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I'm the author of the per pixel lighting, it's not merged to the master yet, still needs some minor tweaks :)
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Sulibor: I was wondering if it it could be possible to add an option that would allow drop of multiplayer only spell books/scrolls (heal other, resurrection) in singleplayer in devilutionX.
I know those would not have any use, but for roleplay/completion sake I think it could make an interesting addition.
That should be pretty easy. Go to each site that tests for a spell of SPL_HEALOTHER or SPL_RESURRECT and for gbMaxPlayers == 1. Delete the test and the associated statement. For example, in Source/items.cpp, find the line void GetBookSpell(int i, int lvl). Look down for the test section:

---
    if (gbMaxPlayers == 1) {
        if (s == SPL_RESURRECT)
            s = SPL_TELEKINESIS;
    }
    if (gbMaxPlayers == 1) {
        if (s == SPL_HEALOTHER)
            s = SPL_FLARE;
    }
---
Delete that section. It causes attempts to drop Resurrect to instead drop Telekinesis, and attempts to drop Heal Other to instead drop Flare (Blood Star). There are similar blocks elsewhere for spells on staves, for random magic items, for random unique items, for random items (site #2), for witch items, and for healer items. I can't say why there are multiple blocks for random items. Diablo has a number of unused / unreachable paths, and since Devilution seeks to recreate Diablo, it must have those paths, even if they may be unreachable.

Those are all Devilution links, but DevilutionX should have similar code at similar offsets if you prefer to work with it.
Post edited March 22, 2020 by advowson
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Sulibor: I was wondering if it it could be possible to add an option that would allow drop of multiplayer only spell books/scrolls (heal other, resurrection) in singleplayer in devilutionX.
I know those would not have any use, but for roleplay/completion sake I think it could make an interesting addition.
avatar
advowson: That should be pretty easy. Go to each site that tests for a spell of SPL_HEALOTHER or SPL_RESURRECT and for gbMaxPlayers == 1. Delete the test and the associated statement. For example, in Source/items.cpp, find the line void GetBookSpell(int i, int lvl). Look down for the test section:

---
if (gbMaxPlayers == 1) {
if (s == SPL_RESURRECT)
s = SPL_TELEKINESIS;
}
if (gbMaxPlayers == 1) {
if (s == SPL_HEALOTHER)
s = SPL_FLARE;
}
---
Delete that section. It causes attempts to drop Resurrect to instead drop Telekinesis, and attempts to drop Heal Other to instead drop Flare (Blood Star). There are similar blocks elsewhere for spells on staves, for random magic items, for random unique items, for random items (site #2), for witch items, and for healer items. I can't say why there are multiple blocks for random items. Diablo has a number of unused / unreachable paths, and since Devilution seeks to recreate Diablo, it must have those paths, even if they may be unreachable.

Those are all Devilution links, but DevilutionX should have similar code at similar offsets if you prefer to work with it.
Great, Thank you for your reply, I will try it.
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qndel: I'm the author of the per pixel lighting, it's not merged to the master yet, still needs some minor tweaks :)
Oh, thanks for your answer. Looking forward to it!


Btw, is it possible to zoom in/out with the mouse wheel like in Beelzebub? and adding new quest marks like Beelzebub/D2?
Post edited March 22, 2020 by Adol_the_Red
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qndel: I'm the author of the per pixel lighting, it's not merged to the master yet, still needs some minor tweaks :)
Hi, may I ask what OS you're running? I've cloned your repo but didn't manage to create a build that runs stable, unlike the source devilutionX project. I assume it's related to my 64bit OSX, hence the question. I'd love to have the per pixel lighting, your screenshots look great! Unfortunately, this is my first time getting in touch with cmake & co, I usually write js (yes, I don't consider this programming either) ;).
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qndel: I'm the author of the per pixel lighting, it's not merged to the master yet, still needs some minor tweaks :)
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coulahan: Hi, may I ask what OS you're running? I've cloned your repo but didn't manage to create a build that runs stable, unlike the source devilutionX project. I assume it's related to my 64bit OSX, hence the question. I'd love to have the per pixel lighting, your screenshots look great! Unfortunately, this is my first time getting in touch with cmake & co, I usually write js (yes, I don't consider this programming either) ;).
feel free to join devilution's discord so we can talk about it, I hate chatting about such dynamic things through forums :D
Post edited May 16, 2020 by qndel
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Anders_Jenbo: It uses what ever resolution your desktop is currently at, so you could do it by changing your desktop resolution.
There should soon be an ini option to set the scaling to not use filtering, and setting the max number of simultaneously sounds (24 is the default).
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Korell: Ah, okay. I was looking more for the ability to change the scaling, so as to be able to zoom out a little.
We now finally have widescreen support, and you can also adjust the game resolution so that you can view more of the game world if preferred.
Attachments:
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Korell: Ah, okay. I was looking more for the ability to change the scaling, so as to be able to zoom out a little.
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Anders_Jenbo: We now finally have widescreen support, and you can also adjust the game resolution so that you can view more of the game world if preferred.
Nice. I saw that an update had landed last night and downloaded it, but I've not yet gotten around to looking into what it added. I'm hoping that the Quality of Life additions get updated for this new version soon, too.
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Anders_Jenbo: We now finally have widescreen support, and you can also adjust the game resolution so that you can view more of the game world if preferred.
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Korell: Nice. I saw that an update had landed last night and downloaded it, but I've not yet gotten around to looking into what it added. I'm hoping that the Quality of Life additions get updated for this new version soon, too.
Afaik it's already done and just needs some testing by the maintainer before he releases it.
The version with the QOL patches applied still isn't available, so I decided to have a go at compiling it myself. However, after trying a number of times to compile just the base DevilutionX and failing (as CMake in MS Visual Studio 2019 just refuses to recognise the Libsodium folders and files) I gave up. Never even got so far as to work out how to apply the diff patches to the files.
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Korell: The version with the QOL patches applied still isn't available, so I decided to have a go at compiling it myself. However, after trying a number of times to compile just the base DevilutionX and failing (as CMake in MS Visual Studio 2019 just refuses to recognise the Libsodium folders and files) I gave up. Never even got so far as to work out how to apply the diff patches to the files.
If you are on windows 10 I would recommend using WSL as it's much simpler to set things up there.

Here is the link to the test version:
https://github.com/Manuel-K/devilutionX-QOL-patches/files/5424744/devilutionx-1.1.0-qol-pre3-tt-rmb.exe.xz.gz

Also, Qndel is working on implementing this as build-in options for DevilutionX 1.2.0, test version of that here:
https://14037-143324737-gh.circle-artifacts.com/0/devilutionx_x86.exe
Post edited November 09, 2020 by Anders_Jenbo
I wouldn't recommoned using manuel's qol at all since they are just a poor port of my code ^^
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Anders_Jenbo: Here is the link to the test version: ...
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Anders_Jenbo: Also, Qndel is working on implementing this as build-in options for DevilutionX 1.2.0, test version of that here: ...
Thanks for those. Just tried them and they seem to work fine.

I noticed that when I tried using the base DevilutionX 1.1.0 that it was reporting as version 1.0.2 in the game menu and wasn't allowing a widescreen resolution, so I redownloaded it and noticed that the CRC32 hash for the exe file was different. The new one worked fine. Was an incorrect archive released with an out of date exe? I've no idea how else I could have ended up with that within the archive I downloaded.
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Anders_Jenbo: Also, Qndel is working on implementing this as build-in options for DevilutionX 1.2.0, test version of that here: ...
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Korell: Thanks for those. Just tried them and they seem to work fine.

I noticed that when I tried using the base DevilutionX 1.1.0 that it was reporting as version 1.0.2 in the game menu and wasn't allowing a widescreen resolution, so I redownloaded it and noticed that the CRC32 hash for the exe file was different. The new one worked fine. Was an incorrect archive released with an out of date exe? I've no idea how else I could have ended up with that within the archive I downloaded.
No, but 1.0.2 was released very close to 1.1.0 so maybe you just downloaded 1.0.2 and though you had the latest when 1.1.0 came out the day after.