• 1

    posted a message on How much rep do you have?
    Quote from "Umpa65" »
    I has the 2 boxes
    Quote from "Genesis" »
    I think this thread has made everyone go on repping spree's...
    A few people have 2 boxes now
    I've checked some rep histories of posters in this thread. It's a good thing we have no rep-spamming rules, or some people here would be in trouble :cool:
    Posted in: General Discussion (non-Diablo)
  • 1

    posted a message on Leonard Boyarsky interviewed by Hellforge
    Quote from "luc1027" »
    It's just useless content, I don't want the game release delay because of that little detail bringing nothing to gameplay essence.
    It's not useless content. It's great, it adds to Diablo a depth that is rarely seen in other games, and which makes it all the more memorable to (most) of us.

    Gameplay is such a vague term it's ridiculous. My gameplay will most certainly be enhanced if I get lore added into the game, and a platform from which I can easily access it. For me, Diablo is not just about going from one next monster to the next, and therefore this is a change that I and many others welcome.
    Posted in: News & Announcements
  • 4

    posted a message on Diablo II Mysteries
    As I was perusing the game files today I came upon some very interesting images. After extracting and piecing them together, I had five images not at all used by the game. They suggested large plans were in the making for D2, but never made it out from the closed doors of the developers. Blizzard has stated they had to cut features from Diablo II due to time constraints, and here we have some hints of what those features might have been that Blizzard had in store for our favorite game.

    Guild Icon Background


    Called guildiconbckg.dc6, this page seems to show an option for players to select a guild tabard or banner for their guild. The coloring boxes indicate that the banners could have been colored differently by the players.

    Sadly, this is just a background, and it appears Blizzard quickly scrapped their plans shortly after making this picture, for only one guild icon was ever finished, or is at least present in the game



    It's very dark and not very clear. However looking at the backgrounds I really like most of the pictures. I think had they been implemented they would have worked very well in the Diablo setting. Although a few, like the Pentagram, would probably have been more popular than others :D

    And notice the Cow banner option in the top right corner ;)

    Guild Bank


    Called guildvault.dc6 in the game, the name leaves little guessing. Apparently plans were to implement a guild bank as well for guilds, something which is very common in many MMO's today.

    What could the top area have been used for? Perhaps a log of what people had put in/removed? A message the guild leader could leave for his members?

    And as some of you may notice, Blizzard's early philosophy of inventory space is maintained. The storage space is far from spacious, especially when considering that this would be for much more than a single person.

    Bank


    Simply called bank.dc6, this design seems to suggests that some sort of bank system was to be put into the game. However personally I think it more likely that this was an early design for the personal stash.

    Once again, notice the storage space. Spacious to say the least :rolleyes:

    Update: Apparently this is how the stash looked at release. I blame ten years for not remembering.

    Trophies


    trophycase.dc6 is an interesting picture. What exactly would trophies have been used for? Now some of you might be suggesting that this is where the Standard of Heroes is supposed to go, but keep in mind that these images all come from the Classic Diablo II files, and the Standard of Heroes was introduced in Patch 1.11, long after these plans and images had been scrapped.

    What would trophies have been then? Perhaps an early version of what we generally call achievements these days? What do you think?

    Update: spierce7 has pointed out that all of these Guild features were announced and subsequently dropped by Blizzard before Beta even began. The trophy hall was supposed to have been a guild feature, not a player feature. Read it here

    Steegstone


    This last picture is very ambiguous. It is simply called steegstonebckg.dc6 in the game, and that doesn't really say anything.

    I'm theorizing that this is some form of profile page. The top left appears to be a place for a picture, most likely of the character class. The large box to the left could be for stats and the large to the right for skills and items. The right button also seems to be scrollable, suggesting a lot of info could go in there.

    The field with the star indicates some sort of title. Is this where Slayer/Champion etc would have been displayed, or perhaps would a title earned in the aforementioned Trophy system be displayed here?

    Update: T'hain Esh Kelch has suggested that this last picture might actually be how the guild chat would have looked. If you look closely, the black box in the left corner is the same size as the guild banner backgrounds shown earlier in this post. It would make sense for guilds to have a guild interface to interact with each other with.

    Update 2: spierce7 pointed out that the steeg stone was a feature used to upgrade your guild. By adding gold, players could upgrade their guild to new levels, adding more functionality and features to it. Read it here

    Lots of mysteries. Let the speculation begin :hammy:
    Posted in: News & Announcements
  • 1

    posted a message on Diablo III Side Quests- Will the Myriad be Worth It?
    Quote from "Seth" »
    There is no relation between lore (a creative expression) and difficulties (an incremental tool), but there is a relation between what you get from the reward and the difficulty level.
    While that is true, I'm not inclined to agree that it means no new lore should be added in the later difficulties.

    I'm in agreement with just about everyone else that the main storyline should be completely expressed finished in Normal, nothing else makes sense. However I do not see why a side quest could be Nightmare/Hell specific.

    Take the books. The books most certainly add much lore to the series, however that knowledge isn't given to player who play Diablo II, and undoubtedly all the info won't be given to them in D3 either. So in order to grasp all of the lore first-hand, you need to also read the books.

    The same point could be made for side quests. To experience all events first-hand, you would have to play through all difficulties. Although all the lore will naturally be available on various fan sites in due time if you want to read up on it.
    Posted in: News & Announcements
  • 1

    posted a message on I Present to you, The Diablo Fans User Awards!
    Quote from "purelog1c" »
    Ha. This thread is in the spam section, making every award completely meaning less.
    That's odd. Looking at the description of the spam forum, I come across this:
    Quote from name="teh forum god (or forum header)" »
    For pointless posts, random fun, and forum games.
    Humm...
    Posted in: General Discussion (non-Diablo)
  • 1

    posted a message on Hmmm
    Quote from "Donsro" »
    Find out how many are Diablo fans. Massive LAN parties sound about perfect right now =(. Oh well, few years.
    And if there are any, recruit them to Diablofans :evil:
    Posted in: General Discussion (non-Diablo)
  • 1

    posted a message on Hall of Trophies ver.2
    Quote from "Seth" »

    It really shouldn't be that hard to implement. Just get the template used for constructing vBulletin pages, add some links here and there, some conditional statements, add a table to the database, and link users to their trophies with a short script. (And then the display of the data, but that really shouldn't be that hard, either). The hardest part would probably be the moderation interface(s). There's probably a dozen good modules out there for trophies, though.
    Well I was hoping for some curse input on this to get some info on whether this is possible or not.

    Quote from "Seth" »

    I really think- well, continue to think, I suppose- this would be a very good way to bring members together and, obviously, would be an awesomely convenient way to reward users. In the past, we've mostly only been able to reward users with custom titles or, very rarely, merchandise or tickets. (Of course, it would be nice if we could get more of the latter, too, but I think a proper trophies module would be a good first step to a better system.)
    Exacly. It's not supposed to work as a substitute for other prizes, just as a complementary feature.

    Quote from "Seth" »

    This would be really great. Rewards for really contributory members, like Kamrad who has really brought a lot of life to the previously-dead RP subforum, several users who have found a lot of news things and PMed or posted them to get them in the announcements forum, and so on, would be really a great way of rewarding.
    All good ideas, and precisely the things that should be pointed out. Otherwise no one will remember what users have helped out with news tips in the pats, but with some trophies, it'll be known by everybody.

    Other ideas would be to implement wiki rewards as well. You could get trophies for how many good guides you've written, how many edits you've done, information written and other things. It would have to be a manual process done by us, but I think it could work. So long as the trophies aren't too ambiguous, it should be pretty straight-forward.
    Posted in: Backstage Archives (Pre-Release)
  • 1

    posted a message on Bashiok on Binding Items in Diablo 3.
    Quote from "Odin" »

    as for MMO(RPG)'s
    free & good economy - EvE
    regulate & bad ecnomomy - WoW, Lotro ...
    Many of you are missing the core issue that Blizzard is trying to adress with this change, and that's to create a way to dump worth (gold, items etc.) out of the game.

    If there are no sinks in the game, the game will accumulate more and more worth as time progresses, flooding the market with more and more items at a larger rate than new players are coming into the game. This was, as Bashoik pointed out, adresses in D2 through Ladder resets, in which the economy was completely wiped out once a reset commenced.

    Eve, as above mentioned, has a more free conomy because people can loose stuff. Their ship gets blown up, and the gear is gone, meaning new has to be procured. This keeps the economy stable, as items and equipment disappears from the market everytime a player dies, which offsets new items being gained and created by players; thus the market isn't flooded.

    In D3, you can't loose items. Even if you die, you can just pick up your body. Thus articifial ways of forcing items out of the market have to be created. Ladder is one, BoE is another. Removing items from the market continuously is imperative to create a healthy economy, to ensure that items don't loose their value and keep trade and treasure-hunting rewarding for all.

    Yet at the same time, Blizzard has at this time demonstrated that they do not wish to hamper trade at all, since Bind on Pickup items will not be in the game. Such a limit would not benefit trade, and so Blizzard has opted not to include it. Have a little faith people, and try to look at this not as a copy from WoW, but as another aspect of the game designed to improve gameplay for all of us.
    Posted in: News & Announcements
  • 1

    posted a message on Dr. Tester Guide
    This post will explain the very basics of using the program called Dr. Tester, which can view and extract pretty much all visual files in Diablo II, be it item images, monster animations, ui buttons, characters etc. It was made by SVR over at the Phrozen Keep (which I am not affiliated with in any way, despite my name).

    The program is included as an attachment at the very bottom of this post. It's in a .zip archive, so you'll need a program like WinRAR to extract it.

    1. What is it used for?
    Originally it was developed for Diablo II mod makers, but for us, it serves the purpose of providing us with whatever in-game images we need from Diablo II for our wiki articles.

    2. What it looks like


    File: Select which MPQ you wish to open.

    • D2char.mpq: Contains Amazon, Barbarian, Necromancer, Paladin and Sorceress animations
    • d2data.mpq: Contains monsters, missiles, items, objects, terrain and ui files.
    • d2exp.mpq: Same as above, but expansion content. Also contains Druid and Assassin animations
    • patchd2.mpq: Contains newer versions of files in the others that have been updated through patches.
    Depending on what you want to do, you will utilize different functions and thus files.

    3. Extracting item images
    Item files can be in data, exp or the patch file. Most are contained in D2 data however.

    3.1 Finding the item
    First open, the select mpq archive. Then, enter "dataglobalitemsinv" in the search field. This will take you to the beginning of the inventory images of items (just entering items takes you to the flippyfile of the item, which is how the item appears when lying on the ground).

    Now it's a matter of searching. If you know how to look through the .txt files of the game, you can do that to easier find items. They are sorted by their code, so DiabloWiki.com - Ancient Armor Ancient Armor, which has the code "aar" will be found under dataglobalitemsinvaar.dc6 (dc6 is the filetype used by Diablo II). Exceptional and Elite versions of a Normal item have the same inventory image file.

    If you do not know how to look in the .txt files, then just scrolling down works too, though it takes a long time if you're looking for more than one file.

    3.2 Coloring the item
    After you've located the item, you must apply the correct color if you wish to extract a set item or unique item. How an item is colored depends on the base item. In Dr. Tester, there are several different palettes to choose from when coloring an item. If you click the Index button in the lower right corner you will see the following list of palettes. We are only interested in three of these:

    • dataglobalitemsPalettegrey2.dat
    • dataglobalitemsPalettegreybrown.dat
    • dataglobalitemsPaletteinvgreybrown.dat
    All items in the game are recolored using these three palettes (with the possible exception of recolored magic/rare items, but that's of little interest in this guide anways). To find out which one is used by what unique/set item, you must look in the weapons.txt and armor.txt files.

    Example: DiabloWiki.com - Tyrael's Might Tyrael's Might is a unique DiabloWiki.com - Sacred Armor Sacred Armor. In the game, it appears blue. Ti find out what palette is used, open up armor.txt and locate the row for Sacred Armor. The scoll to the far right and locate the column InvTrans. The number in this column will always be either 0, 2, 5 or 8. 0 means that the item is never recoloured no matter what, 2 means it used grey2.dat, 5 that it uses greybrown.dat and 8 that is uses invgreybrown.dat. In the case of our Sacred Armor, the number in this column is 8, meaning Tyrael's Might is recolored using the invgreybrown.dat palette.

    Next, to find out which color to actually use, open up UniqueItems.txt, and locate the row for Tyrael's Might, then the column invtransform. In this cell there will be a four letter code that tells the game what color to use. The list of colors is available in Colors.txt, or you can view the list under here:

    1. White - whit
    2. Light Grey - lgry
    3. Dark Grey - dgry
    4. Black - blac
    5. Light Blue - lblu
    6. Dark Blue - dblu
    7. Crystal Blue - cblu
    8. Light Red - lred
    9. Dark Red - dred
    10. Crystal Red - cred
    11. Light Green - lgrn
    12. Dark Green - dgrn
    13. Crystal Green - cgrn
    14. Light Yellow - lyel
    15. Dark yellow - dyel
    16. Light Gold - lgld
    17. Dark Gold - dgld
    18. Light Purple - lpur
    19. Dark Purple - dpur
    20. Orange - oran
    21. Bright White - bwht

    The number is what you use to get Dr. Tester to display the correct color. For Tyrael's Might, we see that the file says dblue, which refers to Dark Blue, nr. 6. Thus, we enter 6 in the little box in the lower right corner of Dr. Tester. And we're done!

    3.3 Saving the item
    When you save the file, select save as, and that's about it. Don't bother with changing the filename, it will save images to folders, and renaming in the program will only change the name of the folder, not the actual image.

    4. Extracting monster animations
    Regular monsters are found in d2data.mpq, expansion monsters in d2exp.mpq. Quite simple.

    4.1 Finding the monster
    Just like with items, enter "dataglobalmonster" into the field. This will take you to the monster categories.

    Now monsters are a lot harder to locate than items. Scrolling through them will literally take forever, so unless you know the monster token (or code) it will take time. Monster codes are located in monstats.txt. It begins with 10 (which are those trapped soulds in Act 4) and ends with ZZ (Zealots from Act 3).

    Locating the monster code is done through opening monstats.txt. In the column code, there will be two-digit combinations for all monster. This is the code you enter in Dr. Tester to display the monster. Once again, open the .txt file with MS Excel or similar spreadsheet program.

    4.2 Confiruging the monster
    After finding the monster, you can run different animations for it. After selecting a monster file, click the "Run F" button. This will cycle through the frames for that animation. Most monsters have attack, get hit, running, idle and death animations, as well as a few others. Select the appropriate one (by scrolling down in the list and selecting the appropriate .COF file).

    Next, we need to color it. This time, select Shift instead of Index in the lower right, and look for the same token the monster you've selected has (meaning if you want to recolor a Zealot, you'll want to look for "dataglobalmonstersZZCOFpalshift.dat.

    After that, select the colors. First monster types, such as Fallen, correspond to the number three. Carvers are 4, Devilkin 5, Dark Ones 6 and Warped Ones 7. It always goes in order so it's quite simple.

    Some monsters won't let you configure their colors. This most often applies to monster who have cloud-like effects like Wraiths, Pain Worms, Gloams etc.

    4.3 Saving the monster.
    This is basically the same: select save as, keep transparent checked, but make sure you check "Full size frames", otherwise the image may stutter when viewed.

    5. Final words
    If there's something unclear, post it and I'll update the guide.
    Posted in: DiabloWiki
  • 1

    posted a message on Diablo II Legacy Mod for Diablofans
    All new staff members, do not talk aof this outside the staff forums. That should go without saying since it is posted here, I'm just making it clear.

    Earlier today I decided to create a small mod for Diablo II which centers around the Diablofans community. I originally thought of this a few weeks ago when I got the idea of creating items of the members here (one such item was Spirit of Umaro, a set Amulet) however I ditched that idea as soon as I realized I sucked at actually creating good items. I was horrible at balancing them, it just turned into a collection of item way above Breath of the Dying and similar runewords in terms of power.

    So what I did today was instead to create a few monsters of a few of you fellow mods here. I had only the vaguest idea of how to do this prior to today, but a few hours of searching for and looking through guides, readmes and forums, coupled with periodic bursts of frustration, I finally managed to add four of you into the Diablo II game. On top of that, it appears to be completely bug-free as of now as well (except Stormcat spawns with a whip instead of a javelin, but that's not too major).

    I figured this could be a fun way to reward people. Prominent members of the forum and the wiki can be "immortalized" in the mod, much in the same way as Atrumentis comic works I suppose :)

    I don't imagine many will actively play it, seeing as it's neither compatible with B.net or mods like Eastern Sun (it is compatible with PlugY however), so I want to check what you all think of this before I invest more time into it. Eventualyl if all goes well, it could potentially include monsters, items, cube recipies, skills, perhaps even new levels as well if I figure out how to do that. So what do you all think?

    And these are the monsters so far:

    Siaynoq
    Superunique Blood Maggot
    Cold Enchanted
    Stone Skin
    Spawns in Tristram

    Stormcat
    Superunique Night Tiger
    Lightning Enchanted
    Spectral Hit
    Spawns in Harem

    Seth
    Superunique Doom Ape (sorry, couldn't find a hamster in the game files :P)
    Extra Fast
    Aura Enchanted
    Spawns in Durance of Hate Level 3

    Rykker
    Superunique Oblivion Knight
    Extra Fast
    Multiple Shots
    Spawns in Chaos Sanctuary

    Oh, and if you have any complaints of suggestions for these and future personifications, do voice them.
    Posted in: Backstage Archives (Pre-Release)
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