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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Sat Apr 06, 2019 6:52 am
by Rachael
wildweasel wrote:(Also please don't post three times in a row. You can click Edit to add more to your post.)

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Sun Apr 07, 2019 7:19 am
by irontusk341
GoldenGuard95 wrote:Uhm.... i was playing as Hunter, i picked up Bow on second level, and i cant switch back to Machete.... was it intentional?


I dont think it was intentional, but it seems when you run out of ammo it does switches back to your first weapon.

Apologies if i didnt get back to you sooner, been working 12's at the mill.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Sun Apr 07, 2019 8:15 am
by Beezle
Hey I was wondering since the Patch and Main file are 2 different downloads, do you just drag and the patch in the same folder as main, overwriting main's files? Using the Godly version.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Mon Apr 08, 2019 4:22 am
by fakemai
One distribution comment. All the data files ideally should be named IronTusks-xx-filename.extension with xx being the load order. This then allows drag-dropping the lot of them, or globbing them if using GZDoom from the CLI, e.g. gzdoom.exe IronTusks-* -iwad IronTusks.wad which is much easier than using batch files if you need to add extra options for example. I'd also put the question to whether GZDoom (and Zandronum) can be made to identify unofficial IWADs. GZDoom does for Hedon but that's an .ipk3. Bizarrely the IWAD chooser doesn't recognize others even if their header specifies IWAD, so neither DoomHack or IronTusks ones show up there even if they're in the folder.

Other than that I've only played a couple of levels of the Sorceror class so far but it's looking like a mod I've been wanting for a while.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Mon Apr 08, 2019 9:56 am
by irontusk341
fakemai wrote:One distribution comment. All the data files ideally should be named IronTusks-xx-filename.extension with xx being the load order. This then allows drag-dropping the lot of them, or globbing them if using GZDoom from the CLI, e.g. gzdoom.exe IronTusks-* -iwad IronTusks.wad which is much easier than using batch files if you need to add extra options for example. I'd also put the question to whether GZDoom (and Zandronum) can be made to identify unofficial IWADs. GZDoom does for Hedon but that's an .ipk3. Bizarrely the IWAD chooser doesn't recognize others even if their header specifies IWAD, so neither DoomHack or IronTusks ones show up there even if they're in the folder.

Other than that I've only played a couple of levels of the Sorceror class so far but it's looking like a mod I've been wanting for a while.


To answer the one guy above yes the patch should be downloaded after the main files, then drag the contents of the patch to where the main files are, to patch the game.

Now to answer your comment fakemai, I made the batch files to eliminate the drag and drop into exe method to help prevent certain load issues from occurring. I’m humbled that you are enjoying the game so far though.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Tue Apr 09, 2019 1:46 am
by fakemai
irontusk341 wrote:I made the batch files to eliminate the drag and drop into exe method to help prevent certain load issues from occurring.

Yeah I understand why it's done. That's why I suggested doing the file naming in that fashion (mind to have leading zeroes though) because that will set the load order for drag-drop to be correct, and it'll also allow you to simplify the batch file to my example command line. It's a big mess of filenames as-is. As for the IWAD it is possible to get GZDoom to recognize it as long as it has .iwad or .ipk3 as the extension. I don't know if that applies to Zandronum or not, but if it at least recognizes .iwad it won't break compatibility with that if you include the IWADINFO lump.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Wed Apr 10, 2019 10:45 am
by GoldenGuard95
Right. Im currently in First act of Diablo 2, and i still cant switch to machete. Anyway, i like the mod so far. Although... the forest that lead me to the cemetery was kinda annoying (because of the hidden enemies) and hard to navigate through. At this point, im kinda afraid of what Act 3 will look like. Also the corrupted rangers are the most annoying enemy so far. Little hitbox, the particles of their arrows are kinda confusing, so ill get hit often... and worst of all, is the mini boss version. I hate it. The good news is, that my class is allowing to counter the normal ones without difficulties (because of the fire arrows), still, that wont help much if they will have some other enemies with them. Meanwhile... mini boss version is so fast, that i cant even properly see what is most effective against it.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Sat Apr 13, 2019 2:05 pm
by irontusk341
Right now Diablo 3D is having crashing issues running Gzdoom 4.0.... A new patch is in the works.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Sun Apr 14, 2019 11:55 am
by GoldenGuard95
Bug : The Town Portal doesnt work in E2M8.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Sun Apr 28, 2019 8:48 am
by irontusk341
GoldenGuard95 wrote:Bug : The Town Portal doesnt work in E2M8.


Adding a fix to that on the next patch.

If anyone else finds any other bugs let me know. Thanks!

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Fri May 17, 2019 10:53 pm
by ZDL_800
Hello,

This looks absolutely brilliant, may we ask could this be possible to load up a Coop mode in ZDL with the mod? I did read the whole thread and didn't see any mention of a coop mode?

Thanks again.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Wed May 22, 2019 9:14 am
by irontusk341
ZDL_800 wrote:Hello,

This looks absolutely brilliant, may we ask could this be possible to load up a Coop mode in ZDL with the mod? I did read the whole thread and didn't see any mention of a coop mode?

Thanks again.


Although no one has ever mentioned any issues trying coop, it should be in theory playable since every level has a 4 player start.

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Wed May 22, 2019 9:18 am
by irontusk341
On that note, i would like to add, a 2nd expansion is in the works.... So far the working expansion title is called "Izuals Prophecy" but that could change...

Im looking to add compatibility fixes to the newest version of Gzdoom and Zandronum.
A whole new act to take the fight to the enemy of Sanctuary.
2 new levels in the Desert and Kurast areas.
More weapon choices
more variety in drop bias from monsters
less static item placements in levels to make the game more challenging.
and more. Stay TUNED

Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

PostPosted: Wed May 22, 2019 2:18 pm
by ZDL_800
Hello and thankyou for the reply.

This is great news! We did try and load up the mods in order through ZDL and the newest GZDoom and unfortunately it wont start?

The possibility of playing Diablo 3d and coop sounds out of this world! Literally cannot wait for the update thankyou for your epic works!

I'll keep a close eye on the thread, maybe in the future with the update we could send the mod to be upscaled also with the new Ai tools available, sounds epic!

Thanks again.

Re: IronTusks - Diablo 3D V3.2: Expansion + Patch(HOTFIX)

PostPosted: Thu May 23, 2019 7:59 am
by irontusk341
Diablo 3D version 3.2 patch (HOTFIX) has been uploaded..

This will allow you to run the game on The Newest Version of Gzdoom and Zandronum. Check the Patch notes on what was changed and added.

https://www.mediafire.com/file/9ae4m7xj ... h.rar/file

patch link in the main post will be updated as well.