GalaXyHaXz, you are now a personal hero of mine alongside Max Schaefer, sir. Thank you so much!
p.s. Looking at your documentation it seems clear you have interest in making an 'improved but classic' version of Diablo at some point. I reviewed your list of known Diablo bugs and wanted to add these two multiplayer related animation issues, as they're a bit obscure:
-1) If other players perform an action that changes their animation state (such as changing armor, unequipped a weapon/shield etc.), and this update is received by another client whose game currently sees that player in a 'locked' state that prevents actions (such as attacking, being stunned, blocking etc.) their animation instantly changes on that client but the 'locked' flag remains, which causes them to glitch out on the client's game and see them standing in place idly and periodically teleporting as their actual reported location on the network moves far away enough from the position the client currently thinks they are. I believe this same issue is why you often see players whose weapons have broken glitch out the same way - your own game 'unequips' the broken item, and then their client receives that update while they still see you mid-attack.
Further proof of this is evident in that stuck players can become unstuck when forced into an animation state that prevents action eventually, for instance if your game thinks the other player got stunned or would block an attack, as soon as the animation finishes they become normal again and you can see their actions.
(Boring note: This glitch could actually occur on your own character in older versions of Diablo where it was possible to open your inventory and change equipment while in a 'locked' state, e.g. mid-stun, and your own character would get stuck.)
-2) Other players somewhere erroneously reference your own local character's animation frame count, which results in weird stuff like seeing a Warrior plucking away at his bow fervently but you may not see a single arrow fired, or a Sorc swinging an axe as fast as a Warrior. Basically (example only; numbers may not be accurate) your Rogue may only have 10 frames when she fires a bow, and the arrows is loosed on the 8th frame, but the Warrior may have 16 frames (slower) and an arrow is loosed on frame 14. If the Warrior attacks 'slowly' you'll see these arrows fly out, but if they're clicking fast enough, on your screen they appear to shooting as fast as your Rogue (repeating the attack after the 8th frame or whatever), but their animation never actually gets back far enough to where the Warrior's arrow is spawned on your own screen.
I was actually intending to write ASM patches for these some day, but that seems wasteful now. Keep up the great work!
p.s. Looking at your documentation it seems clear you have interest in making an 'improved but classic' version of Diablo at some point. I reviewed your list of known Diablo bugs and wanted to add these two multiplayer related animation issues, as they're a bit obscure:
-1) If other players perform an action that changes their animation state (such as changing armor, unequipped a weapon/shield etc.), and this update is received by another client whose game currently sees that player in a 'locked' state that prevents actions (such as attacking, being stunned, blocking etc.) their animation instantly changes on that client but the 'locked' flag remains, which causes them to glitch out on the client's game and see them standing in place idly and periodically teleporting as their actual reported location on the network moves far away enough from the position the client currently thinks they are. I believe this same issue is why you often see players whose weapons have broken glitch out the same way - your own game 'unequips' the broken item, and then their client receives that update while they still see you mid-attack.
Further proof of this is evident in that stuck players can become unstuck when forced into an animation state that prevents action eventually, for instance if your game thinks the other player got stunned or would block an attack, as soon as the animation finishes they become normal again and you can see their actions.
(Boring note: This glitch could actually occur on your own character in older versions of Diablo where it was possible to open your inventory and change equipment while in a 'locked' state, e.g. mid-stun, and your own character would get stuck.)
-2) Other players somewhere erroneously reference your own local character's animation frame count, which results in weird stuff like seeing a Warrior plucking away at his bow fervently but you may not see a single arrow fired, or a Sorc swinging an axe as fast as a Warrior. Basically (example only; numbers may not be accurate) your Rogue may only have 10 frames when she fires a bow, and the arrows is loosed on the 8th frame, but the Warrior may have 16 frames (slower) and an arrow is loosed on frame 14. If the Warrior attacks 'slowly' you'll see these arrows fly out, but if they're clicking fast enough, on your screen they appear to shooting as fast as your Rogue (repeating the attack after the 8th frame or whatever), but their animation never actually gets back far enough to where the Warrior's arrow is spawned on your own screen.
I was actually intending to write ASM patches for these some day, but that seems wasteful now. Keep up the great work!