IronTusks - Diablo3D V1.2.25 + Patch (Links UPDATED)

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Captain J
 
 
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by Captain J »

This is absolutely a HUGE project. Think i spend 5 hours going through and each map are really large and sometimes i would get lost and can't beat the map. And the level up system is stable and helpful since there will be dozen of powerful enemies waiting for you.
Spoiler: And here are some feedback
Sucha big and beautiful project. I do really wonder if there's an ending to this. I would like to know.
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irontusk341
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by irontusk341 »

The project took nearly 3 years. One of the bugs that we have problems squashing which is related to multi class system, is the respawn. When you die as a necromancer, theres a small chance you will respawn as a Barbarian (Fighter) class, but with Necro weapons. The gold disappearing because of the doors is a new bug for sure. I'll have to look at each map that you got stuck in, Sometimes the maps would be so large and Labrynth like, that you can get lost there. Unfortunately I those doom decor's are temporary until I can get ripped diablo ones or custom made ones for diablo. There are over 80 maps. that cover acts Diablo and 1-5, it also covers fan fiction content related to Diablo 2. Thanks for the compliment, It does have its flaws, but for a huge and massive project, it will take a long time for it perfect. We are getting there. :)
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Captain J
 
 
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by Captain J »

irontusk341 wrote:There are over 80 maps.
HOLY SMOKES :shock:

Hoh no man, you indeed worked hard on this project with tons of time and i respect you. Thanks for making it, and can't wait someone to beat this in long run. :D
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Valherran
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by Valherran »

Captain J wrote:
irontusk341 wrote:There are over 80 maps.
HOLY SMOKES :shock:

Hoh no man, you indeed worked hard on this project with tons of time and i respect you. Thanks for making it, and can't wait someone to beat this in long run. :D
Oh it will definitely happen once it's complete.
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LaputanMachine
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by LaputanMachine »

If I may, I'd like to submit a few notable bugs that I've encountered throughout my time playing this. For the record, all of my playtime was done on GZDoom 4.6.0; I have had one full playthrough as Assassin, and part of a playthrough as Sorcerer.
-Arrow projectiles from enemies are invisible. This includes arrows from all versions of the Skeleton Archer and the Corrupted Rogue.
-The Goat Warrior series has an xdeath defined, but when it occurs, the enemy disappears instantly and does not drop anything.
-The Zealots do not have a visible healthbar, do not have scaling stats, and do not give XP when killed. I believe this also applies to variants of the Fallen Shaman as well.
-The Blood Worm series, as well as the Blunderbore, do not have death animations. Furthermore, the Blunderbore has no sound effects.
Lastly, a couple of balancing suggestions:
-The Corrupted Rogue is immune to pain. This gives it an unbalanced advantage over other foes, especially with how common it is during E2.
-Many of the damage resistances and immunities feel arbitrary, and some enemies may have many things they are immune to but no proper weakness. I feel that this can make finding an effective way to hurt an enemy a crapshoot at times. The damage factors should be rethought, with a lesser emphasis on outright immunity and more on high resistance.
ELPoder36
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by ELPoder36 »

Hello, first congratulations on the work on this great mod.
Second, is that I started with the necromancer and found that both the shadow and the golem have their models wrong, the shadow looks monochromatic in yellow and the golem looks like the reventant and something of the traditional golem.
In addition, the curse that makes them fight each other does not work, that is, they do not fight no matter how much they are under the effect. I see this from previous versions. Thanks
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irontusk341
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by irontusk341 »

So far, Version 1.2.2 is the most complete version of the TC Mod... Sure there are some more bugs to fix, But the more people find the bugs, and let me know what i can fix, or get help on. The more Complete this Mod will be in newer Versions. Thank you to all who enjoy this mod, and those who have found bugs, and glitches. With this, College, and my new Job at Amazon, Its a 3 way battle for my free time. Thank you everyone! I really Appreciate you all!
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BlaqSeaRaider
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by BlaqSeaRaider »

My man, this MODE is OFF the f*cking charts. It's INSANE. Incredible job. Do you have PayPal or something like that? I'm broke rn, but I would donate something in the future to motivate your genious mind to make more of this stuff.
A couple of words: I was raised with Diablo and I felt in love with Heretic, when became adult. So you just made my dream true. Playing first time non-stop as a Fighter Vanguard rn. Having great time.

A little bit of critique, if I may be so bold.
First episode is really good. All levels are solid experience, I immersed heavily, some levels literally scared me and I wanted to get away from them fast.
Second episode is a litte bit more complicated. I must say I didn't enjoy Den of Evil and next forest level, because Den of Evil is noting that interesting rn and forests in Doom engine are really wierd. I did enjoyed almostly all levels afterwards, most of all - Prison (one level before Andariel) and the Stone Field. You made great buildings in the last one I mentioned so why no Infested Tristram level? Could be really cool, incity fights with horde of demons. Going in into second act.
Also, I started the game at Torment difficulty and game is mostly easy for me, but I'm very experienced retro FPS player, so that's working as intended.

Bugs... I didn't notice much, once upon a time Balrog felt into the pit and survived, so I couldn't wipe the map clean without flight. There is also one common bug that I use heavily - once I'm in the level, I find the town portal, go to merchant and buy map of the level. He tells me that he can't sell me this, but I magically have it every time I ask anyway.
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irontusk341
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by irontusk341 »

BlaqSeaRaider wrote:There is also one common bug that I use heavily - once I'm in the level, I find the town portal, go to merchant and buy map of the level. He tells me that he can't sell me this, but I magically have it every time I ask anyway.
As Kashya would say... Its cause Gheed is a pig.. He gives you a map without selling it. lol
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irontusk341
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by irontusk341 »

GAMEPLAY TOOLTIP:

When playing Blunt objects should do more damage to undead monsters. Also Undead monsters are resistant and some even immune to cold and Poison damage, Demons are resistant to Fire damage. Living beings are resistant to holy damage.
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BlaqSeaRaider
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by BlaqSeaRaider »

Hello my frend. I'm badly stuck at E3M4 Claw Viper Temple. There are doors in the walls, but I do not know how to activate them. I got the topaz key and it brought me nothing, just horde of plague bearers to slaughter. Can there be bugged script? Or please advice me how to proceed further.

BTW desert open-air mission would be DOPE
anjinsanroland
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by anjinsanroland »

BlaqSeaRaider wrote:Hello my frend. I'm badly stuck at E3M4 Claw Viper Temple. There are doors in the walls, but I do not know how to activate them. I got the topaz key and it brought me nothing, just horde of plague bearers to slaughter. Can there be bugged script? Or please advice me how to proceed further.
I was just checking it myself. If you enable trigger lines on the automap, you can see there are triggers that are supposedly lower many walls. There are at least three or four triggers that don't work on this level. They would lower two walls consecutively that lead to a green key. Also one other area has a non-working trigger that also lead to a key. In my October 2019 playthrough I reported the missing green key, but I didn't understand at that time that the key is not missing, it is actually in an impossible to reach area.

In my bug reports, I also recommended enabling cheats in all difficulties since beginning with this level, players may start to need "am_cheat 3" and "noclip" console commands to progress. I am playing in hardcore difficulty and I at least hacked the save files to enable cheats to progress. Lower difficulties should already have them enabled.

Playing while guessing whether something is a bug or intended and using cheats as a last resort will remove some immersion but the mod is huge and it is obvious much effort is put into it. I recommend that you play to the end. If you search my name "anjinsanroland" in this thread, you can read my observations and recommendations such as what xp multiplier leads to best satisfaction for different characters and difficulties.

Happy gaming :)

EDIT after reading your first post:
BlaqSeaRaider wrote:once upon a time Balrog felt into the pit and survived, so I couldn't wipe the map clean without flight
It must have been in the caves in episode one before the secret leading to infested nest
BlaqSeaRaider wrote:I started the game at Torment difficulty
Oh god, torment difficulty also seems to disable cheats. To enable them you have to open your save file with a compression utility such as "winrar" or "7zip"
In there you should see 4 files:
e3m4.map.json
globals.json
info.json
savepic.png
The last two of them will give you the idea of which save game it belongs to. Use notepad to open json files. Search for "cheat" in first two files and change "0" to "1" and "false" to "true" as I quoted below:
After the change it should read "sv_cheats":"true" in globals.json and "cheats":1 in e3m4.map.json
Then you can load the game. Type "am_cheat 3" , see the path leading to green key, "noclip" through the walls. You can disable noclip by typing it again in console. And you can disable "am_cheat 3" by "am_cheat 0"
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BlaqSeaRaider
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by BlaqSeaRaider »

Thenk yuo very much frend! I will put this to test. No demonic bug shall stop me. How do you enjoy Hardcore? Which class do you play? How to start without dying all the time? I'm oldschool player and not afraid of big difficulties, so concidering replaying on Hardcore.
anjinsanroland
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by anjinsanroland »

Not every difficulty is suitable for every class. The easiest class must be an archon path mage but he gets boring quickly.
I play a fighter (barbarian) with 30 xp modifier on hardcore (default xp is 100 in my version)
For reference, I was lvl 45 at the beginning of e3m4 claw viper temple, and lvl 49 at the end of it.
I spam quick save and quick load so much that it gets frustrating sometimes. But high difficulty makes me use every available resource I have that it doesn't get boring like playing in lower difficulties. Also I played this mod so many times that hardcore remains the only way for a change.
On the other hand, some skills and items of wrath of cronos mod get useless beginning with destruction difficulty. First five difficulty levels are from wrath of cronos mod. The others are irontusk's. After the 5th difficulty level, mana and armor gains are divided and rounded down. so skills and items that give mana and armor may give 0 according to difficulty. if it's your first time playing with this mod, you won't get to compare the difference unless you play in one of the first 5 difficulty levels. I mentioned some of them in my previous posts.
How to start without dying all the time?
Use silent weapons (slot 1) and skills (ex: fighter's first bash) to pick opponents one at a time.
Also use flasks.
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Sebrw
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Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

Post by Sebrw »

Hi! Another linux player here!

Can anyone explain me the procedure to run the game? I have all files in my .config/gzdoom directory.
I used the "linux gzdoom iron tusks Diablo 3D - LITE" script to launch the game (I downloaded the LITE version)
But I get the following error:

[imgur]http://imgur.com/a/Hy6wrZM[/imgur]

EDIT: Sorry for the image not displaying, I don't know why, you can still follow the link.

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