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 Post subject: Gates of Arimyth tribute in my HU branch mod
PostPosted: Mon Apr 22, 2024 4:41 pm 
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Joined: Mon Aug 31, 2009 5:20 pm
Posts: 383
Location: Central America - Honduras - S.P.S.
Sup, been a long time since my last post, although I always check this forum from time to time.

Now i'm back here in the forum to mention that I have an HU branch mod running its first online ladder for its "beta version 1.x.x" and we are basically done for this first season/version and I have this "Gates of Arimyth" endgame project for the version 2.0.1 after the reset. At this moment i have this map disabled and the general idea its the following:

After you kill soulmancer in Hell difficulty, he drops the key to the gates of arimyth, requires lvl104 to use and works like the codex giving you free access to that area(max player level is 105), this new area is the highest level area, and its like a "fighter club" place where you fight enemies with names of the Members of this Forum. (oldest or most active Members) the idea is to have 20 enemies in that place, with the name format "Shadow of Arimyth - DuffBeer" for example.
There will be as many Unique items level 104 named after the Members of this forum to try to cover as many as possible, for example "Fist of Jimbolia", "Izron Boots" or "Crucifiction's Armor" or whatever (still too early to give real names to items but thats the concept idea). Of course there will be a big boss in the back, alone in a room... this guys is basically unbeatable if you dont equip full lvl104 gear and his drop will be one thing.... Experience potion..., will be impossible to reach lvl105, the final level, if you dont drink the potion this final boss drop.

So... ill drop a list of names, if anyone is interested on his name as a "shadow of arimyth" or as an unique item, please let me know on this thread. Custom petitions are accepted aswell.

DuffBeer
Blue_myriddn
Jimbolia
Izron
Crucifiction
PureRage-Dod
Just-Ice
Nedder
Kruno
Tsume
TwistedMoonz
Kannli
Utter
HunterAs
FuryCury
Zikur
Cool-Player
Pious
Pappy
Drew
Alexius
Acey
Brevan
Snickers
oZio
Nova
Mud
Silent-
Nazgul
Lord-Turin
Asteroth
Bob
Kramuti
Martel
Drrod
Locryan
Crew
LmT
Mrawskrad
Saphire_Rawk
muleofal
Abominae
Tonykantos
Angel
Blinky99
Steel
Jaykayrox
Corr
Lockdown
Badboy
kwikster
MaMaLuLu
Gobo
Lee
slappynutz
Ares
Verb
Riem821
Ensley
iiNfluence
Boo-You
ao2005
Alternalo
Js-Punk
Kasia2

Ill add more or replace some if needed.

Discord channel of the mod:
https://discord.gg/evuDTBcY


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Mon Apr 22, 2024 5:53 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1141
Location: Vancouver, BC
I'm always interested in seeing where folks go with their changes to HU. Do you have a non-Discord download link (e.g. Internet Archive)?

Did you implement the map and charm changes you mentioned in this thread? For my version, I got around to implementing a change to charms similar to what you mentioned (1 charm per Act. Upgraded 2-3 times in each of 3 different ways (stats, damage, res)). I never got around to fixing some important bugs, so never bothered sharing it publicly as a "HUv1.7c", but if you'd like to copy some of the charm changes you inspired, then I'd be happy to share.


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Mon Apr 22, 2024 7:21 pm 
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Joined: Mon Aug 31, 2009 5:20 pm
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Location: Central America - Honduras - S.P.S.
I didnt do these specific map changes, I first went trough monsters, skills and items balance. Finished that already.

Then I went with slight map readjusts and then greatly shrinked caves/sidemaps/making easier and faster sidebossing. this was a faster alternative to static map presets, I still have the mapping project so that old thread of mine will happen. (i even have another of those for act2 and act3 but never published them iirc)

I dont have the "act charm" system, even tho i havent discarded the idea, instead and for now i have the Bounty/Quest system that target all minibosses and most sidemaps. All the super uniques are a minibosses now, like bloodraven, with their big name and special properties, if we were to qualify how strong they are, like bloodraven its their strenght kinda.

I would love for you to share that work with me, it flatters me very much that you took in consideration that concept of mine.


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Mon Apr 22, 2024 7:23 pm 
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Joined: Mon Aug 31, 2009 5:20 pm
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Location: Central America - Honduras - S.P.S.
Ill upload the non-discord links in a moment... i have a patch update scheduled for today so ill upload that first and then post it here so you get latest version.


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Mon Apr 22, 2024 7:31 pm 
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Joined: Mon Aug 31, 2009 11:28 am
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Location: Vancouver, BC
I look forward to checking it out, but no rush :)

I'll try to prepare a shareable package and link for what I've got within a couple days. There were many changes between v1.7b and v1.7c, but my time to work on things got very short.


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Mon Apr 22, 2024 7:59 pm 
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Joined: Mon Aug 31, 2009 5:20 pm
Posts: 383
Location: Central America - Honduras - S.P.S.
Just mod folder in case you have a gamefolder with multiple mods:
https://www.mediafire.com/file/4cmlwsnd ... 6.rar/file

Full game folder (outdated):
https://www.mediafire.com/file/0qaidwnh ... 5.rar/file

just latest patch to update game folder:
https://www.mediafire.com/file/p3t500hu ... 6.rar/file


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Wed Apr 24, 2024 9:06 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1141
Location: Vancouver, BC
Apologies, it looks like I won't be able to link to a complete package (it's been a few years, so when I have time I'll take another look at what might be going wrong). If you'd like to play with 1.7c then just download a norm-res version of 1.7b and play using -direct -txt and my 1.7c Testing data folder (should work fine, but note that this is for a Test version of the game with item-duping cube recipes enabled, etc). Alternatively, I've updated the Webpage Maker (now includes Hirelings page), you could just run it against the 1.7c files and look at the 1.7c Test Webpages to get a good idea of how the charms work (pre-act-bosses drop a charm related to Boss's element, along with a token enabling an upgrade recipe. Upgrade recipes are in the Uniques (charm-specific upgrades (EG +%?Res,+%?Dmg)) and Other (upgrading any charm (EG +Str, +HP)) pages). I did something similar with Unique Jewels (Jewel Booster tokens can drop, use them in a recipe to specialize Rainbow Facet or Wirt's Legacy as you wish (2 boosts total per jewel).

I've made a Home Modifications post detailing the changes file by file and usually explaining why the changes were made. If the list is too long to read, consider searching for "Note" or "Hardcoded" for information that might affect other D2 mods.


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Thu Apr 25, 2024 9:55 pm 
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Joined: Mon Aug 31, 2009 5:20 pm
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Location: Central America - Honduras - S.P.S.
Cool, Tyvm, ill check all that, sounds pretty interesting and nice. Ill definitely read that post.

Updated webpages maker? cool, im casually having problems with the old version im using for the runewords because i enabled the gloves/belt/boot sockets and some runewords for those bodyparts. But the webpages maker does not recognize it and skip the creation of the html, So i have an excel copy without boot/belt/glove to create it and manually created a list of runewords for those parts. Id highly appreaciate a reference or recommendation on how to modify it if its even possible.


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 Post subject: Re: Gates of Arimyth tribute in my HU branch mod
PostPosted: Fri Apr 26, 2024 8:46 am 
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Joined: Mon Aug 31, 2009 11:28 am
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Location: Vancouver, BC
If you're confident in your Python programming skills (i.e. you don't mind modifying what someone else hacked together), then I could share the Webpage Maker's code with you (use the email in my last PM). I'm not sure an elegant solution could be implemented, but my investigation into your issue has made me aware that (I think) a modder could make a runeword for Helms, but make it so that the runes gave shield-mods in Crowns but weapon-mods in Caps. I might have to take a look at the runeword-page generator some more some day, I think that project will take quite a while though.

As a quick-fix for your situation (probably take quite a while to setup (an hour?), but just a few minutes to update in the future):
I've taken a quick look at your files, it looks like Glove, Belt, Boot count as Torso/Helm runewords.
  1. Considering runes.txt allows you to copy a runeword's row completely, you should make sections in your master file (e.g. belt, glov, boot, helm, tors, shld, weap; or just belt, glove, boot, EverythingElse), so if you have a runeword for Gloves and Torso, just copy the runeword to each section (updating both sections separately if you change the runeword's mods). This means you'll only need to use the itype1 column.
  2. Once you've got a section for each type, make copies of runes.txt, one copy per item type, store each in it's own folder along with a copies of gems.txt, properties.txt, and the webpage maker.
  3. In the folder for BootRunewords, delete all non-boot rows from runes.txt.
  4. Replace all instances of "boot" with "helm" (or "tors")
  5. Run the webpage maker. It will generate a small runewords.html with runewords just for boots, you could rename it.
  6. Open the boots-runewords.html and replace all instances of "Helm" with "Boot".
  7. Repeat steps 3 to 6 with the other runeword item types, but you don't need to worry about steps 4 & 6 for helms, shields, weapons, torso.
  8. You could share the final runeword web pages as either separate files, or you could copy-paste parts of the html of some pages back into a single page (maybe with html anchors and links to navigate sections).
  9. In your future updates, after you've modifed the master runewords file, you could just highlight the edited section, and copy it to the runes.txt file in the relevant folder before repeating steps 4 to 6

There are other solutions where you don't make the separate folders per item type, but I'm pretty sure that's the best way for you to go (alternatives wouldn't let you trivially rename "Helm" to "Boot").

I might have time to do this later, just to confirm that nothing unexpected would happen or that I haven't forgotten a step, but it might be a couple days. I'm pretty sure you can have completely blank rows in runes.txt in order to make the section separations more clear.


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