* d2ui/skilltree: Don't render availSPLabel this is handled by the ui_manager now. * d2ui/custom_widget: Allow them to be cached into static images * d2player/hero_stats_panel: Remove render() function from game_controls all ui elements are now grouped into a WidgetGroup, thus rendering is done by the ui manager. * d2player/hero_stats_panel: Remove unnecessary widgets from struct we don't need to store them in the HeroStatsPanel struct anymore as they are completly handled by the uiManager. * d2ui/widget_group: Remove priority member this is already defined by the BaseWidget. * d2ui/widget: Move uiManager.contains() to the baseWidgets this method makes more sense on a widget anyways. * d2ui/widget: Add methods to handle widget hovering * d2ui/custom_widget: Require define width/height since the custom render() method can do whatever, we need the user to specify the width/height such that GetSize() calls are meaningful. * d2ui/widget: Allow widgets to return the uiManager * d2player/HUD: Refactor health/mana globe into its own widget * d2player/hud: Refactor load() seperate each type of loading into its own method. * d2player/HUD: Move stamina/exp bar into widgets * d2player/HUD: Refactor left/right skills into widget * d2ui/custom_widget: cached custom widgets should use widget.x/y since we render to an image, we use widget.x/y to position the cached image. * d2player/HUD: User cached custom widget for all static images |
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.circleci | ||
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.vscode | ||
d2app | ||
d2common | ||
d2core | ||
d2game | ||
d2networking | ||
d2script | ||
docs | ||
scripts | ||
utils/extract-mpq | ||
.editorconfig | ||
.gitignore | ||
.golangci.yml | ||
.travis.yml | ||
build.sh | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTORS | ||
d2discord.png | ||
d2logo.ico | ||
d2logo.png | ||
go.mod | ||
go.sum | ||
LICENSE | ||
main.go | ||
README.md | ||
rh.exe | ||
tagdev.bat |
OpenDiablo2
Join us on Discord!
Development Live stream
Support us on Patreon
We are also working on a toolset:
https://github.com/OpenDiablo2/HellSpawner
Please consider helping out with this project as well!
About this project
OpenDiablo2 is an ARPG game engine in the same vein of the 2000's games, and supports playing Diablo 2. The engine is written in golang and is cross platform. However, please note that this project does not ship with the assets or content required to play Diablo 2. You must have a legally purchased copy of Diablo 2 and its expansion Lord of Destruction installed on your computer in order to run that game on this engine. If you have an original copy of the disks, those files should work fine as well.
We are currently working on features necessary to play Diablo 2 in its entirety. After this is completed, we will work on expanding the project to include tools and plugin support for modding, as well as writing completely new games with the engine.
Please note that this game is neither developed by, nor endorsed by Blizzard or its parent company Activision.
Diablo 2 and its content is ©2000 Blizzard Entertainment, Inc. All rights reserved. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.
ALL OTHER TRADEMARKS ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS.
Status
At the moment (october 2020) the game starts, you can select any character and run around Act1 town.
Much work has been made in the background, but a lot of work still has to be done for the game to be playable.
Feel free to contribute!
Building
To pull the project down, run go get github.com/OpenDiablo2/OpenDiablo2
On windows this folder will most likely be in C:\users\(you)\go\src\github.com\OpenDiablo2\OpenDiablo2
In the root folder, run go get -d
to pull down all dependencies.
To run the project, run go run .
from the root folder.
You can also open the root folder in VSCode. Make sure you have the ms-vscode.go
plugin installed.
Linux
There are several dependencies which need to be installed additionally.
To install them you can use ./build.sh
in the project root folder - this script takes care of the installation for you.
Contributing
The imports for this project utilize github.com/OpenDiablo2/OpenDiablo2
. This means that even if you clone the repo, changes will not be taken as it will
still pull from the main repo's files. In order to use your local version, add the following to go.mod
in the base folder:
replace github.com/OpenDiablo2/OpenDiablo2 => /your/forked/import/path
This will tell go to use your local path instead of the official repo. Be sure to exclude this change from your pull requests!
If you find something you'd like to fix that's obviously broken, create a branch, commit your code, and submit a pull request. If it's a new or missing feature you'd like to see, add an issue, and be descriptive!
If you'd like to help out and are not quite sure how, you can look through any open issues and tasks, or ask for tasks on our discord server.
As of Oct. 26, 2020 we will no longer be accepting pull requests that introduce lint errors.
We use golangci-lint
to catch lint errors, and we require all contributors to install and use
it. Installation instructions can be found here.
VS Code Extensions
The following extensions are recommended for working with this project:
- ms-vscode.go
- defaltd.go-coverage-viewer
When you open the workspace for the first time, Visual Studio Code will automatically suggest these extensions for installation.
Alternatively you can get to it by going to settings Ctrl+,, expanding Extensions
and selecting Go configuration
,
then clicking on Edit in settings.json
. Just paste that section where appropriate.
Configuration
The engine is configured via the config.json
file. By default, the configuration assumes that you have installed Diablo 2 and the
expansion via the official Blizzard Diablo2 installers using the default file paths. If you are not on Windows, or have installed
the game in a different location, the base path may have to be adjusted.
Profiling
There are many profiler options to debug performance issues. These can be enabled by suppling the following command-line option and are saved in the pprof
directory:
go run . --profile=cpu
Available profilers:
cpu
mem
block
goroutine
trace
thread
mutex
You can export the profiler output with the following command:
go tool pprof --pdf ./OpenDiablo2 pprof/profiler.pprof > file.pdf
Ingame you can create a heap dump by pressing ~
and typing dumpheap
. A heap.pprof is written to the pprof
directory.
You may need to install Graphviz in order to convert the profiler output.
Debugging
Layouts
Layouts can show their boundaries and other visual debugging information when they render. Set layoutDebug
to true
in d2core/d2gui/layout.go
to enable this behavior.
Roadmap
There is an in-progress project roadmap, which will be updated over time with new requirements.
Screenshots
Additional Credits
- Diablo2 Logo
- Jose Pardilla (th3-prophetman)
- DT1 File Specifications
- Paul SIRAMY (http://paul.siramy.free.fr/_divers/dt1_doc/)
- Other Specifications and general info
- Various users on Phrozen Keep