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diablerie's Introduction

Diablerie

Windows Build Status

Linux Build Status

Code Status

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This is a recreation of Diablo 2 game from Blizzard.

The game is at a very early stage of development - work in progress.

No commercial use is intended. All images and sounds used are from Diablo 2 and are property of the original game creators.

How to run the game

Requirements:

  • Download latest version of Diablerie (Windows, Linux)
  • Copy following files from Diablo 2 LOD v1.14 to the Diablerie directory:
    • d2exp.mpq
    • d2data.mpq
    • d2char.mpq
    • d2sfx.mpq (optional)
    • d2music.mpq (optional)
    • d2xMusic.mpq (optional)
    • d2xtalk.mpq (optional)
    • d2speech.mpq (optional)
  • Run Diablerie

How to build and run from sources:

Requirements:

  • Unity 2019.2.8f1 (other versions are not tested)
  • Diablo 2 Lord of Destruction v1.14

Steps:

  • git clone https://github.com/mofr/Diablerie.git
  • Copy following files from Diablo 2 LOD v1.14 to the Diablerie directory:
    • d2exp.mpq
    • d2data.mpq
    • d2char.mpq
    • d2sfx.mpq (optional)
    • d2music.mpq (optional)
    • d2xMusic.mpq (optional)
    • d2xtalk.mpq (optional)
    • d2speech.mpq (optional)
  • Run Unity Editor and open Diablerie folder as a project
  • In Assets folder open Scenes/MainMenu.scene file
  • Press Play

In-game console

Press enter to open the in-game console. Some commands to test:

Spawn Immortal King Set under the cursor /spawn itemset immortal

Spawn diablo under the cursor /spawn diablo

Spawn 100 skeletons under the cursor /spawn skeleton1 100

Go to act 1 /act 1

Go to act 2 /act 2

Go to act 3 /act 3

Go to act 4 /act 4

Go to act 5 /act 5

FAQ

What the goals of the Diablerie project?

From highest priority to lowest:

  1. Implement all original Diablo II functionality. It will be cross-platform, easily run on modern systems in high resolution.
  2. Have a good separation of the Game and the Engine, so that engine can be used separately to create Diablo-like games.
  3. Create an original game in the setting of Diablo.

Why Unity?

Unity is simple yet powerful game engine. It saves a lot of time for doing very basic stuff. There a lot of people who already familiar with Unity. Also it simple enough to dive into for new developers. A lot of people have performance concerns about Unity. It shouldn't be an issue, and in case of serious bottlenecks it's possible to offload heavy computations to C++ libraries (as it's already done with MPQ loading code). New Unity Data-Oriented Tech Stack is also available and provides great performance.

Why C#

C# is popular, simple and performance enough language for today to make a game like Diablo. The main reason however is because using Unity implies using C#.

Can I Play Diablerie without original Diablo II?

No, you can't. Original game resources are property of Blizzard and distributing it is not legal.

Can I make mods for Diablerie?

Yes! This is one of the main goals of the project.

Can I make my own game based on Diablerie engine?

Yes. The project consists of two parts: Engine and Game. One of the Diablerie goals is to have good separation of the Game (which is actually Diablo II remaster) and the Engine, which can be used to create Diablo II clones.

Credits

Paul Siramy - ds1edit editor, great thanks for source code. Very helpful and detailed tutorials related to diablo 2 internals.

Bilian Belichev - DCC file format documentation and sample decoder.

Ladislav Zezula - StormLib

Phrozen Keep - A lot of various information about diablo 2 files.

diablerie's People

Contributors

liberodark avatar mofr avatar plug13 avatar sovietmade avatar

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diablerie's Issues

Footsteps sounds

  • trigger footstep sound periodically, disregard animation timeline
  • take into account dt1 sound index
  • depends on the unit and equip

Floating simulation window

Currently, whole world is simulated every frame. It's not feasible to compute when all levels will be created. Also, CollisionMap will not fit into the memory.
Need to do:

  • Simulate only part of the world near the player/camera
  • Store only simulated part of the world in the collision map
  • Upgrade WorldRenderer so that it renders only visible part of the world

Monsters sounds

  • attack and weapon
  • get hit
  • death
  • init
  • taunt
  • neutral
  • footsteps

Hit sounds

weapons.txt, skills.txt, missiles.txt and may be some others have HitClass property which should be mapped to particular sounds from Sounds.txt.

Implement rain effect

  • Visual effect, raindrops
  • Sound effect
  • Intensity levels
  • Day/night variations
  • Use LevelInfo.room property (no rain in caves)

Implement level warps

Already implemented:

  • parsing from txt files
  • positioning in the world space
  • selection
  • activation trigger

Need to implement:

  • actual hero transition

Implement loot highlighting (Alt button)

  • Make the labels highlightable with mouse hover
  • Implement clicking behavior on the labels (the same as clicking on loot directly)
  • Layout the labels so that they do not overlap
  • Pool labels
  • Fix bug when labels are overlapped
  • Regression: Do not highlight through the inventory
  • Allow player movement when the cursor is over a loot label
  • Regression: entities should not be selectable/interactable through the HUD and inventory
  • Tech debt: Show label only for loot on the screen
  • Tech debt: Do not exceed screen bounds
  • Bug: labels are changing positions on the first frame of Alt-click
  • Optimize for a lot of dropped items (>500)
  • Improvement: Limit the number of labels and implement some kind of filter
  • Improvement: Layout horizontally in addition to vertical

Implement COF triggers

COF files contain information about which frame should trigger some event (perform attack, launch missile etc). Currently COFAnimator triggers on the middle frame of animation sequence.

Implement DC6 loader

Currently DC6 loader loads first frame of first direction only. It needs to be fully implemented the same way as DCC does, including frames offsets and correct sprites creation/positioning.

Fix overlapping characters

Characters shouldn't overlap while moving. Also characters should use more CollisionMap cells (only one at the moment).

Implement belt

Subtasks:

  • create UI
  • expand UI on pointer over
  • toggle UI expand on tilde pressing
  • manual items placement
  • automatic picked up items placement
  • items highlighting
  • items tooltips
  • usage hotkeys
  • different belt sizes (depth)
  • don't forget already belted items when switching to a less capable belt
  • inventory convinence hotkeys (Shift+LMB to put items to the belt)

Check out misc.txt: http://d2mods.info/index.php?ind=reviews&op=entry_view&iden=317
Fields: belt, beltable

Separate collision map layer for dropped items

Items collide with themself only, here is a screenshot from original:
image

In the current implementation, it collides with missiles and characters, which is very inconvenient and confusing.

Non-colliding tiles

Some tiles are not colliding. Examples: Akara hut, wagon at the south of town.

Fix characters animation speed

Currently character animations speed are ugly dispatched in the COF.Load function.
Need to figure out exact formula to calculate creatures animation speed.
It does involve all animations which can be modified somehow in the game: attack, walk, run, cast, etc.
It doesn't related to idle/neutral animations.

Unique items

  • Parse UniqueItems.txt
  • Item name
  • Generate items properties
  • Override inventory graphics
  • Override flippy graphics
  • Override sounds
  • Use rarity
  • Rare drop fallback
  • Apply level requirement

Gold

Implement gold as a value rather than dummy item.

  • Find a place to store gold amount in item/pickup
  • Display gold amount in pickup text
  • Gold amount generation during item drop
  • Different gold piles/flippy depending on amount (1-99, 100-499, 500-4999, 5000-...)
  • Find a place to store gold amount (may be Character class, and rename existing Character to Creature or Pawn)
  • Display current balance as text in inventory
  • Drop gold button

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