[Sprites][Sounds][Actors] Diablo bestiary storage
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- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Yeah, I like these beasts too. Sooooo...
... an NEW ENTRY has arrived. Blood Lord aka Frenzytaur sprites w sfx and actor. All information about his abilities laid into INFO lump.
As usual, you can grab it from the "Monster-ACTOR wads" spoiler section of the first post. Yep, they are incredibly fast, so don't allow them to wind-up to 4th-6th Frenzy levels. :E
Link to D1_Zombies_sfx was fixed.
The next release will be Regurgitator, Meph or Andy wad probably.
... an NEW ENTRY has arrived. Blood Lord aka Frenzytaur sprites w sfx and actor. All information about his abilities laid into INFO lump.
As usual, you can grab it from the "Monster-ACTOR wads" spoiler section of the first post. Yep, they are incredibly fast, so don't allow them to wind-up to 4th-6th Frenzy levels. :E
Link to D1_Zombies_sfx was fixed.
The next release will be Regurgitator, Meph or Andy wad probably.
- irontusk341
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Got this error in Zandronum 3.0Void Weaver wrote:Yeah, I like these beasts too. Sooooo...
... an NEW ENTRY has arrived. Blood Lord aka Frenzytaur sprites w sfx and actor. All information about his abilities laid into INFO lump.
As usual, you can grab it from the "Monster-ACTOR wads" spoiler section of the first post. Yep, they are incredibly fast, so don't allow them to wind-up to 4th-6th Frenzy levels. :E
Link to D1_Zombies_sfx was fixed.
The next release will be Regurgitator, Meph or Andy wad probably.
Script error, "diablo.pk3:_d2_frenzytaur actor (summon fr).wad:DECORATE" line 88:
Call to unknown function 'CountInv'
and
Unknown identifier 'SXF_TRANSFERSPRITEFRAME' for 58 lines.
Im gonna try to see what i can fix on it to get it to work... it works great in Gzdoom, and deadly
- irontusk341
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Got rid of the Errors.
It runs on Zandronum now, and his frenzy works good... although when he hits me, i dont get a hit sound, i tried adding swordhit to custommeleeattack's play sound but i still dont hear it... ill keep working on it.. but for now it works!
It runs on Zandronum now, and his frenzy works good... although when he hits me, i dont get a hit sound, i tried adding swordhit to custommeleeattack's play sound but i still dont hear it... ill keep working on it.. but for now it works!
- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
irontusk341 wrote:Got this error in Zandronum 3.0
I already told you that sweety Zandro is quite capricious to DECORATE coding, therefore I haven't any plans for providing Zandro compatibility because "fixing" for Zandro can break a some cool ideas, at least with my current DECORATE skill.irontusk341 wrote:Got rid of the Errors.
But yes, I always test my code on latest GZDoom.irontusk341 wrote:... it works great in Gzdoom
Anyway, my resources are share for everyone who will want it, and moreover Diablo 3D IS YOUR mod, so you can modify any actor as you want. Just don't delete initial CREDITS lump from wad. But if you manage to adapt for Zandro a some code-massive actors without much crippling, then it a really respectful achievement I think.
What about this two errors if you still interested ofc, then stay awhile and listen.irontusk341 wrote:Script error, "diablo.pk3:_d2_frenzytaur actor (summon fr).wad:DECORATE" line 88:
Call to unknown function 'CountInv'
and
Unknown identifier 'SXF_TRANSFERSPRITEFRAME' for 58 lines.
A_JumpIf(CountInv("Frenzy1,2,3...6") == 0, "See") - it essential line for Frenzy buff, without it Frenzy never drops. But I did place in code a some alternative solution: each similar line can be replaced by these two (also it twice commented for tips)
Code: Select all
A_JumpIfInventory ("Frenzy1,2,3...6",1,2) //equivalent of MLWL A 0 A_JumpIf(CountInv("Frenzy2") == 0, "See")
A_Jump (256, "See") //equivalent of MLWL A 0 A_JumpIf(CountInv("Frenzy2") == 0, "See")
SXF_TRANSFERSPRITEFRAME - is flag which provides "post-images" for blured trail effect and have only aestethic sence. Unfortunately I dunno how it can be replaced for Zandro, seems that it should be destroyed, while GZDoom even allows turn this effect off without code destruction. Actually I had commented it too. Btw, if you decide to nerf Frenzytaur's max speed, then the best choice is at beginning - to delete or block-// this line: "TNT1 A 0 A_SetSpeed (20)", it cutoff speed cap instantly by 5 points.
- irontusk341
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Im looking a viable replacement for the Maulotaurs as Hell Bovines.. it kills the Frame rate if theres more than a few. Any ideas?
Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Well, the original hell bovines were melee only, so you could make a modified maulotaur that only has the melee attack. The cow king has that lightning enchanted effect though.
- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Already done! Hell Bovines sprites w sfx and actor has arrived.irontusk341 wrote:Im looking a viable replacement for the Maulotaurs as Hell Bovines.. it kills the Frame rate if theres more than a few. Any ideas?
And moreover it's a Cow King actor instead with
AND Lightning Aura!Ichor wrote:lightning enchanted effect
As usual, you can grab it from the "Monster-ACTOR wads" spoiler section of the first post.
For common cows just read notes into INFO lump inside of wad. Since I have know now how to write damaging auras, I'll try to write frosty Duriel too. But I need to fix a few flaws of aura code.
- irontusk341
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- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Again, by request can be extracted cows with Halberd and Bardiche also.
Next will be Meph. Honestly.
Next will be Meph. Honestly.
- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Just a some extras, D2 portals:
Portal Blue w sfx
Portal Red w sfx
There are different portal sprites actually, aren't just re-colored. OP links has been also updated.
Portal Blue w sfx
Portal Red w sfx
There are different portal sprites actually, aren't just re-colored. OP links has been also updated.
- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
As usual, you can grab it from the "Monster-ACTOR wads" spoiler section of the first post.
- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Meph actor was revamped and reuploaded: some balancing editings + Poison Cloud fix + major revamping of Blizzard's damage source (Meph isn't vulnerable to own Blizzard anymore!)
Btw, after Blzd revamping its can be easily adopted for player:
Btw, after Blzd revamping its can be easily adopted for player:
- irontusk341
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
doh! lol i just got the old mephisto Zandronum friendly too. hahaVoid Weaver wrote:Meph actor was revamped and reuploaded: some balancing editings + Poison Cloud fix + major revamping of Blizzard's damage source (Meph isn't vulnerable to own Blizzard anymore!)
Btw, after Blzd revamping its can be easily adopted for player:
- Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
Grats, but keep in mind that old Meph will suffer from his own Blizzard, unless he's totally resistant to Ice ofc.
- irontusk341
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage
i set his damagefactor "ICE", 0.0Void Weaver wrote:Grats, but keep in mind that old Meph will suffer from his own Blizzard, unless he's totally resistant to Ice ofc.