Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 41 42 43 44 4554 >
 

Aug 4 2013, 2:30 am SeraphicStar Post #841

A Taste of Divine Crystalline Goodness

Quote from Ahli
It spawns somewhere in the dungeon level. The spawn chance is about 2.4%, so very rare.

Whoa that is a really rare chance to have the item drop. By chance could you give us a hint of the name of the item if we get lucky enough to find it?

Quote from Ahli
Oh... that's not supposed to happen. ^^

Lol I figured as much, thats why I wanted to let you know about it. ^^

Also I wanted to let you know. It seems like monsters are still able to spawn near town somehow. I noticed that you put an invisible barrier there now though so they cannot reach you but I figured I would post a screenshot anyway showing this.
[attach=9269]



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Aug 4 2013, 2:00 pm Ahli Post #842

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

I've fixed the bug in the code for the caves and set the chance for the item that grants access to hell to appear in the last cave level to 25%.




Aug 6 2013, 11:39 pm swordadpt Post #843



Hey man, just wanted to say great work on the map. Me and a buddy of mine started playing it a little while back and we both got really nostalgic with the play through. Diablo 1 was definitely incredible in the series with the dark vibe and the incredible music, and I'm really impressed with how well you've captured it in this sc2 map. Keep up the good work and we'll keep on playing :-). I'll see about adding some useful feedback to the project if I can in the future now that I know this forum exists.



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Aug 7 2013, 7:23 am SeraphicStar Post #844

A Taste of Divine Crystalline Goodness

Hey Ahli, I wanted to say I appreciate the increase of the probability that the special item will appear for hell levels. Thanks to being able to enter the hell dungeon my sorceror is almost level 37! ^^ For those of you who are curious about the name of this item or what it looks like, I will post a screenshot. :D
[attach=9270]

Also thanks for fixing that strange wall glitch I showed you. I believe that it was causing monsters to be able to spawn outside the map "limits" thus lowering the spawn density of cave levels affected. However I did find another problem with the map generator. I know it's something I believe I posted about before but I figured you had fixed it already, anyway here is the screenshot. I did forget to try using teleport but based on my past experiences with teleport, it only allows you to teleport to places you can directly walk to. :(
[attach=9271]

Anyway there was a few other things I wanted to bring to your attention as well Ahli. I understand that the new Hell Levels are still in construction so I understand why there would be some problems but I figure pointing them out will help you polish it up. :) So onto the things! :unsure:

The first thing I noticed was that the Warlord of Blood is immune to Fire, Lightning and Magic and also is considered a demon class monster. This indicates that he is the hardest monster for a sorceror to fight if not impossible without using a bow/melee weapon or a golem or high stacked 'attacker takes ** damage'. I remember that was also his immunities in Diablo: The Hell, not sure if they were that way in vanilla. In Diablo: The Hell it wasn't so bad though considering Elemental was a physical spell. Anyways considering that he is only one monster I suppose it doesn't make too big of a deal but it might be nice if he was at least an undead class monster so holy bolts could still hurt him. Just my personal opinion I guess. :unsure: Oh and another thing I noticed was that when you actually do kill him, he does not give any experience reward on death.

The second thing I wanted to bring to your attention although it is a minor one, is an interesting occurrence with the Lachdanan quest. If you are playing with other party members and complete this quest it appears that you can show the other helms names that are dropped for the other characters. However the items aren't actually "there" for your character. I understand the reason for this is to keep other characters from taking all of the helms but having the names appear could confuse people since they wouldn't know if they were missing items dropped on the ground. I will post a screenshot even though it is kinda hard to show items that aren't there heh.
[attach=9272]

I did want to say I really like the ground texture of the hell level though, looks really sweet! I also had a question for you regarding the hell levels though. Will you be putting in armor suits/weapon racks like there are in the Diablo vanilla version of Hell? :???:

Post has been edited 1 time(s), last time on Aug 7 2013, 7:47 am by SeraphicStar.



None.

Aug 7 2013, 12:16 pm Ahli Post #845

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

I've fixed the cave dungeon bug, the bug with Lachdanan's item reward and made the Warlord of Blood have 90% lightning resistance rather than 100%.
Thanks for the screenshots. :)

Quote from SeraphicStar
Will you be putting in armor suits/weapon racks like there are in the Diablo vanilla version of Hell? :???:
If I find proper models for these objects, yes.




Aug 7 2013, 7:36 pm swordadpt Post #846



Encountered a bug today traveling from Catacombs level 4 down to Caves level 1. At first there was nothing being displayed for several seconds, but after the hero runs into picture from the very bottom (Edit Left not Right) of the map. Upon further inspection of the level it appeared that I was on the outskirts of the level map (Similar to the previous bug where you could find an opening and explore it). Since the bug fix of course there was no way back in the level. I returned to town via portal and tried using the Cave entrance from town to find the same result. I would've screen shot the thing but it kept appearing blank when I tried to transfer it to a secondary program like paint. Hadn't seen this happen before and I didn't see any postings on it so I assume this is a new one. Let me know if there's anything else info wise ya might need.



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Aug 7 2013, 7:48 pm Ahli Post #847

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

Quote from swordadpt
Encountered a bug today traveling from Catacombs level 4 down to Caves level 1. At first there was nothing being displayed for several seconds, but after the hero runs into picture from the very bottom (Edit Left not Right) of the map. Upon further inspection of the level it appeared that I was on the outskirts of the level map (Similar to the previous bug where you could find an opening and explore it). Since the bug fix of course there was no way back in the level. I returned to town via portal and tried using the Cave entrance from town to find the same result. I would've screen shot the thing but it kept appearing blank when I tried to transfer it to a secondary program like paint. Hadn't seen this happen before and I didn't see any postings on it so I assume this is a new one. Let me know if there's anything else info wise ya might need.

The screenshot is in a sc2 folder in your operating system's user folder.

It's something like:
C:\Users\*username*\Documents\StarCraft II\Accounts\*someNumer*\*someSymbols*\Screenshots

Screenshots make me able to debug these things as I can recreate the dungeon using the number that is displayed as "seed" on the screen below the minimap.




Aug 7 2013, 7:58 pm swordadpt Post #848



Ok, I got it.

Attachments:
Screenshot2013-08-07 15_26_17.jpg
Hits: 6 Size: 500.38kb



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Aug 7 2013, 8:25 pm Ahli Post #849

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

Quote from swordadpt
Ok, I got it.
Ok, much thanks for the screenshot.

The problem is that the dungeon didn't create any entrances for some reason.

edit:
The bug was caused by the patch earlier today. I failed to delete a line and that caused the problem. :S Going to publish a fix for the next half hour...

Post has been edited 1 time(s), last time on Aug 7 2013, 8:30 pm by Ahli.




Aug 7 2013, 8:30 pm swordadpt Post #850



I had my suspicions but thanks for confirming, if I run into any others I'll be sure to include all the necessary information next time.



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Aug 8 2013, 3:10 am Ahli Post #851

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

I've made the tome dialogs minimized rather than closing when clicked. Minimizing will create a button in the bottom right corner of the screen that you can:
- left click to maximize the big dialog displaying the text
- right click to exit the speech.

The button is working like D3's lore button in the bottom right corner. The main difference is that texts are spawned in fullscreen with the tome image.

This will be added whenever I make the next update.

Other things I just implemented:
- NPC speeches are now continuing to reveal the text even if you enter another window within their menus like the NPC trade window
- you can now pick up items from the ground directly next to you while talking with a NPC

edit:

I updated the map, btw. So these things are now within the map. :D

edit:
The next update will add a way to move items to the belt using a smart column selection.

Post has been edited 3 time(s), last time on Aug 10 2013, 3:01 am by Ahli.




Aug 15 2013, 1:06 am Ahli Post #852

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

I've updated the map with a fix for a bug within my bank resets. That caused new players and reseted banks to remain in a invalid state which caused them to be reset with every map launch.
If you had that problem, it will be reset once more time at the map start, but then it should start to save your progress properly.

I'm sorry for any inconveniences caused. Thanks to M12NiceGuy for registering here to tell me about the problem. :)

edit:
Grubby just played my map on stream with his subscribers. :)
I hope I can get the video later.

Grubby playing this map with his subscribers (starts at 37 minutes)

Post has been edited 2 time(s), last time on Aug 16 2013, 8:38 pm by Ahli.




Aug 21 2013, 6:07 pm FoxWolf1 Post #853



Are the skeletons supposed to be pink?

Collapsable Box




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Aug 21 2013, 6:45 pm Ahli Post #854

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

No, that seems to be a problem with your graphic card's driver.




Aug 21 2013, 8:46 pm FoxWolf1 Post #855



Are you sure? My driver says that it is up to date, and I am not experiencing other problems.



None.

Aug 21 2013, 11:38 pm Ahli Post #856

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

Quote from FoxWolf1
Are you sure? My driver says that it is up to date, and I am not experiencing other problems.
You could try it with an older driver or a newer beta driver. But, yes, atm I'm quite sure. Payne had the same problem. Maybe it's a sc2 bug, but it sounds like it's happening every time for you.
AMD/Nvidia? Which driver?




Aug 22 2013, 5:43 pm FoxWolf1 Post #857



I'm using an AMD Radeon 7870 from MSI with the 9.12.0.0 driver.

I got the problem to go away, though, by turning off the "Indirect Shadows" setting. Not sure why that should be, but there you go.



None.

Sep 27 2013, 6:59 am Ahli Post #858

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

Quote from FoxWolf1
I'm using an AMD Radeon 7870 from MSI with the 9.12.0.0 driver.

I got the problem to go away, though, by turning off the "Indirect Shadows" setting. Not sure why that should be, but there you go.
Good to know, I think, in case someone experiences the same problems.

I've finished my thesis and got time for this again. :)
Already fixed three things that will be patched with my next update someday:
- fixed the magic banner quest's success message appearing multiple times at once
- fixed picking up items from the ground, that are then placed in the belt, playing their item sound
- ctrl+click onto a potion in the stash will now move it into the inventory area, if there is space rather than directly into the belt

Corbo told me that he was working a bit on a few models. I hope he came around finishing some.

In the other news, GameHeart redesigned was funded, so I need to invest some time into interface development in near future.




Oct 6 2013, 11:56 pm Supermarauder Post #859



Ahli do you think it is possible to make it so that your progress would save in singleplayer because sometimes (personally) it gets annoying to restart my quest all over again when I get very far into by myself



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Oct 7 2013, 9:07 am Ahli Post #860

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

Quote from Supermarauder
Ahli do you think it is possible to make it so that your progress would save in singleplayer because sometimes (personally) it gets annoying to restart my quest all over again when I get very far into by myself
No. The quests aren't that long that I need to do that.
Such a feature would delay new games, too, as I would need to find out, which quests the game needs to add into the random dungeon and which hero the player wants to use before the whole dungeon is created.
Also, I can't store the progress within a dungeon, so you would always need to start from town again. The only difference would be the quest's appearance and quest items in your inventory.

So, there is no great way to add it, so I won't add it. It would intefere too much with the rest of the map.




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