[WIP/NSFW] Diablo Monsters v22
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Diablo1 Monsters v06
Hotfix (v06), Idle Succubus Fix:
Got around to finish all of the succubus's animation frames. I'm thinking of changing her color translation for racial equalities, lol. The normal human skin colors (e.g. brown, nubian, and yellow) are to be expected, but I will also consider more classical demon tones (e.g. red, ghostly, smoky, etc).
I made the proper syntax to replace doom monsters.
I made wrong filename for Blood00 actor class.
The succubus's blood00 actor in pain states now has a tic of 2 for ease of animation purposes.
I will be adding more idle animation sets to be available for the spawn, skullball, and the entire skeleton crew (it looks more complete that way).
I ought to make the skeleton swordman to A_Warp near target instead, which I do as the first on my list (b/c sprites take a freakin' long time).
@TiberiumSoul
For the butcher audio, I have some problems w/ certain audio files for some reason. I'll see if I can work around this.
Got around to finish all of the succubus's animation frames. I'm thinking of changing her color translation for racial equalities, lol. The normal human skin colors (e.g. brown, nubian, and yellow) are to be expected, but I will also consider more classical demon tones (e.g. red, ghostly, smoky, etc).
I made the proper syntax to replace doom monsters.
I made wrong filename for Blood00 actor class.
The succubus's blood00 actor in pain states now has a tic of 2 for ease of animation purposes.
I will be adding more idle animation sets to be available for the spawn, skullball, and the entire skeleton crew (it looks more complete that way).
I ought to make the skeleton swordman to A_Warp near target instead, which I do as the first on my list (b/c sprites take a freakin' long time).
@TiberiumSoul
For the butcher audio, I have some problems w/ certain audio files for some reason. I'll see if I can work around this.
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Re: [WIP] Diablo1 Monsters v06
v06: Hotfix
Spawn now have idle spawn state animation.
Axe now have melee attack (twice as strong than missile attack).
Chaingun drops from axe fixed (now available).
I still need to figure out the seekermissile to reach crouching players.
Spawn now have idle spawn state animation.
Axe now have melee attack (twice as strong than missile attack).
Chaingun drops from axe fixed (now available).
I still need to figure out the seekermissile to reach crouching players.
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Re: [WIP] Diablo1 Monsters v07
v07:
I finally made the homing cleavers to reach crouch players and added more code for good measure in damage.
Upnext is the A_Warp for the sword monster.
A_Warp will happen in missile state so get ready for it to pop somewhere near you.
He will no longer be invulnerable while in missile state.
Invulnerability will temporarily be applied in melee state.
I finally made the homing cleavers to reach crouch players and added more code for good measure in damage.
Upnext is the A_Warp for the sword monster.
A_Warp will happen in missile state so get ready for it to pop somewhere near you.
He will no longer be invulnerable while in missile state.
Invulnerability will temporarily be applied in melee state.
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Re: [WIP] Diablo1 Monsters v08
v08:
Sword can now warp!!! (uh oh, ninja moment)
Have greater damage ratio now, but still lower than the axe.
Will now chop suey like those karate chops ninjas after first strike, lol.
If he misses the first time, it'll try warping on you for the second!
No expectation! Hee hee hee!
If it is in outside sector, he will switch +NOCLIP after attack state and will switch -NOCLIP before attack state.
Not even pain state will break its concentration for +NOCLIP!!!
Only death and your weapons (particularly the chaingun) will lay the skeleton swordsman to rest.
Bow now deal normal (more) 5*random(1,3) damage so watch yourself.
Will shoot a vertical spread of 5.6 for more bow-like (less) accuracy.
Switched off the +NOGRAVITY for the gore actor classes.
Sword can now warp!!! (uh oh, ninja moment)
Have greater damage ratio now, but still lower than the axe.
Will now chop suey like those karate chops ninjas after first strike, lol.
If he misses the first time, it'll try warping on you for the second!
No expectation! Hee hee hee!
If it is in outside sector, he will switch +NOCLIP after attack state and will switch -NOCLIP before attack state.
Not even pain state will break its concentration for +NOCLIP!!!
Only death and your weapons (particularly the chaingun) will lay the skeleton swordsman to rest.
Bow now deal normal (more) 5*random(1,3) damage so watch yourself.
Will shoot a vertical spread of 5.6 for more bow-like (less) accuracy.
Switched off the +NOGRAVITY for the gore actor classes.
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Re: [WIP] Diablo1 Monsters v08
v08: Hotfix
More complete animation frames for pain, death, and raise state of skeleton crew.
Sword now have idle animation for spawn state.
Music is gone (TES music is not always action).
More complete animation frames for pain, death, and raise state of skeleton crew.
Sword now have idle animation for spawn state.
Music is gone (TES music is not always action).
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Re: [WIP] Diablo1 Monsters v08
v08: Hotfix
Idle image animation for bow complete.
Nothing else happened, but it took quite a concentration w/ some rocky.
Idle image animation for bow complete.
Nothing else happened, but it took quite a concentration w/ some rocky.
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Re: [WIP] Diablo1 Monsters v08
butcher D:
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Re: [WIP] Diablo1 Monsters v08
Yes, I haven't forgotten about that. I usually take my kekin' time on monster wad projects (especially for those w/ a lot of frames) b/c I go for editing some of the pixels to muster that subtle aesthetic effect (if plausible).
For the butcher, I already have the unedited sprite frames. I am inputing coordinates to match monster perspective. In case you worry about hardware/software rendering, all the frames are in the same size dimension so porting for different background color will be the only problem. I assume that you want the butcher monster asp so I won't bother w/ the pixel edits (those are usually for people who want to zoom in on stuff and then get picky about having a better base model).
For the butcher, I already have the unedited sprite frames. I am inputing coordinates to match monster perspective. In case you worry about hardware/software rendering, all the frames are in the same size dimension so porting for different background color will be the only problem. I assume that you want the butcher monster asp so I won't bother w/ the pixel edits (those are usually for people who want to zoom in on stuff and then get picky about having a better base model).
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Re: [WIP] Diablo1 Monsters v08
The butcher monster is finished; yes, I got the "Ah, fresh meat" vocal too.
Also added walk sounds and did some alpha tests.
The only problem is that I set the monster to the standard of my diablo1 monsters wad.
That means you might want to:
-adjust some coordinates for certain image frames
-change the numerical value of health, radius, height, speed, and painchance (I don't go for the diablo standard, just the doom game-playability)
-change the numerical value of frame ticks (so it's a bit faster/slower)
You are lucky that there is no shadow underneath the monster, otherwise this guy would take @ least a few days before completion. The monsters I am porting for doom got shadows and stuff like that. Check the 1st post for the link (I could type it here, but I rather not force people to dig thru posts).
Also added walk sounds and did some alpha tests.
The only problem is that I set the monster to the standard of my diablo1 monsters wad.
That means you might want to:
-adjust some coordinates for certain image frames
-change the numerical value of health, radius, height, speed, and painchance (I don't go for the diablo standard, just the doom game-playability)
-change the numerical value of frame ticks (so it's a bit faster/slower)
You are lucky that there is no shadow underneath the monster, otherwise this guy would take @ least a few days before completion. The monsters I am porting for doom got shadows and stuff like that. Check the 1st post for the link (I could type it here, but I rather not force people to dig thru posts).
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Re: [WIP] Diablo1 Monsters v09
v09:
This is not supposed to be an update, but it took so long that I notch up the number. Idle sprite animation for skeleton axe. Next should be nakrul (a big monster [something a little exciting somewhat]), but that might happen after a long hiatus. At the moment I will try to look over smart monster projectile aiming.
This is not supposed to be an update, but it took so long that I notch up the number. Idle sprite animation for skeleton axe. Next should be nakrul (a big monster [something a little exciting somewhat]), but that might happen after a long hiatus. At the moment I will try to look over smart monster projectile aiming.
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Re: [WIP] Diablo1 Monsters v09
v09+: Hotfix
-Axe now have HoldAxe and ReleaseAxe state.
-Bow now have changed code in arrow sentry function (they should have walk, but they so weak and slow that they better off shooting right away).
-The nakrul monster sprites will be postponed until I find a way to receive optimal window/image size dimension.
-Axe now have HoldAxe and ReleaseAxe state.
-Bow now have changed code in arrow sentry function (they should have walk, but they so weak and slow that they better off shooting right away).
-The nakrul monster sprites will be postponed until I find a way to receive optimal window/image size dimension.
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Re: [WIP] Diablo1 Monsters v09
I guess I have to put up w/ the nakrul being a bit cut on the top. The Diablo1 Monster project will now resume. Oh well.
Other news is that I am able to get sprites from the Baldur's Gate, Icewind Dale, and Planescape: Torment game series.
I don't know these game titles, but they look like the Diablo predecessors so good enough to fill any gaps and so on. Maybe I should make seperate monster sets, but I don't care @ the moment.
EDIT (25/01/2013):
Damn, I didn't know that the Baldur's Gate, Icewind Dale, and Planescape: Torment series acculumate to about 100 monsters (probably 20-30 for each series). I might reconsider forming these three into its own monster wad if TID is full for this project. There are some good sprites (just my opinion) too and I haven't even play these games. There is some nature animals too, but I doubt they would find a place in a mod designed to use fantastical monsters. Played BD1 too, it's quite good, but like all rpgs (including roguelikes), you need some time and memory invested for this kind of gaming.
Spent some time reading over diablo2 sprites and yes, I got 'em. Success! Ok the next plan is to figure out a way to combine all these resources into one wad. I will get all the best sprites possible to best suit that monster TID. Some of the changes may include diablo2 skeletons to replace diablo1 skeletons, rearrangement of goat furries (goatlord sprites not becoming for the project), and the diablo1 black spider is to be replaced by diablo2's black spider. That's all I could think of for now. The other new stuff will be postponed (that's the more rpg stuff). @ this moment, I'm trying to get the diablo1 lich done (it will take time b/c of its perm). After that, I will start replacing stuff w/ the aesthetics.
Other news is that I am able to get sprites from the Baldur's Gate, Icewind Dale, and Planescape: Torment game series.
I don't know these game titles, but they look like the Diablo predecessors so good enough to fill any gaps and so on. Maybe I should make seperate monster sets, but I don't care @ the moment.
EDIT (25/01/2013):
Damn, I didn't know that the Baldur's Gate, Icewind Dale, and Planescape: Torment series acculumate to about 100 monsters (probably 20-30 for each series). I might reconsider forming these three into its own monster wad if TID is full for this project. There are some good sprites (just my opinion) too and I haven't even play these games. There is some nature animals too, but I doubt they would find a place in a mod designed to use fantastical monsters. Played BD1 too, it's quite good, but like all rpgs (including roguelikes), you need some time and memory invested for this kind of gaming.
Spent some time reading over diablo2 sprites and yes, I got 'em. Success! Ok the next plan is to figure out a way to combine all these resources into one wad. I will get all the best sprites possible to best suit that monster TID. Some of the changes may include diablo2 skeletons to replace diablo1 skeletons, rearrangement of goat furries (goatlord sprites not becoming for the project), and the diablo1 black spider is to be replaced by diablo2's black spider. That's all I could think of for now. The other new stuff will be postponed (that's the more rpg stuff). @ this moment, I'm trying to get the diablo1 lich done (it will take time b/c of its perm). After that, I will start replacing stuff w/ the aesthetics.
Spoiler: Credits to some of the resources
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Re: [WIP] Diablo1 Monsters v09
A cockatrice's stare:
I come to the terms that I may not continue to pay attention to this project due to factors outside the process. To prepare for this freeze, I am distributing the set of raw resources in case someone else wishes to partake on the project. Mod projects could be quite subjective, and I have my own doubts about handing over the stuff. I could hold onto the resources, but that goes against modding. I have to let people know that the sprite conversion alone took me quite a quantity in time and effort to finish. I just need to clean up the lich (the last of the image edit [but is the most difficult of images due to arbitrary pixel measures]). The rest of the images should be easy effort, but it is still a long process. The resources contain both sprites and audio. The category ranges in monsters, projectiles, bloodtypes, extras, and so on.
In English, I don't know if I have a set time to continue the project so here's the leftovers.
I just remembered that A_NoBlocking drops the to-be-dropped items.
Fixed some actor sound properties whose value are 0. Now w/ proper values.
Some status lumps are missing proper double quotations and capitalization for proper code compilation.
Delay of pain sound reinstated into the skeleton crew.
I come to the terms that I may not continue to pay attention to this project due to factors outside the process. To prepare for this freeze, I am distributing the set of raw resources in case someone else wishes to partake on the project. Mod projects could be quite subjective, and I have my own doubts about handing over the stuff. I could hold onto the resources, but that goes against modding. I have to let people know that the sprite conversion alone took me quite a quantity in time and effort to finish. I just need to clean up the lich (the last of the image edit [but is the most difficult of images due to arbitrary pixel measures]). The rest of the images should be easy effort, but it is still a long process. The resources contain both sprites and audio. The category ranges in monsters, projectiles, bloodtypes, extras, and so on.
In English, I don't know if I have a set time to continue the project so here's the leftovers.
Spoiler:+diablos (reupload report)
I just remembered that A_NoBlocking drops the to-be-dropped items.
Fixed some actor sound properties whose value are 0. Now w/ proper values.
Some status lumps are missing proper double quotations and capitalization for proper code compilation.
Delay of pain sound reinstated into the skeleton crew.
Last edited by RV-007 on Thu Jan 02, 2014 6:05 pm, edited 3 times in total.
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Re: [WIP] Diablo1 Monsters v10
v10+: The Lich Beta
-Progress is back due to some thought process in sorting out different project tasks.
-Got a lich monster working (image included) w/ completed desired code, but the rest of the images still needs to be rendered (a fast flying archvile [quite evil]).
-I might make monsters charge players (although that would sound unreasonable to have monsters have radio contact of some sort) b/c the plenty of frames gives the player too much time to put a killing shot.
-I WILL start working on renewed diablo monster sprites b/c the lich sprites take a while.
-Progress is back due to some thought process in sorting out different project tasks.
-Got a lich monster working (image included) w/ completed desired code, but the rest of the images still needs to be rendered (a fast flying archvile [quite evil]).
-I might make monsters charge players (although that would sound unreasonable to have monsters have radio contact of some sort) b/c the plenty of frames gives the player too much time to put a killing shot.
-I WILL start working on renewed diablo monster sprites b/c the lich sprites take a while.
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Re: [WIP] Diablo1 Monsters v11
v11: Bow1, the perfect skeleton archer
-Lich_Smoke now A_RadiusGive Raise_Corpses w/i radius value of 256 (now that's a lich!).
-Slow monsters now faster (skeleton crew and succubus).
-Poison_Arrow and Explosion_Arrow (-FORCERADIUSDMG + hurtshooter == boolean value 0) for Bow1 (no images [but is now a real killer! {can also be considered a elite monster (will balance out
later)}]).
-Still got lich sprite work.
-Still got skeleton crew work.
-Lich_Smoke now A_RadiusGive Raise_Corpses w/i radius value of 256 (now that's a lich!).
-Slow monsters now faster (skeleton crew and succubus).
-Poison_Arrow and Explosion_Arrow (-FORCERADIUSDMG + hurtshooter == boolean value 0) for Bow1 (no images [but is now a real killer! {can also be considered a elite monster (will balance out
later)}]).
-Still got lich sprite work.
-Still got skeleton crew work.