IronTusks - Diablo3D V1.1.6 Exp Patch (Links UPDATED)

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Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Thu Jun 04, 2020 9:33 am

Hello Irontusk hope you are good.

The update sounds EPIC! Brilliant works as always.

Regarding the DiabloVR, you mentioned that the ice sprites are located in GZDoom.pk3?

I don't understand how this can be? Is the GZDoom.pk3 scripting some sort of greyscale to the sprite and adding some sort of transparency?

Once the sprite is ice, they then explode with ice particles, the actual particles are fine, its just the black box issue.

I've searched for hours and hours, please help us Irontusk!

Thanks again for your time and hope to speak soon.
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Thu Jun 04, 2020 12:47 pm

ZDL_800 wrote:Hello Irontusk hope you are good.

The update sounds EPIC! Brilliant works as always.

Regarding the DiabloVR, you mentioned that the ice sprites are located in GZDoom.pk3?

I don't understand how this can be? Is the GZDoom.pk3 scripting some sort of greyscale to the sprite and adding some sort of transparency?

Once the sprite is ice, they then explode with ice particles, the actual particles are fine, its just the black box issue.

I've searched for hours and hours, please help us Irontusk!

Thanks again for your time and hope to speak soon.


hmm.. an Ice death's "Means of Death modification" is MOD_ICE (24)

an ice shard's spawn id is 56, T_Iceshard is the identifier with the sprite script SHRD. if ice deaths follow the same principle category in Zdoom for hexen, shouldn't ice death sprites all fit into the same sprite folder or no?
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Thu Jun 04, 2020 1:40 pm

Thanks for the reply Irontusk.

I've found the ice death section of script in the skeleton.WAD

Code: Select allExpand view
actor skeleton 9243
{
   //$Category "Monsters"
  hitobituary "%o's funnybone was tickled by a skeleton"
  health 100
  painchance 180
  speed 10
  radius 24
  height 56
  mass 100
  Meleedamage 10
  scale 0.9
  seesound "skelsit"
  painsound "skelpai"
  deathsound "skeldth"
  MONSTER
  +NOBLOOD
  +Dontdrain
  states
  {
  Spawn:
    SKTN R 10 A_Look
   SKTN R 10 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,100,8,0)//increase health on higher difficulties
   Idle:
   SKTN R 10 A_Look
    loop
  See:
    SKTN AABBCCDDEEFF 2 A_Chase
    loop
  Melee:
    SKTN GH 4 A_FaceTarget
    SKTN I 4 A_playsound("skelatt",chan_auto) 
    SKTN J 4 A_CustomMeleeAttack(random(1,6)*4,"swordhit",none)     
    SKTN K 4 A_FaceTarget   
    goto See
  Pain:
    SKTN L 2
    SKTN L 2 A_Pain
    goto See
  Death:
    SKTN M 4 A_Scream
    SKTN N 4 A_Fall
    SKTN O 8 A_Noblocking
    SKTN P 12 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT)
    SKTN Q -1
    stop
Ice:
"----" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT)
"----" G 5 A_GenericFreezeDeath
"----" G 1 A_FreezeDeathChunks
Wait
  Raise:
    SKTN PONM 4
    goto see
  }
}


Now that looks to me like Wrath of Cronos but where exactly is this script located for 'WOC_MONSTERXPSCRIPT' or what exactly is this 'A_GenericFreezeDeath'?

I'm sure we are close now!

Any help would be greatly appreciated as I'm not sure is its hidden in the encrypted ACS?

Thanks again.
Last edited by ZDL_800 on Fri Jun 05, 2020 12:57 pm, edited 1 time in total.
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Thu Jun 04, 2020 4:52 pm

ZDL_800 wrote:Thanks for the reply Irontusk.

I've found the ice death section of script in the skeleton.WAD

Code: Select allExpand view
actor skeleton 9243
{
   //$Category "Monsters"
  hitobituary "%o's funnybone was tickled by a skeleton"
  health 100
  painchance 180
  speed 10
  radius 24
  height 56
  mass 100
  Meleedamage 10
  scale 0.9
  seesound "skelsit"
  painsound "skelpai"
  deathsound "skeldth"
  MONSTER
  +NOBLOOD
  +Dontdrain
  states
  {
  Spawn:
    SKTN R 10 A_Look
   SKTN R 10 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,100,8,0)//increase health on higher difficulties
   Idle:
   SKTN R 10 A_Look
    loop
  See:
    SKTN AABBCCDDEEFF 2 A_Chase
    loop
  Melee:
    SKTN GH 4 A_FaceTarget
    SKTN I 4 A_playsound("skelatt",chan_auto) 
    SKTN J 4 A_CustomMeleeAttack(random(1,6)*4,"swordhit",none)     
    SKTN K 4 A_FaceTarget   
    goto See
  Pain:
    SKTN L 2
    SKTN L 2 A_Pain
    goto See
  Death:
    SKTN M 4 A_Scream
    SKTN N 4 A_Fall
    SKTN O 8 A_Noblocking
    SKTN P 12 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT)
    SKTN Q -1
    stop
Ice:
"----" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT)
"----" G 5 A_GenericFreezeDeath
"----" G 1 A_FreezeDeathChunks
Wait
  Raise:
    SKTN PONM 4
    goto see
  }
}


Now that looks to me like Wrath of Cronos but where exactly is this script located for 'WOC_MONSTERXPSCRIPT' or what exactly is this 'A_GenericFreezeDeath'?

I'm sure we are close now!

Any help would be greatly appreciated as I'm not sure is its hidden in the encrypted ACS?

Thanka again.


Code: Select allExpand view
ACTOR IceZombie : ZombieMan
{
  Translation "Ice"
  States
  {
  Death:
    POSS H 5
    POSS I 5 A_Scream
    POSS J 5
    POSS K 5
    POSS L 100
    POSS L 10 A_FreezeDeathChunks
    Stop
  XDeath:
    POSS M 5 A_IceGuyDie
    Stop
  }
}


I pulled that from the Zdoom Wiki. i assume its either in wrath of cronos nothexenpatch, or wrath of cronos hereticpatch2
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Fri Jun 05, 2020 12:57 pm

Thanks for the reply.

The only script I can find is located in the wrathofcronoshereticpatch2.pk3 and its allocated on Players I believe?

PLAYERS2

Code: Select allExpand view
//----------------------------MODIFIED CLASSES
Actor NewFighterPlayer2 : NewFighterPlayer Replaces NewFighterPlayer
{   
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "FighterD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor FighterIceCorpse2
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      FIGH G 0
      FIGH G 0 A_Die("Ice")
      FIGH G 1 A_IceGuyDie
      FIGH G -1
      Stop
   Ice:
      FIGH G 5 A_GenericFreezeDeath
      FIGH G 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewClericPlayer2 : NewClericPlayer Replaces NewClericPlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "ClericD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor ClericIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      CLER H 0
      CLER H 0 A_Die("Ice")
      CLER H 1 A_IceGuyDie
      CLER H -1
      Stop
   Ice:
      CLER H 5 A_GenericFreezeDeath
      CLER H 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewMagePlayer2 : NewMagePlayer Replaces NewMagePlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "MageD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor MageIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      MAGE G 0
      MAGE G 0 A_Die("Ice")
      MAGE G 1 A_IceGuyDie
      MAGE G -1
      Stop
   Ice:
      MAGE G 5 A_GenericFreezeDeath
      MAGE G 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewHunterPlayer2 : NewHunterPlayer replaces NewHunterPlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "Hunter"
   Player.ViewHeight 44
   Scale 0.85
}

Actor HunterIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      HUNT F 0
      HUNT F 0 A_Die("Ice")
      HUNT F 1 A_IceGuyDie
      HUNT F -1
      Stop
   Ice:
      HUNT F 5 A_GenericFreezeDeath
      HUNT F 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewNecromancerPlayer2 : NewNecromancerPlayer replaces NewNecromancerPlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "MageD"
   Player.ViewHeight 44
   Scale 0.85
}

ACTOR NewMetamorphesisPlayer2 : NewMetamorphesisPlayer replaces NewMetamorphesisPlayer
{
   Height 56
   Player.SoundClass "MageD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor NecromancerIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      NECR G 0
      NECR G 0 A_Die("Ice")
      NECR G 1 A_IceGuyDie
      NECR G -1
      Stop
   Ice:
      NECR G 5 A_GenericFreezeDeath
      NECR G 1 A_FreezeDeathChunks
      wait
   }
}


I have a theory that this A_GenericFreezeDeath is causing the issue.

I wonder if we could edit the parameter 'A_GenericFreezeDeath' and modify the transparency value? I believe we should disable it.

Thanks again.
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Fri Jun 05, 2020 7:37 pm

ZDL_800 wrote:Thanks for the reply.

The only script I can find is located in the wrathofcronoshereticpatch2.pk3 and its allocated on Players I believe?

PLAYERS2

Code: Select allExpand view
//----------------------------MODIFIED CLASSES
Actor NewFighterPlayer2 : NewFighterPlayer Replaces NewFighterPlayer
{   
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "FighterD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor FighterIceCorpse2
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      FIGH G 0
      FIGH G 0 A_Die("Ice")
      FIGH G 1 A_IceGuyDie
      FIGH G -1
      Stop
   Ice:
      FIGH G 5 A_GenericFreezeDeath
      FIGH G 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewClericPlayer2 : NewClericPlayer Replaces NewClericPlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "ClericD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor ClericIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      CLER H 0
      CLER H 0 A_Die("Ice")
      CLER H 1 A_IceGuyDie
      CLER H -1
      Stop
   Ice:
      CLER H 5 A_GenericFreezeDeath
      CLER H 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewMagePlayer2 : NewMagePlayer Replaces NewMagePlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "MageD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor MageIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      MAGE G 0
      MAGE G 0 A_Die("Ice")
      MAGE G 1 A_IceGuyDie
      MAGE G -1
      Stop
   Ice:
      MAGE G 5 A_GenericFreezeDeath
      MAGE G 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewHunterPlayer2 : NewHunterPlayer replaces NewHunterPlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "Hunter"
   Player.ViewHeight 44
   Scale 0.85
}

Actor HunterIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      HUNT F 0
      HUNT F 0 A_Die("Ice")
      HUNT F 1 A_IceGuyDie
      HUNT F -1
      Stop
   Ice:
      HUNT F 5 A_GenericFreezeDeath
      HUNT F 1 A_FreezeDeathChunks
      wait
   }
}

Actor NewNecromancerPlayer2 : NewNecromancerPlayer replaces NewNecromancerPlayer
{
   Height 56
   Player.ColorRange 209, 224
   Player.SoundClass "MageD"
   Player.ViewHeight 44
   Scale 0.85
}

ACTOR NewMetamorphesisPlayer2 : NewMetamorphesisPlayer replaces NewMetamorphesisPlayer
{
   Height 56
   Player.SoundClass "MageD"
   Player.ViewHeight 44
   Scale 0.85
}

Actor NecromancerIceCorpse
{
   Radius 16
   Height 56
   Health 1
   +SHOOTABLE
   +SOLID
   +CANPASS
   Scale 0.85
   States
   {
   Spawn:
      NECR G 0
      NECR G 0 A_Die("Ice")
      NECR G 1 A_IceGuyDie
      NECR G -1
      Stop
   Ice:
      NECR G 5 A_GenericFreezeDeath
      NECR G 1 A_FreezeDeathChunks
      wait
   }
}


I have a theory that this A_GenericFreezeDeath is causing the issue.

I wonder if we could edit the parameter 'A_GenericFreezeDeath' and modify the transparency value? I believe we should disable it.

Thanks again.


That could work, but it would take a lot of work, fortunately I have to do more individual editing of monster sprite scripts anyhow so I could technically kill two birds with one stone but it’s still gonna take a while.
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Sat Jun 06, 2020 11:40 am

Hello Irontusk thanks for the reply.

Sounds brilliant, if you could PM a list of all enemy classnames ie 'Skeleton' and if you could allocate the new script on the skeleton.WAD, I will gladly replicate the ice section across to all the rest of the enemy.wads and PLAYERS2 zscript.

Its classic Diablo3d Version 1.0, in the readme it states,

''*NEW SPRITES*

3. added Ice golems, frozen skeletons, and Frozen Zombies.''

So now I'm confused, is there new sprites in the Diablo.pk3? If so, they are most likely bugged with the transparency? But testing the game, every enemy once you pickup the frostshards, all the enemies freeze including those giant rats.

Thanks again Irontusk.
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Mon Jun 08, 2020 1:50 pm

ZDL_800 wrote:Hello Irontusk thanks for the reply.

Sounds brilliant, if you could PM a list of all enemy classnames ie 'Skeleton' and if you could allocate the new script on the skeleton.WAD, I will gladly replicate the ice section across to all the rest of the enemy.wads and PLAYERS2 zscript.

Its classic Diablo3d Version 1.0, in the readme it states,

''*NEW SPRITES*

3. added Ice golems, frozen skeletons, and Frozen Zombies.''

So now I'm confused, is there new sprites in the Diablo.pk3? If so, they are most likely bugged with the transparency? But testing the game, every enemy once you pickup the frostshards, all the enemies freeze including those giant rats.

Thanks again Irontusk.


hmm, they were translated sprites from the Actor CLass Skeleton. Is that where the problem is occurring or is it normal sprites causing the black box ice sprite death?
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Wed Jun 10, 2020 10:33 am

Thanks for the reply.

No I said 'ie' like example skeleton, as an example, ALL Diablo sprites from skeletons to giant rats cause the same huge black box, I mentioned this already,, ALL sprites when you use FROST SHARDS,, causes enemy sprites to freeze with a huge black box around the freeze sprite.

I said if you could allocate the fix to the SKELETON.WAD,, I will replicate the script across all the enemy sprites, if you would kindly list ALL the enemy sprites so I don't miss any.

We need to edit the 'A_GenericFreezeDeath' string and disable the transparency value.
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Thu Jun 11, 2020 12:49 pm

ZDL_800 wrote:Thanks for the reply.

No I said 'ie' like example skeleton, as an example, ALL Diablo sprites from skeletons to giant rats cause the same huge black box, I mentioned this already,, ALL sprites when you use FROST SHARDS,, causes enemy sprites to freeze with a huge black box around the freeze sprite.

I said if you could allocate the fix to the SKELETON.WAD,, I will replicate the script across all the enemy sprites, if you would kindly list ALL the enemy sprites so I don't miss any.

We need to edit the 'A_GenericFreezeDeath' string and disable the transparency value.

do you have the original 1.0 rar file still? i cant find it on my D drive,

EDIT: Nevermind, i found it.
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Sun Jun 14, 2020 3:43 pm

You have v1 which you listed VR version on your 1st page downloads but its over 800mb? The version you sent me is 600mb?

Patch notes ░▒▓ Here is the PATCH NOTES for V1.0 ▓▒░ So it has to be the original version you sent over?

Should I send you my version which I managed to fix the VR HUD controls?

Thanks again.
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Sun Jun 14, 2020 6:38 pm

ZDL_800 wrote:You have v1 which you listed VR version on your 1st page downloads but its over 800mb? The version you sent me is 600mb?

Patch notes ░▒▓ Here is the PATCH NOTES for V1.0 ▓▒░ So it has to be the original version you sent over?

Should I send you my version which I managed to fix the VR HUD controls?

Thanks again.


You can inbox me, I did find the Old 1.0 version I plan to use the control codes you posted on the previous 2 pages, let me know what else you want me to edit in the script in my inbox. Thanks bud! 😎
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Wed Jun 17, 2020 10:00 pm

Started an online coop and it was EPIC!







The town looks so much better with the torches! The dialogue is epic and works across all clients!

Had to update GZDoom to run the recent version so I'll msg you regarding what happened.

Great works!
User avatar
ZDL_800
 
Joined: 15 May 2019

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby irontusk341 » Thu Jun 18, 2020 5:38 am

Ive never seen that weapon before, is that due to the recent update?
User avatar
irontusk341
Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 10 Oct 2017
Location: Mister Rogers Neighborhood, Pennsylvania
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: IronTusks - Diablo 3D V1.1.5(Exp PATCH)

Postby ZDL_800 » Thu Jun 18, 2020 5:35 pm

No, I made a new Mage weapon 1, from the standard Hexen low res sprite, I cant play Diablo coop with the Hexen wand. Hope you like it, I'll send you the update in msg.
User avatar
ZDL_800
 
Joined: 15 May 2019

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