Bugs and suggestions

Diablo 1 HD, codename Belzebub - General forum.
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riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

So i need to find Occulus to test it... So i'll se it in few months xD
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SlapZ
Posts: 85
Joined: 05 Mar, 2014 11:47
Location: Poland

Post by SlapZ »

BrightLord wrote:It's not weapon damage that spell damage will be based on. Instead it's bonus elemental damage from magic affixes. There will be ofcourse more of these affixes with wider range across all ILVL's. Technicaly there might be even some unique axe with huge fire damage. However to use it sorcerer will need huge amount of strength which doesn't make much sense.
Yeah, I looked on the mathematical formulae you posted.
My bad I didn't found t earlier.

Przyznam szczerze: ni chu-cha nie rozumiem tej nowej formuły, ale już mi się podoba że ma w sobie takie rzeczy jak hidden base damage i coefficiency zależne od różnych czynników. Takie coś jest zarówno fair wobec graczy, jak i pozwala Tobie jako dev'owi łatwo kontrolować końcowy efekt.

[edit]

Also: about oculus: teleport on hit NEEDS to be random, i.e. it needs to be phasing. We must remember: this property is a defensive mechanism.

If it teleports to the target (or the direction of enemy which made hit) it doesn't make sense, and it punishes caster for wearing it. And this punishment is really harsh. As Illusion wrote: It fail to deal with multiple-hit mobs, and it would also bring players towards long-distance enemy (potentially teleporting you into am arrow barrage).

If it teleports to the cursor location, then any lost, random arrow hitting the caster in combat can teleport him into a mob of lethal monsters that you fought in this moment.

Randomness of Phasing fits this well, as D2 already showed us.
It renders the two problems from above non-existant, it helps against melee monsters, but potentially it can kill you. This, (in my humble opinion of course) fits well in the RNG of Diablo gameplay.

[edit v2 - bug]

Just found a smaller bug, though I can't really guess it's reasons:

When playing on SCALED RESOLUTION fullscreen mode (it scales to 1366x768) I can see Blizzard north logo movie and game intro, but cannot zoom in/out in game, and the menu / hud does not scale.

When playing on 1280x768 fullscreen - I can hear the sound of logo/intro, but I only see black screen. Instead, i can zoom in/out in-game, and the hud is scaled properly.

OpenAL installed.
GPU: Geforce 550M (notebook gpu)
I'm running CCCP codec pack if it helps in anything.

1366x768 SCALED FULLSCREEN log file:
LOG START AT = 2014-05-04-21-56-40
APP: Initializing application.
APP: Initializing SDL.
APP: Creating Game Object.
APP: GameContainer creation start.
APP: GameContainer creation finished.
APP: Creating resolution list.
APP: Reading settings from config file.
APP: Setting window data to Game Object.
APP: SDL setting inital video mode.
APP: SDL setting inital video mode succed.
APP: SDL setting up cursor and unicode.
APP: SDL initialization successful.
APP: GameContainer initialization start.
APP: GameContainer: initializing MPQ's.
APP: GameContainer: initializing MPQ's completed.
APP: GameContainer: initializing Mixer instance.
APP: GameContainer: initializing Mixer instance completed.
APP: GameContainer: initializing ImageLoader instance.
APP: GameContainer: initializing ImageLoader completed.
APP: GameContainer: initializing GameScreen controller.
APP: GameContainer: initializing GameScreen controller completed.
APP: GameContainer: creating ingame rendering context.
APP: GameContainer: creating ingame rendering context complete.
APP: GameContainer: creating cursor manager instance.
APP: GameContainer: creating cursor manager instance completed.
APP: GameContainer: initializing calculation module.
APP: GameContainer: setting up player manager.
APP: GameContainer: setting up player manager completed.
APP: GameContainer: starting game resource manager.
APP: GameContainer: starting game resource manager completed.
APP: GameContainer: starting game menu controller.
APP: GameContainer: starting game menu controller completed.
APP: GameContainer: setting up screen offsets.
APP: GameContainer: setting up screen offsets completed.
APP: GameContainer: creating GameManager instance.
APP: GameContainer: creating GameManager instance completed.
APP: GameContainer: creating RenderManager instance.
APP: GameContainer: creating RenderManager instance completed.
APP: GameContainer: creating MovieManager instance.
SMK: MovieManager created
APP: GameContainer: creating MovieManager instance completed.
APP: GameContainer: creating TextManager instance.
APP: GameContainer: creating TextManager instance completed.
APP: GameContainer: creating EntityId instance.
APP: GameContainer: creating EntityId instance completed.
SMK: MovieManager:addToPlayList:adding position to playlist
SMK: MovieManager:addToPlayList:adding position to playlist
SMK: MovieManager:playMovie:start
SMK: MovieManager:loadMovie:start
SMK: MovieManager:loadMovie:new movie object created
SMK: MovieManager:loadMovie:movie data loaded successfuly
SMK: MovieManager:playMovie:started playing
APP: GameContainer initialization finished with success.
APP: Event loop started.
SMK: MovieManager:skip:successfuly skipping movie
SMK: MovieManager:skip:attempt to skip first 500ms of movie
SMK: MovieManager:skip:no movie to skip
SMK: MovieManager:skip:attempt to skip first 500ms of movie
SMK: MovieManager:skip:no movie to skip
SMK: MovieManager:skip:attempt to skip first 500ms of movie
SMK: MovieManager:skip:no movie to skip
SMK: MovieManager:playMovie:start
SMK: MovieManager:loadMovie:start
SMK: MovieManager:loadMovie:new movie object created
SMK: MovieManager:loadMovie:movie data loaded successfuly
SMK: MovieManager:playMovie:started playing
SMK: MovieManager:skip:successfuly skipping movie
SMK: MovieManager:playMovie:start
SMK: MovieManager:playMovie:play list is empty
SMK: MovieManager:clearPlayList:clearing playlist
SMK: MovieManager:clearMovies:start
SMK: MovieManager:clearMovies:cleared
SMK: MovieManager:clearMovies:start
SMK: MovieManager:clearMovies:cleared
APP: Event loop finished.
APP: Clean started.
APP: GameContainer finalization started.
SMK: MovieManager:clearMovies:start
SMK: MovieManager:clearMovies:cleared
SMK: MovieManager cleared
APP: GameContainer finalization completed.
APP: Clean finished.

LOG END AT = 2014-05-04-21-56-48
1280x768 FULLSCREEN log:
LOG START AT = 2014-05-04-21-59-42
APP: Initializing application.
APP: Initializing SDL.
APP: Creating Game Object.
APP: GameContainer creation start.
APP: GameContainer creation finished.
APP: Creating resolution list.
APP: Reading settings from config file.
APP: Setting window data to Game Object.
APP: SDL setting inital video mode.
APP: SDL setting inital video mode succed.
APP: SDL setting up cursor and unicode.
APP: SDL initialization successful.
APP: GameContainer initialization start.
APP: GameContainer: initializing MPQ's.
APP: GameContainer: initializing MPQ's completed.
APP: GameContainer: initializing Mixer instance.
APP: GameContainer: initializing Mixer instance completed.
APP: GameContainer: initializing ImageLoader instance.
APP: GameContainer: initializing ImageLoader completed.
APP: GameContainer: initializing GameScreen controller.
APP: GameContainer: initializing GameScreen controller completed.
APP: GameContainer: creating ingame rendering context.
APP: GameContainer: creating ingame rendering context complete.
APP: GameContainer: creating cursor manager instance.
APP: GameContainer: creating cursor manager instance completed.
APP: GameContainer: initializing calculation module.
APP: GameContainer: setting up player manager.
APP: GameContainer: setting up player manager completed.
APP: GameContainer: starting game resource manager.
APP: GameContainer: starting game resource manager completed.
APP: GameContainer: starting game menu controller.
APP: GameContainer: starting game menu controller completed.
APP: GameContainer: setting up screen offsets.
APP: GameContainer: setting up screen offsets completed.
APP: GameContainer: creating GameManager instance.
APP: GameContainer: creating GameManager instance completed.
APP: GameContainer: creating RenderManager instance.
APP: GameContainer: creating RenderManager instance completed.
APP: GameContainer: creating MovieManager instance.
SMK: MovieManager created
APP: GameContainer: creating MovieManager instance completed.
APP: GameContainer: creating TextManager instance.
APP: GameContainer: creating TextManager instance completed.
APP: GameContainer: creating EntityId instance.
APP: GameContainer: creating EntityId instance completed.
SMK: MovieManager:addToPlayList:adding position to playlist
SMK: MovieManager:addToPlayList:adding position to playlist
SMK: MovieManager:playMovie:start
SMK: MovieManager:loadMovie:start
SMK: MovieManager:loadMovie:new movie object created
SMK: MovieManager:loadMovie:movie data loaded successfuly
SMK: MovieManager:playMovie:started playing
APP: GameContainer initialization finished with success.
APP: Event loop started.
SMK: MovieManager:skip:successfuly skipping movie
SMK: MovieManager:playMovie:start
SMK: MovieManager:loadMovie:start
SMK: MovieManager:loadMovie:new movie object created
SMK: MovieManager:loadMovie:movie data loaded successfuly
SMK: MovieManager:playMovie:started playing
SMK: MovieManager:skip:successfuly skipping movie
SMK: MovieManager:playMovie:start
SMK: MovieManager:playMovie:play list is empty
SMK: MovieManager:clearPlayList:clearing playlist
SMK: MovieManager:clearMovies:start
SMK: MovieManager:clearMovies:cleared
SMK: MovieManager:clearMovies:start
SMK: MovieManager:clearMovies:cleared
APP: Event loop finished.
APP: Clean started.
APP: GameContainer finalization started.
SMK: MovieManager:clearMovies:start
SMK: MovieManager:clearMovies:cleared
SMK: MovieManager cleared
APP: GameContainer finalization completed.
APP: Clean finished.

LOG END AT = 2014-05-04-21-59-51
I've tried both fullscreen and window modes, and also changed fps limit several times, but it seems to have no effect. Tommorow I'll see how this works on my integrated intel GPU.

All in all, on a scale of 1 to 10 I would rate this bug:
irreleveant / 10.
Still, I'd rather report you everything I find.
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

You're sure that Occu in D2 was in phasing mode? AFAIR it was teleporting to cursor and yes, i was mad at this type of solution. But like i said. Tele to cursor in this mod would more often save your ass. As a sorcerer there is much higher propability that you can get stunlock and can't teleport away with using Tele spell. It would be the only way to have some chances...
Admiral
Posts: 6
Joined: 01 Apr, 2014 18:14

Couple of bugs

Post by Admiral »

Sorry if these were posted earlier:

1. The unique helmet, I believe Gotterdammerung, lowers all resitances to 0%. When you unequip it, your resists stay at 0% and do not return to the correct levels unless you start a new game.

2. If you gain access to a spell you don't know through a staff (let's say +3 Apocalypse), you can apply a hotkey to the spell on the menu, but the hotkey will not work.

3. Not sure if this was intentionally changed in the last patch, but you used to be able to cast Golem in town. This was a nice feature and saved a few seconds needing to cast it in the dungeon. I'd prefer it to be allowed again unless it was removed due to an issue.
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Constance
Posts: 246
Joined: 28 Mar, 2014 19:39
Location: Tristram

Post by Constance »

Hello there .o/

I've been wondering for a while as I have never found one, but is there an "exceptional" version of the Long Sword ?
I suppose there is not and that must be the reason why the Long Sword I upgraded became an Espadon (which unfortunately has lower attack speed) ? :'(
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SlapZ
Posts: 85
Joined: 05 Mar, 2014 11:47
Location: Poland

Post by SlapZ »

Constance wrote:Hello there .o/

I've been wondering for a while as I have never found one, but is there an "exceptional" version of the Long Sword ?
I suppose there is not and that must be the reason why the Long Sword I upgraded became an Espadon (which unfortunately has lower attack speed) ? :'(
Doesn't lower attack speed also mean higher singular damage?
Which would translate into higher skill damage per mana used?
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Jofuss
Posts: 211
Joined: 11 Feb, 2014 0:28
Location: United States

Post by Jofuss »

SlapZ wrote:Doesn't lower attack speed also mean higher singular damage?
Which would translate into higher skill damage per mana used?
This brings up a good question... I haven't noticed but do the skills use weapon speed or are they set at a fixed speed (Like cast speed?)

Also, slightly off topic, for a skill like "Frenzy," wouldn't you want the slowest highest damage weapon possible as it will garner the highest percentage increase in swing speed and thus damage per second? Or is the increase in attack speed a linear scale?
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Constance
Posts: 246
Joined: 28 Mar, 2014 19:39
Location: Tristram

Post by Constance »

SlapZ wrote:Doesn't lower attack speed also mean higher singular damage?
Which would translate into higher skill damage per mana used?
Probably. But I'd assume a lower attack speed also means you have a higher chance of your attack being interrupted, and your opponent also has a bigger chance to escape between two of your attacks, which you might not want.
Also, I don't use skills as my main attack yet.
Loeschzwerg
Posts: 2
Joined: 03 May, 2014 12:15

Post by Loeschzwerg »

Hey all, I'm new to this forum and registered because of this amazing Diablo HD mod.

Playing version 1.041 combined with Diablo @ Patch 1.09. Resolution is at 1280x800. Having no graphical issues so far and audio also is working perfectly.

System Spec:
Pentium M 1.73GHz
2x 1GB DDR2-533 SO-DIMM
NVIDIA 8600M GT MXM-II
Windows XP Prof. SP3

Bugs I noticed:
- The Butcher doesn't show up! Tried it several times with different characters. The quest get's triggered, so far so good, but the Butcher just won't show up in his room.
- Andariel quest gets triggered, but the entrance to the quest doesn't show up.
- Mouse aiming could be better sometimes. At least I remeber it to be better in the original version.

Regards from Germany and keep up the good work :)
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

Butcher quest is tricky. On forum there are at least 2 or 3 places where someone said how to do it. Wirt say this too <;

Entrance to Andariel place is somewhere in town. Look carefully but not on minimap.

Mouse lag issue was solved on this forum too. You just need to find it.
Loeschzwerg
Posts: 2
Joined: 03 May, 2014 12:15

Post by Loeschzwerg »

Hehe, ok thx, solved both quests :) Seems like I played too many times the vanilla version ^^

V-Sync is always off (DX and OGL) and I don't think it is Windows acceleration related, 'cause it's fine in the vanilla version of the game. No matter how, I will try the reg-fix.

Could be some stuff for an FAQ by the way ;)
sergio_cannabis
Posts: 254
Joined: 19 Jan, 2014 14:35

Post by sergio_cannabis »

the set bonus of the hwanin set doesnt work. i put on the armor and the belt and normally it should add 65ac as the set bonus suggests - but it doesn't give any bonus.

the ac bonus that is shown when wearing the items differs as well. the "all set bonus" under the armor says 65 ac and under the belt it shows 16ac.
Britnoth
Posts: 5
Joined: 09 May, 2014 20:16

Post by Britnoth »

Hi guys, awesome mod. :D Thanks for bringing back my interest in this classic.

A few things I spotted so far (on my assassin):

1. Diablo happily sat behind a pillar and remained stationary while I hid on the other side... letting me spam lightning wall on him. From 3 squares away.

2. The recipe for necromancer armour, unlike those for the other classes I have found so far does not have a specific type needed. While others would have to use crappy leather or ring mail, I could make necro armour using full plate. :)

3. +All stats items are not always handled correctly. If I equip something that raises magic, my 'sin gains 1.5x magic to max mana... while if I equip a +all stat item, max mana is only raised by 1x magic gained...

4. Her cast time seems very, very fast for a melee char... .448? That is FASTER than the necromancers .540! And almost the same as the sorcerers .432?! This makes her essentially a mini spellcaster.

5. Maleficent Strike multiplies total damage. Fanaticism however is only applying its +10% bonus damage per stack to the base damage of the weapon equiped... this results in damage per hit from each stack only going up by 1-2% total each (the speed increase is still very useful however). This also meens needing to swap beyween the two skills on the fly every few seconds to maximise DPS.... micro intensive to say the least.

Re: Attack speed.
Seems to be a simple % increase to the base speed of the weapon, so the only advantage of using a slower weapon with high stacks of fanaticism is when you reach the speed cap, which seems to be around .216 from what I observed. For very fast weapons (daggers), this happens at +80% speed. However with the skill barely increasing damage, using this skill on bosses that reflect damage just ends up killing yourself faster. :(
BrightLord

Post by BrightLord »

Yes, slow weapons are not very usefull because of design flaw that there aren't enough skill that benefit from them.

Currently only warrior's charge and barbarian's mortal strike benefit from slow weapons. That will change some day :P
DREWPICKLES
Posts: 61
Joined: 19 Feb, 2014 15:10

Post by DREWPICKLES »

SlapZ wrote: I'm running CCCP codec pack if it helps in anything.
The best :P

I have a quick question. Was the /player or /players command removed? whenever i enter it my player chats in normal speak and it doesn't seem to activate.
:)
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