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This is the finished Template for "The Harem" from Diablo 2, Re-created in my Diablo 3D project. Probably the most beautiful level ive ever designed for Gzdoom builder..
Last edited by wildweasel on Sun Feb 25, 2018 7:04 pm, edited 1 time in total.
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irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
The groundwork for Tal Rasha's Tomb has been Laid.. Again, Special thanks to Void Weaver and AHeretic for The Diablo 1 & 2 Sprites. Thanks all for your support.. time to get back to work.
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
Void Weaver wrote:IIRC, IronTusk had wrote somewhere that he will use the older gzdoom versions for his project since the gzdoom 2.2 is the last version compatible with latest WoC for now, at the other side maybe worldendDominator will have manage to fix WoC compatibility. But anyway only IronTusk himself can clarify it. I have launch his pack on gzdoom 2.2.
Hopefully Worlddominator can complete the Wrath of Crono's portion to make it compatible with Gzdoom 3.2, If he can get all the bugs out, then my diablo 3D project could run on 3.2.5 Heres to wishing WorldDominator all the luck in the world!
PS THETIS! Where are you?
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
**EDIT** = New Website Download Link Updated BETA version 0.7 RELEASED!! for my DIablo 3D project (Please report any bugs you find). Version 0.7 Link is below, *you must use Gzdoom 2.2 or earlier versions to play* Please See the README file for more info on compatibility, and also changes from 0.5 to 0.7.
All packed files were modified so if you have version 0.5 copy the files from 0.7 and replace all the old ones from the previous version.
Copy of Patch notes below...
Spoiler:
░▒▓ Here is the PATCH NOTES for V0.7 ▓▒░
Diablo 3D V0.7 Changelog
-README- 1. Contains the following mods, Wrath of Cronos, Brutal Heretic, diablo.pk3 (diablo_beta.pk3), and Heretic HQ texture pack. 2. In order for the game to work, the above mentioned pk3's or mods, must be loaded with the Diablo.wad either drag an drop into Gzdoom.exe or just load the (irontusk's Diablo 3D) bat file. 3. Before loading the Batch File. Make sure you have GZdoom 2.2 downloaded onto your computer, 32 or 64 bit depending on your operating system due to one of the mods in this game not working on any version after 2.2 (see Thetis or Wrath of Cronos 1.8A thread in Zdoom forums) 4. If your Antivirus uses heuristics in scanning. It may flag this mod because the mod is intended to hook into another running program(Gzdoom's exe file).
-CHANGES SINCE V0.5- 1. Texture bugs fixed in episode 1 & 2, 2. Episode 3 is completed it contains 8 maps, the 8th map being the secret map. 3. New sprites added to new episodes, sky textures changed again. Episode 1's Monsters replaced with Diablo 1 sprites. 4. Obituaries from some custom monsters have been changed again. 5. Balancing issues Fixed again. Doors in E1M4 are corrected. Map E1M1 and E1M3 have wall torches fixed. 6. Added more HD Textures to the High Quality Texture Pack 7. Switched out some Heretic Sprites for actual Diablo Sprites. (bosses will take time to convert, So temps are still there) 8. New items (artifacts) introduced to add variety in drops 9. Weapon drops have been halved now a weapon spawns in every 2 map levels with first drop in E1M3. 10. Fixed Pstart Error messages when killing diablo sprites 11. Text errors in end Intermissions have been fixed. 12. More Secret rooms added, Episode 1's torch placements fixed, spawn room in E1M1 has been expanded. 13. increased Monster Spawns 14. Episodes 3-6 will no longer be available to play at the menu and only accessible to play after beating each episode (like Ep 2 for starters) This is to mimic Diablo 2's Act Transition. 15. Door Textures in the halls of the Dead have been replaced. 16. Greatly reduced the amount of reagents dropped (especially tan). 17. Brutal Doom Effects can now be optional (due to performance issues on slower machines) in the Batch file, just erase *Brutal Effects.pk3* in bat file to increase system performance. 18. custom monster sprites now give experience and show health using the WOC hud. 19. Credits now updated 20. Sprites have been given proper names, via use of the Tag Script. For Ex. (Andariel: Maiden of Anguish) 21. Heretic Hi Res Texture pack is now essential for the mod. If you prefer classic Textures and dont use this pack, The classic textures may ruin the theme of the game. Fair warning. -------------
-NEW SPRITES- 1. Fallen added from diablo 2 2. Giant rats now spawn in episode 1 catacombs, most of episode 2 and episode 3. 3. Hexen Wraith added, Also diablo 2's "Specters" added 4. Diablo 2's zombies added 5. added more tree textures for variety, because... Science. 6. Yeti's from diablo 2 are added, Please do not feed them... They will eat you! 7. Diablo 2's Scimitar added for Episode 3, and they are tough. 8. Skeleton Archer from Diablo 2 Added, and changing the old sprites names (knight archer) to Corrupted Rogues. 9. Replaced some sprites in Episode 1 with REAL diablo 1 sprites. 10. knights from diablo 1 have been added. 11. New sprite imported from Brutal Heretic The Ghost Warrior has been named "Shade" to correspond to the shade warriors in Diablo 2's Act 4. 12. Diablo 2's Zakarum Council Members have been added. *Special Thanks to Void Weaver on the Diablo 1 sprites and these* 13. More beastery has been added to give more variety. -------------
-KNOWN ISSUES-
1. In certain Aspect Ratio's. The character's attack is cut off on side screen. 2. The game only runs on GZdoom 2.2 or earlier versions, Newer GZDOOM versions are NOT supported. 3. Episodes 4-6 are incomplete and still under construction. 4. Some Temp sprite bosses behavior or appearence doesnt match Diablo or diablo 2's bosses. This is temporary until i can find a way to convert Diablo series bosses to Heretic's Engine. Unless Someone help me. 5. Brutal Effects may cause lag on slower machines, if this happens, Edit & erase *Brutal Effects.pk3* from the Irontusks Diablo 3D.bat file. 6. If you get a Open GL Error, Check to see if your video drivers are up to date and make sure the Gzdoom 2.2 version you downloaded matches the bit version of your operating system whether it is 32bit or 64bit. 7. Brutal effects seem to only apply to Heretic/doom Sprites and not the custom (diablo) ones. Im looking for a workaround to this.. -------------
-THE FUN PART- 1. Extract the Rar or Zip file into your Gzdoom 2.2 folder, 2. if you have the earlier version of the diablo beta, make sure you replace it with this version. 3. click on "Irontusks Diablo 3D.Bat" File to play, 4. after loading the game go to options set your Gzdoom video aspect ratio to 4:3 or else the player sprites (especially the hunter) will look half cut off from the screen. unless you are using 3rd person mode (follow cam) 5. if the game is too dark in terms of lighting you can change this in the Display Options. 6. To set your skills and hotkey them, go to Gzdoom options under controls and scroll down to Skills RPG and set your hotkeys. -----------
Planned additions to the game.... 1. Make a sprite for undead Griswald 3. add more rare weapons and rare artifacts in later episodes to encourge replay-ability. 4. Adding fog to Episode 4 for (Kurast) 5. adding more diablo 2 sprites, hopefully with help. 6. Make a sprite for the Hellforge Demon 7. Update Heretics already HD textures to 4K and make an optional pack for future 4K textures. 8. If i can get help on this (adding variety to armor besides the WOC ones, like platnum helmets with fire resist etc. *if possible*)
*OLDER CHANGES*
Diablo 3D V0.5 Changelog
-CHANGES SINCE V0.2- 1. Map 3,4,5,8,9 of episode 1 has texture bugs fixed, also switches on those maps now work like they're supposed to 2. Episode 2 is completed 3. New sprites added to new episodes, sky textures changed. 4. Obituaries from some custom monsters have been changed. 5. Balancing issues Fixed. 6. Added HD Textures to the High Quality Texture Pack 7. lighting is now darker to fit the theme. 8. The butchers Damage & Health has been increased 9. The Skeleton King's damage has been increased 10. The Sprite "Thor" has been renamed to Lazurus to fit story. 11. Text errors in end Intermissions have been fixed. 12. Artifact spawns have been reduced greatly 13. increased Monster Spawns 14. Jumping and falling damage is enabled by default on each map. 15. Lighting issues fixed on E1M8. 16. Final Switch in boss room on E1M8, now lowers floor at the corners revealing exit. 17. Tristram / and Stony Field vertical Teleport is now animated. 18. custom monster sprites now give experience and show health using the WOC hud. 19. Help Menu changed and corrected. 20. Heretic Hi Res Texture pack is now essential for the mod. If you prefer classic Textures and dont use this pack, The classic textures may ruin the theme of the game. Fair warning.
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-NEW SPRITES- 1. The Countess was added, and she quakes the ground when dead. 2. The goatmen in episode 1 has been nerfed a bit and redone to fit a weak satyr in episode 1, and not confuse the other satyr sprites 3. Moonclan was added and is like the goatmen but has a red tint, and they are powerful, they are introduced in episode 2. 4. Andariel added, and works now!! Even the death of Andariel simulates the actual death of Andariel in blizzards Diablo 2. 5. added more tree textures for variety, because... Science. 6. Butcher now is a proper red colored sprite and larger to fit the story. 7. added banner sprites for immersion 8. Episode 1's Diablo's sprite was replaced with a very large and menacing (but Familiar) retextured Baron sprite and he spits fire with lingering fire damage!! 9. Some very rare weapons that if found or very rarely dropped by bosses can deal massive damage to foes and bosses. Be warned, these rare but powerful horadric weapons dont last forever.
-------------
-KNOWN ISSUES-
1. In certain Aspect Ratio's. The character's attack is cut off on side screen. 2. The game only runs on GZdoom 2.2 or earlier versions, Newer GZDOOM versions are NOT supported. 3. Episodes 3-6 are incomplete and still under construction.
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Planned additions to the game.... 1. Make a sprite for undead Griswald 2. Make a sprite for the Hephisto the blacksmith Demon 3. make a sprite for corrupted rogues 4. add more rare weapons and rare artifacts in later episodes to encourge replay-ability. 5. Adding fog to Episode 4 for (Kurast)
Diablo 3D V0.2 Changelog
CHANGES 1. Map 3,4,5,8,9 of episode 1 has texture bugs fixed, also switches on those maps now work like they're supposed to 2. Episode 1 is completed 3. New sprites added to new episodes. 4. Obituaries from some custom monsters have been changed. 5. difficulty names have changed to fit diablo. 6. Added HD Textures to the High Quality Texture Pack 7. Artifact spawns have been reduced greatly 8. increased Monster Spawns
KNOWN ISSUES
1. Sky textures for episode 3, 4 and 6 still show episode 1 & 2's sky texture. 2. In certain Aspect Ratio's. The character's attack is cut off on side screen. 3. The game only runs on GZdoom 2.2 or earlier versions. 4. Episodes 2-6 are incomplete and still under construction.
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
Watched yours Kurast demo - it looks good, but textures of interiors should be more "stony"... I mean that those green "wallpapers" isn't much fit for that. )) Looking forward for 0.8.
irontusk341 wrote:on Diablo 3D... Specific Act 2 (episode 3) monsters will be Fire Immune.. (Lightning/Poison Damage Halved) Specific Act 3 (Episode 4) monsters will be Lightning Immune.. (Fire/Arcane Damage will be halved) Specific Act 4 (Episode 5) monsters will be Fire/Poison Immune.. (lightning/Arcane damage will be halved) Specific Act 5 (Episode 6) monsters will Lighting/Ice/Poison immune (Fire/Arcane damage will be halved)...
Uhm... actually I has wrote about resistances in a completely different way. I had assume about individual resistances in the limits of mob types: "undeads" should be vulnerable to Fire and Holy and resistant to Poison and Shadow; creatures of "fiery" nature (vanilla Gargoyles, Weredragons) should be vulnerable to Ice and resistant to Fire; a some casters should be high resistant to Arcane\Lightning damage and vulnerable to Ice, but the ghostly enemies should cracks on a pieces from Arcane\Holy for example, and so on... But maybe I just misunderstood what's exactly you mean under "Specific Act # (Episode #) monsters"?
Naniyue wrote:Again, I'm worried about performance on toasted potatoes, but DAMN this looks good!
You will have the option to disable brutal effects or enable them through the Bat file.
As for resistances, im still tweaking all the sprites i imported into the project so the zombie will have ice resistance and poison immunity while being vulnerable to fire, All Episode 5 monsters (minus Werebeast) will have natural immunity to fire and weakness to Ice (except black knights) and Shades will have immunity to just about every damage except arcane and lightning.. This is purposefully done to ensure balance and kind of realism. As each map level gets progressively more difficult and monsters change... Theres still a ton more to add in terms of monster variety,
i plan for episode 6 (diablo 2 Act 5) enemies to be ice based, like frozen mummies, frozen zombies, frozen archers, cold yeti's, ill be adding Ettins/Afrits and their WOC variants. i have templates in mind for Nilathak and shenk... As for Baal, i will probably need help on that. All episode 6 monsters are slated to be Ice and poison immune, but will have weaknesses to fire. i also will be pushing the release date of Beta 0.8 back to monday, due to outside commitments. Diablo 3D 1.0 (full project) is targeted for an April 15th Release date.
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
The Changelog Readme Txt file tells you what version to run the mod. It also lets you know whats changed or added. Alot of us who were fans of Wrath of Crono's were trying to fix the Parsing issues, so the game could work on gzdoom 3.2. With little success.
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
yeah theres some of those things that just wont move over well. once i get a playthrough ill take a look at the decorate and shit. no guarantees but ive been updating a mod for compatibility for a few years now so ive kinda got it down to a lazy science haha
ive actually never played heretic...does the warrior not get a sword or anything?
Besides the fists, The warrior gets about 5 weapons (2 swords) 1 axe and 1 hammer. Each spawn every 2 levels. with the first one spawning in E1M3.
Version 0.8 will have HEUGGGGE Changes All Good stuff added and more weapon drops (these new weapons will have a Very rare chance of dropping from Bosses).
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games