everything (footprints are the problem) in the map. I actually tried to scale everything down to 50% and adjust the dungeon generation code, but the game has a too low resolution with its footprints for me to be able to scale everything down. The main problem is the vision... you would just be able to see through walls the whole time. This would allow me to put a bit more stuff onto the map, but this solution might add a few new problems with hit detection, etc.


Quote from Waddo
Skills should be made to destroy barrels, just my opinion though...I've seen rooms with 20-30 barrels...ack
It would make it super easy to destroy your positional advantage by accident. But I could code a few skills to destroy barrels.


Quote from Waddo
be nice if quest items were level dependent or have stats like +2 str per 3 levels maybe etc....alot of quests give junk
A few quests give you random items. Hardcoded quest items give you. Quest rewards are depending on the level where they occur. Low level quests will always give terrible rewards for a high level player because it's simple for him to do the quest. If these quest items would scale with the hero, you wouldn't care about other items in the game and only try to farm the best quest item. That's a terrible design.


Quote from Waddo
you get no exp for lower levels as it is even if you add more AI/players...
AI players will give you more experience per kill, but there is a mechanic in the game making you gain less experience by killing monsters way below or above your level. If no monster grants you experience, then you out-leveled the area.

Quote from Waddo
and when a player leaves the game and you try to inspect another players gear you end up with the wrong player/and there is missing pictures/gear too
I hope I fixed that with the next update. I've a problem testing that alone.

Quote from Waddo
the reward for the mushroom quest wasn't shared when someone else did it for me...infact...rewards aren't shared at all now I think about it...
Rewards should be shared. You need to visit the NPC or go to the place where the monster was defeated (e.g. Butcher) to find the reward item. The quest log should have a small colored note at the end, if you are missing a reward of an NPC.

In the case of the Black Mushroom quest, after delivering a demon's brain to Pepin, he drops a golden elixir for each player (every player can only see his own potion). After one person showed it to Adria, you are allowed to drink it. It either gives you permanent stats or a buff, if your hero already received these stats. Pepin is always running in the area around his house. Sometimes he is in the northern end of the house. The elixir item is not saved on the character, so you should drink it in every case.

Quote from Waddo
if your a Mage and a party member is a War and he picks up all the good yellow/rare staffs right in front of you only to pawn it there is nothing you can do...so maybe a popup of every yellow/gold item a party member picks up atleast (then they wont think you forgot or missed it if they steal it quickly)
Every spawned item creates a text tag for 6 game seconds which are visible to everyone. If he picks it up, the text tag is attached to the hero. The only real solution to that would making it like D3 and Path of Exile splitting up drops per player. Path of Exile added a timer before items become visible for other players. This is actually something that can work very well in this case.

Quote from Waddo
alot more in my SEA review but I can't copy/paste it to here because bnet is down atm...
I will take a look at it.

Quote from Waddo
magic find
I might add that one day. I just need to see how I would implement it. But in general I'm not a big fan of magic find.

Quote from Waddo
auto attack to avoid death during lags
I might add that.

Quote from Waddo
auto explore unexplored parts on the map[, auto pick up items with type/quality/quote]
I won't let the game play itself. You already have the convenience to be able to click on the map and the hero runs there. And no, I won't add automatic bot support.

[quote=name:Waddo]repair lost max durability
There is an oil that adds max durability. But I will think about an easy way to repair an item's max durability back to its default max durability.

Quote from Waddo
stacking certain items
Which would you like to stack? Currently I've implemented zero stack support in the code and I currently see no reason to allow stacking for anything right now.
I think I will make your hero inventory bigger one day, instead... most likely from 10x4 to 10x6.

Quote from Waddo
stash tabs
I might add that. But it will make it easier for you to get to the max bank limit.

Quote from Waddo
sale price everywhere
I can think about it, but I don't think I will add that in near future.

Quote from Waddo
remove useless info like requirements from item if already met
Well, that's bad for trading, that's bad for calculating if another of your chars can use that item. I could make the text smaller, but that might look strange, too.
Best solution is that you might learn to not look at that anymore. ^^ I don't notice that info on the items anymore.

Quote from Waddo
vision of ends of walls
That's the sc2 engine. There is no simple fix unless I implement another vision system, but that costs a ton of performance and a lot of effort to implement. So, I won't do anything about it because I don't know how I could do that without bad side effects.

Quote from Waddo
need zero durability sound warning
Sounds great. If I come across a good sound for that, I add it.

Quote from Waddo
Partying doesn't work too well
What doesn't work well? Gold is distributed for damage, so, if you just run behind everyone and don't deal damage to monsters, you won't receive money. Containers' money drops are shared. You share experience when you are in the same level.
Atm you are automatically in a player's party because I didn't implement anything for players to not be in your party.

Post has been edited 2 time(s), last time on Mar 25 2013, 5:38 pm by Ahli.




Mar 26 2013, 12:30 am muzzy Post #734



Where can I find the game in heart of the swarm? I cannot seem to find it in the rpg section of the arcade.



None.

Mar 26 2013, 12:44 am Ahli Post #735

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

Quote from muzzy
Where can I find the game in heart of the swarm? I cannot seem to find it in the rpg section of the arcade.
It's a WoL map, but that doesn't mean you won't find it.
On NA, the map is currently removed until I can republish it again...




Mar 26 2013, 10:00 am zupan Post #736



Quote from Ahli
Quote from muzzy
Where can I find the game in heart of the swarm? I cannot seem to find it in the rpg section of the arcade.
It's a WoL map, but that doesn't mean you won't find it.
On NA, the map is currently removed until I can republish it again...
Any eta on when it'll be published again?



None.

Mar 26 2013, 11:10 am Ahli Post #737

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

Quote from zupan
Quote from Ahli
Quote from muzzy
Where can I find the game in heart of the swarm? I cannot seem to find it in the rpg section of the arcade.
It's a WoL map, but that doesn't mean you won't find it.
On NA, the map is currently removed until I can republish it again...
Any eta on when it'll be published again?
When is NA maintenance? I think it's this night, so I will re-publish it some time after that.




Mar 26 2013, 7:35 pm juicywat3rblast Post #738



juicywat3rblast -- so are you saying that the game needs to be removed on the american server, or that us in the us and play d1?



None.

Mar 26 2013, 7:55 pm Ahli Post #739

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

Quote from juicywat3rblast
juicywat3rblast -- so are you saying that the game needs to be removed on the american server, or that us in the us and play d1?
I've no idea what you are trying to ask, so I repeat everything again...

Payne was the current publisher of my map on the American server. We agreed that he deletes the file on his account to allow me to publish it with my account.
This means there are no legal and account problems occurring anymore. Before, I used his account to update the map on the American server which resulted in his account being locked a few times.

So, currently the map has been deleted from battle.net. But battle.net is still occupying the name of the map and the mods until next maintenance.
I will re-publish the map with its old name on the American server after next maintenance, if that is possible. If that isn't possible then, I need to bother Blizzard's American support team again. ;)

Due to this transfer, the save files will become unusable because I can't load and can't decrypt the save files created in maps with a different publisher.

BUT, you can switch servers and play right now on the European or the South East Asian server.

I will release the following update tomorrow on all servers:

Quote from Patch 0.401
BUG FIXES
- fixed a bug in the river algorithm creating unpathable bridges and inaccessible areas
- fixed attack animation of Balrogs not playing
- fixed a few problems connected to experience
- fixed a bug with the Blue Stone of Scrambling adding spell levels and spells to items
- fixed the problem with the character window's text being able to appear above other than its own window
- fixed Magma Demon death animation size with high models
- fixed glowing corpses and actor errors appearing in the warning panel
- fixed a bug allowing you to have an item's spell selected of one of your saved heroes
- fixed a bug in the rare item's damage calculation
- fixed a few problems with leap ability

CHANGES
- altered damage of the Fireball spell
- added icon to the item's tooltip that is displayed when an item is cursed
- improved ground textures
- added vision blockers to Tristram's buildings
- books now have more correct models on the ground and spawn with a random angle
- raised hero slot limit from 5 to 8
- improved minimap image & borders in Tristram
- altered gamble costs above level 29

Right now I'm coding a proof of concept for auras in my "engine" which will be used by some Warrior skills.

edit: Also, I pushed all imported files from the map into a new mod file. This means that future updates will require you to download less.

news:

^ new minimap image, aura support, new animated orbs

Animates orbs go into the next patch because they work right now.
I used the orb model by xXdRaGoNrIdDeRXx who is making a diablo 2 map.

Post has been edited 1 time(s), last time on Mar 27 2013, 5:33 pm by Ahli.




Mar 29 2013, 2:47 am Ahli Post #740

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

Updated EU, SEA, KR to version 0.401.




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