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how to run game with diabdat.mpq? #8

@mewmew

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@mewmew

Hi Shyam,

It's a really cool project that you've been playing with. Path finding and TMX loading seems to be working well.

I got it up running using the OpenGameArt assets that you had included with the v0.2 release, and that worked great!

diablogl screenshot

How do you get it running locally using assets from diabdat.mpq?

We've been playing around with similar ideas of using TMX as a basic for the Diablo 1 maps, and have a proof of concept at https://github.com/sanctuary/spark

The approach we've taken to handle assets is to extract them locally and convert them into suitable file formats. The user is still required to own a legal copy of DIABDAT.MPQ, but other than that, the game engine isn't even aware of any of the ancient file formats. All the file format conversion is handled by a preprocess stage (i.e. https://github.com/sanctuary/spark/blob/master/_scripts_/opensourceami/main.go).

I'd be interested to hear what your plans are for DiabloGL going forward, and if you'd be interested in collaborating in one way or another :) If you want to use a TMX for the first dungeon level, have a look at https://github.com/sanctuary/spark/blob/master/tiled/cathedral/cathedral_00000000.tmx

It is the first level of the Cathedral, using seed 0x00000000.

Hope to hear back from you!

Cheers
/u & i

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