SIGMA - Update

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Re: SIGMA - Update

Post by whist on Mon Mar 02, 2015 12:36 am

@kambala wrote:what do you think about displaying TTL of active buffs?

Already in my plans, as an optional (toggle) feature, along with the possibility to customize the way it's displayed.
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Re: SIGMA - Update

Post by randomrolf on Mon Mar 02, 2015 6:22 am

@frorg wrote:
@Vertix wrote:I still have monitor that is 11years old.
I do too. It's called "tube TV". But nothing I would ever use on a pc Eh?.

Must say it, that friggen picture!!!! Wtf man hahahah
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Re: SIGMA - Update

Post by whist on Mon Jun 01, 2015 1:47 pm

A little update on the previously posted change log. Just like the first time, this is actually far from listing EVERYTHING that was done. It's also to note some stuff are listed as one thing but actually involves a lot of stuff.

GUI & Interface Interaction

  • Resolution increased in all three video modes, both in windowed and full screen modes, to 1024x768
  • Reworked how GUI elements are loaded and handled to allow the implementation of user-selected themes in the future
  • In-Inventory item drawing function rewritten from scratch in order to enable animated item graphics
  • Most of In-game GUI code rewritten in order to fit the new resolution and also add new functionalities, along with adding more space in the case of stuff like the stat screen and inventory pages.
  • Added a (configurable) hotkey to the transmute button, in the horadric cube
  • Magic damage now displays in orange color in the stat screen, instead of being blue just like cold damage...
  • Animated, and bigger life/resource graphics
  • Different resource orb graphic for every classes
  • Added an animated "home screen splash" to the main menu screen
  • Togglable notification displaying gold transactions (pickup, drop, buy, sell, ...)
  • Rewrote unit hovering code from scratch to add/modify functionalities
  • Implementation of new configurable hotkey handler
  • Implementation of new button handling system for easier GUI buttons implementation
  • Replaced code that displays text in top right corner when automap is on (mainly removed irrelevant text such as the "Expansion" line and what not)
  • Rewrote the automap elements display code, allowing us to display any unit we want, have level names appear over warps, etc


Engine Limitations, Extending & Bug Fixes

  • Character savefile size limit increased to 24kb (in other words, unreachable)
  • Extended the levels cap to 255, soon to be extended yet again to 1024
  • Extended the preset objects code in order to add new preset objects as we wish
  • Unique items with a rarity of 0 now work as we would expect it, rather than being treated as a rarity of 1
  • Fixed overflow crashes in relation with items that had too many attributes
  • Fixed the bugged client display for life and mana (no longer rolls over at 32,768)
  • Fixed the "No Level Name" bug for red portals
  • Many string limits were increased (256 characters limits)
  • Inventory code was reworked, in order to enable players to carry multiple charms in stash and cube, while not being able to carry more than one in inventory (we had this in tsw for a bit but it had bugs which led to exploits... this is all fixed now)
  • Fixed a bug where the game crashed if a charm had no stats (???)
  • rewrote the shrine code from scratch, allowing things such as new shrines and what not
  • Item desc code rewritten from scratch, allowing many bug fixes, extending of many things, and adding new stuff as well (too long to list all changes related to this ...)
  • Flat absorption is no longer ignored if you have no percentage based absorption (wtf???)
  • Allowed the addition of "sound events" when a player enters a level for the first time (think of Diablo 1 when you enter Leoric's level for example)
  • Level entrance notification text no longer uses images (performance gain + easier to modify)
  • Death text no longer uses images (performance gain + easier to modify)
  • Removed the "druid can't directly die while morphed" bug
  • Extended unique and set items cap from 4096 to 32,768
  • Much of the settings that were read from register keys are now set in sigma's config data, gaining performance and also not retaining settings from when you play classic game


Limitation Helpers

  • Reworked how mystic orbs work, allowing us to add as many mystic orb types as we wish, wasting only one stat for all of them (instead of one stat per orb, which really did take lots of stats)
  • Added a new item desc func, which allows us to create as many "desc only stats" as needed, using only one single stat (instead of one per desc lines)


Hardcode -> Softcode

  • Extended the data tables loading/freeing procedures in order to softcode new stuff (new or extended txt files)
  • Creation of new txt linkers such as level names linking (using names instead of numbers in source txt files)
  • Softcoded which item qualities can be runeworded
  • Softcoded which item qualities get automagics, saving space for actual item mods on stuff like uniques/sets/etc
  • Softcoded the chance to spawn items as ethereal, while also making it quality specific
  • Softcoded which levels are town levels
  • Softcoded special level effects such as arcane sanctuary stars and summit parallax view, while also extending it to add our own effects
  • Softcoded which stats display in the stat screen, along with their positioning, coloring, etc
  • Softcoded the column/row positioning of skills in the skill tree, while also extending it to handle more than 3 columns and 6 rows
  • Softcoded special monsters overlays, while also allowing to apply this to any monster, saving states and allowing us to create more graphical effects (also made it possible to use a different overlay when the monster is a boss)
  • Softcoded special boss death effects, while also extending to to be applied on any monster of our choice, without using on-death skills which do not always work
  • Softcoded which units appear on the automap, while extending it to allow a control over colors, whether the name appears, etc
  • Softcoded the monster lifebar stuff, allowing us to color names without color codes, and also allowing us to choose whether to display a lifebar or not at all
  • Softcoded cube outputs such as the secret cow level portal, allowing us to add new ones easily
  • Softcoded and expanded a lot of stuff related to summons, while also combining features from other summoning functions, all into one and only skill func. (we can now do stuff such as caster summons that follow you, group summons, temporary summons, etc)
  • Allowed in-game reloading of some txt files (without leaving the game) [ debug feature ]


Rewritten Code Table Handlers

  • Item spell handler
  • D2GS Packets handlers (server & client)
  • ItemEventFunc handler
  • Object Operate and Init handlers (server only)
  • Skill SrvDoFunc handler


Skills

  • Skill timers are now set per skill, instead of being global. Also made it possible to create skill timer groups
  • Passive stat fields now have param fields, allowing us to use stats that use layers on passive skills
  • Rewrote the morph skill func from scratch to be used in conjunction with the all-purpose morph state
  • Rewrote skill restrict code to be used in conjunction with the all-purpose morph state
  • Built-in application of summon bonus stats, saving many slots for actual stats application on summons (in other words, stuff like +x% to summoned minions damage is now handled directly in the skill function. it's also possible to exclude specific summons from this rule)
  • Rewrote the skill resource usage (for now it was left as-is, but this will allow us to eventually implement new skill usage rules/functionalities, kinda like blood mana or whatever. for example, skills using stamina, or gold, etc)


Stats, Combat & etc

  • Physical immune monsters are no longer affected by open wounds
  • Over 100 ItemStatCost lines free'd from various code extending (scattered here and there in this change log)
  • Couple of state lines also free'd from various code extending
  • Added a stat that allows runewords in an item even if it's base quality usually doesn't allow it
  • Implemented a "attacker takes magic damage of" ItemEventFunc
  • Rewrote the morph handler from scratch to allow infinite amount of morphs using only one state


Items

  • pspell handler rewritten from scratch, allowing stuff such as level requirement support, quantity stack support, etc
  • pspell aim code extended, allowing us to use custom aim cursors for any pspell that requires aiming
  • added a new pspell to warp the player to the desired location
  • added a new pspell to spawn monsters or bosses
  • added a new pspell to cast skills
  • added a new aiming pspell to apply a dyes color to items
  • mystic orbs were changed into a aiming pspell
  • added a new pspell to create a "npc-speech" scrolling text box
  • added a new pspell to inscribe items
  • gold is atuomatically picked up when you walk over it
  • Runeword code rewrotten from scratch to implement new functionalities, and simplify how runewords are created in files
  • Rewrote the "hold-alt" code from scratch to implement a fully configurable drop filtering functionality along with enabling it to display more items at once
  • Added legacy tagging functionality to unique items (allowing us to have it marked for deletion or upgrading. upgrading would delete the legacy one and replace it with an updated one)


Multiplayer & Network

  • Added bunch of administration related stuff directly in-game
  • Implementation of MySQL for various purposes
  • Implemented TSW Gold system directly in-game (unfinished atm)
  • TSW Gold ladder (richest players leaderboard)
  • Implemented various anti-cheating stuff such as rust storm, legacy items deletion, etc (also logs caught cases)
  • PVP system fully reworked. For now only the core is done and this will not be implemented into the initial release. See this topic for information about everything that was and will be done.
  • Addition & Modification of many D2GS packets (this also acts as a counter to currently existing hacks in a way, even if it was not the intent)
  • Allowed more "server-wide" events, such as the diablo clone event. Although no actual event was coded so far
  • Disabled realm selection to make the mod TSW exclusive (it was already done via a trick from marco but meh, mine is a little more efficient)
  • Added server status display in-game (not actually done yet, but the function to get the status is done so whatever)


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Re: SIGMA - Update

Post by GregMXL on Mon Jun 01, 2015 1:53 pm

Nice whist! Exciting and I can't wait!

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Re: SIGMA - Update

Post by romanN1 on Mon Jun 01, 2015 1:58 pm

Tremendous work. Good job whist and happy to see you're motivated to go further and further!
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Re: SIGMA - Update

Post by RollsRoyce on Mon Jun 01, 2015 2:05 pm

insane ! Great job
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Re: SIGMA - Update

Post by Metalistas on Mon Jun 01, 2015 3:35 pm

Employee of the year !
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Re: SIGMA - Update

Post by Asteroth on Mon Jun 01, 2015 4:44 pm

Clap Clap
Incredible work
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Re: SIGMA - Update

Post by Gekko64 on Mon Jun 01, 2015 5:07 pm

well done  Clap Clap
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Re: SIGMA - Update

Post by ytdulu on Mon Jun 01, 2015 6:32 pm

Excited shaking

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