[Sprites][Sounds][Actors] Diablo bestiary storage

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Void Weaver
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

Sorry for my long missing, but ALL my PCs was suddenly broken in the one damned week... x_x But now everything is ok.

Well it's time to catch up.
Spoiler: And it's time for some Angry Boobs. ;)



Just check the first post.

Also there an some related sprites update:
Andariel sprites updated, sprites for Poison Bolt and Fire Pillar also added.

oldImage newImage

oldImage newImage
Spoiler: closest wana-TODO-list
Last edited by Void Weaver on Wed Aug 15, 2018 4:28 am, edited 1 time in total.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

She lives.... Again... :)
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

Spoiler: Screenies

Check the first post.

Besides, STUN and HOLY FREEZE aura overlay sprites was added into the Duriel sprites pack.
Unfortunately Du's sprites are still have a very bad layout; I guess what there is nothing to deal with it, aside from sprites editing. As like as with lot of others cool Di2 monsters (Regurgitators, Vile Mothers, Defilers, Maggots, etc.), whose are oriented in length rather than in height. :\

EDIT:
D1_Leoric_sfx link was fixed.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

i tested Andariel in the Diablo 3D mod and she is Tough for sure. Thanks! ;)
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

Necromancy time!

Di 2 sprites w sfx of
Achmel The Cursed (Greater Mummy)
Radament
Reanimated Horde
was added, as like as thier corresponding ACTORS:

Image Image Image Image Image Image Image Image Image


Grab them from first post

Also here a some simple but very useful extra: DECORATE PoisonDamage antidote + PoisonDamage mini-guide

Note:
Achmel (Greater Mummy) and Radament have a bit different sprites, but their actors are different too. Achmel is much stronger in general. Pay attention for INFO lumps.

D2 Achmel (Greater Mummy)
Image
D2 Radament
Image

Hope that will be more Undeads here in the nex time. :twisted:
Last edited by Void Weaver on Wed Sep 05, 2018 3:32 pm, edited 1 time in total.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

Looks aesthetically stunning!

If im off work this weekend ill have them in the next D3D update.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

Thank you, but I decide to completely rewrite ranged revive mechanics, so I reupload them again on this week.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

ACTORS GLOBAL UPDATE v.1.1:
===============================
Andariel:
1. MissileHeight fixed.
2. "MeleePDoT" attacks fixed.
3. "MeleePDoT" attacks isn't spawned missiles anymore but warped to, therefore it precise and melee-range limited now.
4. +NOICEDEATH added.
5. "PoisonSprayMissile" are scaled up.
6. "PoisonSprayMissile" is +RIPPER now.
7. "PoisonSprayMissile" poisoning radius decreased from 64 to 40.
8. "Death" state and "FirePillar" animation fixed.
9. "Poison Bolt" scale changed, also its trail turned off.
10. +FORCEXYBILLBOARD added.
11. Overall code optimization.
--------------------------------
Butcher:
1. "Stun" revorked.
2. "Charge" jump-out states fixed.
3. "Stun", "Slow" and "Critical Strike" are warped to, therefore it precise and melee-range limited now.
4. Attack animation missed frames fixed.
5. +FORCEXYBILLBOARD added.
6. "Bleed" damagetype changed to "Bleed".
7. "Criticals" now cause LOT of blood.
8. +NOICEDEATH added.
9. Some junk removed.
10. Overall code optimization.
--------------------------------
Cow King:
1. Ice death fixed.
2. Some junk removed.
3. +FORCEXYBILLBOARD added.
4. "ShockHit" attacks aren't spawned missiles anymore but warped to, therefore it precise and melee-range limited now.
5. "Lightning Aura" revamped.
6. "ShockHit" attacks now work in lowwater.
7. Overall code optimization.
--------------------------------
Diablo (Hellfire):
1. "Apocalypse" cast goes via A_VileTarget, but its damage is range correlated now.
2. Some junk removed.
3. +FORCEXYBILLBOARD added.
4. +NOICEDEATH added.
--------------------------------
Diablo (LoD): TBFixed
--------------------------------
Duriel:
1. "IceHit" and "Stun" attacks aren't spawned missiles anymore but warped to, therefore it precise and melee-range limited now.
2. Finaly fixed "Charge" - actor doesn't get stuck anymore! Also momentum stop added.
3. "Stun" revorked, no more annoying timefreeze.
4. Attack, "Jab" and "Charge" animation fixed.
5. "Mass Stun" now works only after charge-stun.
6. Projectiles deflecting now works after each stun.
7. +NOICEDEATH added.
8. +FORCEXYBILLBOARD added.
--------------------------------
Frenzytaurы:
1. Elemental attacks aren't spawned missiles anymore but warped to, therefore it precise and melee-range limited now.
2. "Raise" state added.
3. Melee5,6 patterns optimized and reduced.
4. Frenzy overlay removes after icy death now.
5. GLDEFS lights fixed and "FireHit" light added.
6. +FORCEXYBILLBOARD added.
--------------------------------
Greater Mummies (Achmel):
1. Fixed mass revive, now Reanimateds can be raised within mass raise radius.
2. Fixed Poison Aura zoffset - now it can work in lowwater.
3. Totally revamped necromancy mechanics - now it based on A_RadiusGive+A_CheckProximity, so they can find a corpse in any mess. Now it REALLY POWERFUL Necromancy!
4. Slightly redused walking speed, so they are more ranged now.
5. "Pulsar" a bit scaled-up.
6. Base "Unholy" missiles speed increased from 23,75 to 33,75.
7. "Unholy" missiles height reduced to 10 for avoiding "dead" missile bug.
8. Fixed "PoisonBreathCloud" cast offset.
9. +FORCEXYBILLBOARD added.
--------------------------------
Mephisto: TBFixed
--------------------------------
Radament:
1. Totally revamped necromancy mechanics - now it based on A_RadiusGive+A_CheckProximity, so he can find a corpse in any mess. Now it REALLY POWERFUL Necromancy!
2. Fixed "PoisonBreathCloud" cast offset.
3. +FORCEXYBILLBOARD added.
--------------------------------
Reanimateds:
1. Fixed "Death" state, so:
a) they can be raised by Achmel AND
b) their corpses can't be squashed anymore by standing on them while they are rests for new round.
c) projectiles can pass over their restin bodies.
2. DeathHeigh property added for successfully execution of 1.b)
3. Added melee-hit\-miss sounds for common attacks.
4. Reduced auto-reviving chances:
a) 2nd - from 75 to 50
b) 3rd - from 50 to 25
5. Fixed "Stun" animation in lowwater.
6. When highly charged, can run through undeads now. Because it's funny. :|
7. Finaly fixed "Charge" - actor doesn't get stuck anymore! Also momentum stop added.
8. Min. range for "Charge" increased from 160 to 192.
9. +FORCEXYBILLBOARD added.
_D2_Reanimated Horde sfx pack also updated.
--------------------------------
Each actor's changelog placed in UPDATES lump.
Meph and Diablo (LoD) actors will be updated with the next monsters release.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

i had to disable the RH... After testing it, in a level the level's frame rate dropped to 3 FPS.. I'm trying to find a way to make them work without a framerate drop.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

As you wish, you're the boss.
But if you want to try to fix it then show me the decorate please, looks like you did broke a something, because when I tested the wad there is wasn't any lags even with lots of RHs on a map.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

Void Weaver wrote:As you wish, you're the boss.
But if you want to try to fix it then show me the decorate please, looks like you did broke a something, because when I tested the wad there is wasn't any lags even with lots of RHs on a map.
Spoiler:
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

Wow, there is unnecessary to post whole code, I just asked about yours editings. ))
Meanwhile I tested your variant and mine original one on GZDoom 3.6.0: 100+ RHs doesn't cause any lags during 15+ minutes of gameplay, nor while they idle, nor while they active. But in your variant are placed a two potentially significant lines:
a) Tag "Reanimated Horde" //I dunno what are connected to this Tag in your case
b) RHIL A 0 ACS_NamedExecuteAlways("WOC Monster Init",0,70,0) //I also dunno what does it WoC script

Well, since I can't check it I want ask you for a few questions:
1. On which port those lags appears? Only on Zandro or on GZDoom too?
2. Are you sure in the fact that Reanimateds indeed are cause lags?
3. Had are you tried my original code without your editings? It's laggy too?
4. Which amount of them does initiate lags? Less of 10 or more of 100?
5. In which state Reanimateds are when those lags begins? Spawn, Idle, Attack or after\during Death?

Btw,
a) DamageFactor Electric, 1.0 //Needless, since WoC operates only with "Lightning" DamageType
b)
DropItem "Cell", 255, 20 //Both lines are needless too, I use it only for testin auto-revive chances
DropItem "PhoenixRodAmmo", 255, 5 //Both lines are needless too, I use it only for testin auto-revive chances
c)
Idle: //Needless state and line in our case
RHIL ABCDEFGHIJK 4 A_LookEx(0,0,0,0,360,"See") //Needless state and line in our case
d) RHAT C 1 Bright A_Explode(15+(random(2.82,3.56)*user_chrgdmg),65,XF_NOTMISSILE,0,65) //Here should be frandom(2.82,3.56) OR random(2,3), that's my misstep.
e) CLOFCircleKl:
TNT1 A 0 A_CheckLOF //Need to delete block-quotes around CLOFF_ALLOWNULL

That's all what can I tell you at moment.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

The RH code as a whole works with GZDOOM 3.7

It had script errors with Zandronum 3.0.

It ran slow on Gzdoom 3.7 however. I’m trying some trial and error approaches... and it looks promising.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by Void Weaver »

An small fix-update for Reanimateds, hope that they works correctly at last...

Reanimateds:
//===Version 1.3===//
1. Fixed being SOLID bug during autorevive in "Death" state.
2. Fixed being SOLID bug while in "DeathWait" state.
3. Fixed COUNTKILL bug.
4. Code is cleaned up a bit.
//===Version 1.2===//
1. Fixed autorevive bug in "Death" state.

Reuploaded; check the OP.
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Re: [Sprites][Sounds][Actors] Diablo bestiary storage

Post by irontusk341 »

Void Weaver wrote:An small fix-update for Reanimateds, hope that they works correctly at last...

Reanimateds:
//===Version 1.3===//
1. Fixed being SOLID bug during autorevive in "Death" state.
2. Fixed being SOLID bug while in "DeathWait" state.
3. Fixed COUNTKILL bug.
4. Code is cleaned up a bit.
//===Version 1.2===//
1. Fixed autorevive bug in "Death" state.

Reuploaded; check the OP.
Are Diablo 3 sprites too incompatible to be used? i thought about adding like "corrupted angels, or something, or just use variants of sprites that i have"
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