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Capabilities of the engine

Posted: 06 Sep, 2015 1:00
by qualakon
Hello friends,

Love Tchernobog. It's excellent, simply delightful.

I've been playing Tchernobog and I can see that quests and events aren't completed yet, so I was wondering - do they have to be programmed manually, each event and every quest? If so, that makes for possibilities like custom quests, or different quest endings than we're used to.

An example would be having a different end for the Tavern's Sign quest based on if you return the sign to Ogden versus if you give the sign to Snotspill. I imagine Snotspill would be happy and opens up his own Tavern just before catacombs there. What services would he offer? Can we have NPCs in the dungeon?

Question about each difficulty, is it possible to have Normal, Nightmare and Hell each start in a different town.dun file, with different NPCs and rename them to Acts 1,2 and 3 instead? Keep the difficulty increase and the item drop but new quests and a continued story?

In town, my pet peeve is seeing the black corners of the map, and I also want to make a larger playable area. What's the biggest map size if I were to use dun_edit to make a larger town area?

Is it possible to use Tchernobog's engine to create new .dun files? I remember in pre-Chochlik (over 2 years ago, wow...) you could set "DEV ON" and edit some tiles, but couldn't extend the game past the black edge. It'd be helpful to have a preview of the tile you're on, similar to how dun_edit lets you pick. It takes really long to load custom maps too, no MAPLOAD option, have to rename to TOWN48x48.dun and repack the MPQ.


This is all for now,

Cheers

Posted: 06 Sep, 2015 1:30
by Ruffy
As far as I know is Tchernobog a complete rewritten Diablo I, so kinda everything is possible.

Posted: 06 Sep, 2015 2:51
by qualakon
True, I'll let you have the semantics.

I guess my question is how probable is it without having to rewrite too much which is already there?

Posted: 06 Sep, 2015 8:57
by Daimoth
If they're going that far, they should just drop Diablo and make a new IP altogether. It's probably more romhacking, with a greater reliance on their own code for networking.

Anyway, these guys must be crazy advanced in whatever language this game was coded in.

Posted: 06 Sep, 2015 17:52
by qualakon
I think it's C++ but I haven't seen to code to say myself.

Posted: 06 Sep, 2015 20:06
by Noktis
It's Logo programing. :wink:

Posted: 06 Sep, 2015 23:15
by Daimoth
Logo, the educational language...?

Weird!

Posted: 07 Sep, 2015 1:51
by qualakon
It's Logo programing. Wink
Sarcasm flows through this one.

Posted: 08 Sep, 2015 16:28
by Daimoth
Well now I don't know what to think. Tell me what to think, forum. :lol:

Posted: 10 Sep, 2015 22:03
by Constance
Since it requires the Visual C++ 2010 runtimes…

Posted: 11 Sep, 2015 2:15
by Daimoth
Fair enough.

Just for the sake of argument, C++ is source-and-link compatible with C, right? So the vanilla game could still have been programmed in c, could it not?

Posted: 11 Sep, 2015 8:23
by Noktis
Diablo was programmed in c++.

Posted: 12 Sep, 2015 21:31
by Daimoth
Yeah, I figured. I wonder if a major game company will ever release source code? Would be fascinating to peruse. Those outdated programming paradigms would be amusing if nothing else.

Posted: 13 Sep, 2015 11:08
by BrightLord
Original diablo 1 source code is probably way better in quality and resource management then most of software produced today. It takes no brain to develop on system with multicore cpu's and gigabytes of ram.

Posted: 14 Sep, 2015 0:39
by Daimoth
Programmers are punished less for being clumsy with system resources, yes. Less work, but also less creativity.