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OK, one of the item duping bugs was my fault. It took a while for one of the battle.net moderators to tease how to do it from one of the Chinese players using
by stevenwoo 9y ago
OK, one of the item duping bugs was my fault. It took a while for one of the battle.net moderators to tease how to do it from one of the Chinese players using it to make a killing in real world cash. At some point we made the single player game that worked into a multiplayer game without changing anything else or reviewing the code for exploits - I did all the code for the interactive objects in the game and there was a trigger on objects that we should have made authoritative on the server ( and that million dollar lesson that I always learned to do nowadays in client server projects...) but wasn't for opening chests so people with modded clients we're able to open chests an infinite amount of times. I don't know about the bug you are describing - was it peer to peer or b.net multiplayer? Though it sounds like it would depend upon some server/client synchronization timing that was not working in all situations correctly, I didn't work on the network/server team, but we must have missed something like the other bug, where it made sense in single player but should have been thoroughly rethought.
A lot of the features we added to D2 were things the original creators wanted to do in D1 or even the D1 expansion, the D1 expansion was outsourced and they were really unhappy about the quality of the add-on and were determined to make things right with D2 and do the expansion in house as well. I finished my work early so I added the keyboard customization feature for fun. There's a making of book about Diablo 2 that interviews the guys who also started Blizzard North/made Diablo 1 so a lot of information about the process is in there.
- marvin 9y agoAbsolutely fascinating read. Thanks for sharing, strange to think that my computer has run your code countless times and contributed to years of enjoyment.