Search found 887 matches

by devurandom
Mon Nov 23, 2015 9:40 am
Forum: Code Editing
Topic: pLinkObject Crash - RedPortal -Solved
Replies: 15
Views: 2779
United States of America

pLinkObject Crash - RedPortal -Solved

Hello, I have an issue with the red portal crashing on link stage. Using Kidpaddle's code ported to [1.13d]. If I comment out CreateLinkedPortalInLevel, and the dependencies to that, I get a Red Portal as output, and the animation works.. Of course the portal doesn't work properly, but anyway. Main ...
by devurandom
Mon Nov 23, 2015 4:52 am
Forum: Code Editing
Topic: 113d Dropping maximum amount of items regardless of /players
Replies: 9
Views: 3342
United States of America

Re: 113d Dropping maximum amount of items regardless of /pla

Sequence of Commands Pattern search for the above: CMP EAX,9 JGE SHORT const MOV EAX,[EAX*4+const] Yup that's good, but it doesn't have to be in EAX. it can be in any register. Better to search like this: CMP R32,9 JGE SHORT const MOV R32,[R32*4+const] (points to a virtual table) Changing the array...
by devurandom
Mon Nov 23, 2015 1:01 am
Forum: Code Editing
Topic: 113d Dropping maximum amount of items regardless of /players
Replies: 9
Views: 3342
United States of America

Re: 113d Dropping maximum amount of items regardless of /pla

I also don't understand why we have an array of size 9 rather than of size 8 [0-7] should be all that is needed for an 8 player game. Why the extra 0? Its just padding for the array... On another note, I noticed that if I go to address 6FD1BC50 in D2Game.dll and then I scroll up once in the Olly wi...
by devurandom
Sun Nov 22, 2015 1:04 am
Forum: Code Editing
Topic: 113d Dropping maximum amount of items regardless of /players
Replies: 9
Views: 3342
United States of America

Re: 113d Dropping maximum amount of items regardless of /pla

Hi Jonathan, This is one possible place to start looking, not sure. d2game.dll 6FCB92D0 85C9 TEST ECX,ECX 6FCB92D2 7C 0B JL SHORT 6FCB92DF 6FCB92D4 83F9 08 CMP ECX,8 6FCB92D7 7F 06 JG SHORT 6FCB92DF 6FCB92D9 890D 441CD36F MOV DWORD PTR DS:[6FD31C44],ECX 6FCB92DF C3 RETN 6FD31C44 is the global pointe...
by devurandom
Wed Nov 18, 2015 10:44 pm
Forum: Code Editing
Topic: Red portal act4->act5 code
Replies: 3
Views: 1044
United States of America

Re: Red portal act4->act5 code

Necrolis had a post on doing this, but I cant find in google at the moment.
IRC.. it works by changing the operatefn from portal to waypoint?
But I haven't tested any of that yet.


EDIT:
found the post
also may require changing some quest checks.
by devurandom
Tue Nov 17, 2015 8:31 pm
Forum: Code Editing
Topic: Missing Struct ??
Replies: 2
Views: 712
United States of America

Re: Missing Struct ??

Ok got that working, thanks!
by devurandom
Tue Nov 17, 2015 7:14 pm
Forum: Code Editing
Topic: 1.13c locations of code of red portal fix and custom portals
Replies: 8
Views: 2694
United States of America

Re: 1.13c locations of code of red portal fix and custom por

Hi,

You can save yourself some trouble and ignore this part of the code edit...
Red Portal Fix
The code fix for Red portals is coded by SVR
It wont work in anything after 1.10f, because the code that handles Red Portal Namestrings work much differently after that.
by devurandom
Tue Nov 17, 2015 1:00 pm
Forum: Code Editing
Topic: Missing Struct ??
Replies: 2
Views: 712
United States of America

Missing Struct ??

Greetings,

Wondering if I need a struct for these items..?

pSourceCoord
pOutputCoord

Its used in stub D2GAME_GetFreeCoords.

Or maybe its a simple struct like COORDS ?

Thanks.
by devurandom
Thu Nov 05, 2015 10:12 am
Forum: Code Editing
Topic: Classic whirlwind skill
Replies: 14
Views: 2061
United States of America

Re: Classic whirlwind skill

Nefs post - offsets for 1.10f here: https://d2mods.info/forum/viewtopic.php?f=4&t=38820 offsets for 1.13 posted here: https://d2mods.info/forum/viewtopic.php?f=8&t=58689 From Kidpaddle's 1.13c collection: "Classic Whirlwind" D2Game.dll - 26E7D 035F6E7B 85C0 TEST EAX,EAX 035F6E7D 75 0A JNZ SHORT D2Ga...
by devurandom
Sat Oct 31, 2015 8:39 pm
Forum: Code Editing
Topic: how to modify: kick the bucket will not produce monster
Replies: 1
Views: 742
United States of America

Re: how to modify: kick the bucket will not produce monster

I think you just change operatefn to 0 in objects.txt
by devurandom
Mon Oct 26, 2015 3:14 am
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

Trevor" wrote:I dont know what Necrolis files do. By the look of the Pandemonium maps in your levels.txt, you are not modding 1.10 like I am.
I think he's referring to Necrolis extended levels fix for 1.13c. and yes that is the only thing needed.
by devurandom
Fri Oct 23, 2015 2:16 am
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

couple different problems related to that error: ---------------------------------------------- Halt Location : , line #46 Expression : Unrecoverable internal error 6fdb66e6 Edit: Problem solved. Warp was too close to unwalkable tiles. ----------------------------------------------------- and also s...
by devurandom
Thu Oct 22, 2015 7:19 pm
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

the DS1 extracted from d2data is used in regular tristram and the one in d2expansion is meant for lvl 136. If I remember right it crashes, if you extract wrong and use it loading your preset in lvlprest.txt
by devurandom
Thu Oct 22, 2015 1:09 am
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

There's 2 different tristram maps in mpq's. Seems like the ds1's will cause a crash if you swap one for the other, if I remember right.
by devurandom
Wed Oct 21, 2015 6:22 pm
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

The only thing I can find related to error #826 is this: https://d2mods.info/forum/viewtopic.php?f=4&t=54125 Assertion Failure Location: D2Common\DATATBLS\LvlTbls.cpp, line #826 Expression: Error in DLRG related to stairs that connect levels. How may I go about fixing this error? Edit: I found the e...
by devurandom
Wed Oct 21, 2015 5:38 pm
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

How are you connecting your new pit level 2 to the outdoor preset? with a trap door ?

looks like your new level is correct 137, but you should use PID 1091 in levelprest.txt for the new level.
by devurandom
Wed Oct 21, 2015 7:17 am
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

Is this the tutorial you followed?
http://paul.siramy.free.fr/_divers/ds1/ ... index.html
If so, it has some issues in 1.13c, and likely, some other versions too.

Here's a post that details some issues it has issues.
viewtopic.php?f=8&t=62479
by devurandom
Wed Oct 21, 2015 3:06 am
Forum: Code Editing
Topic: New town level[1.13c]
Replies: 5
Views: 1978
United States of America

Re: New town level[1.13c]

Saw this when searching for a stub today. Its about adding new towns, not sure if it will help. :-|

viewtopic.php?f=8&t=48148
by devurandom
Tue Oct 20, 2015 7:01 am
Forum: Map Editing
Topic: Mouseover question about new area replacing the Pit
Replies: 48
Views: 8111
United States of America

Re: Mouseover question about new area replacing the Pit

Could also be an issue with LvlWarp.txt in your new level.
If your using preset tiles like gold chest in your new level, you need add new row with unique def # in LvlPrest.txt.
by devurandom
Mon Oct 19, 2015 10:30 pm
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1910
United States of America

Re: Perfect hit chance

Glad you got it working Okapi

:)

Cheers
by devurandom
Sun Oct 18, 2015 8:59 pm
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1910
United States of America

Re: Perfect hit chance

This method worked for me! No crash so far. Does this mean that AR mechanic is no longer needed? And finally, Would it be possible to give the monsters 100% hit chance at all times? Huge thanks to you both. :) Only 2 edits should be needed for d2client. I'm not sure what the third one does? sorry, ...
by devurandom
Sat Oct 17, 2015 2:49 am
Forum: General Mod Making
Topic: Having problems to add new unique items
Replies: 2
Views: 592
United States of America

Re: Having problems to add new unique items

Hi, sorry, not familiar with the item generator. some suggestions, Check the rarity column of the item, some uniques drop much less frequently than others because of item rarity specified in uniqueitems.txt. Example SoJ. You can also create custom cube recipes to generate about any item in the game,...
by devurandom
Fri Oct 16, 2015 5:29 pm
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1910
United States of America

Re: Perfect hit chance

I think your crash may be from too many edits in d2client. I applied the d2Game edit, then saved, exited, restart no crash. Edit: looks like you need to edit 2 code sections in d2client to fix the LCS display 6FB6C9EE 83FD 64 CMP EBP,64 6FB6C9F1 |. 7E 05 JLE SHORT D2Client.6FB6C9F8 6FB6C9F3 BD 64000...
by devurandom
Fri Oct 16, 2015 10:48 am
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1910
United States of America

Re: Perfect hit chance

Hi Okapi, Just did a quick search for const 5F in d2game.dll two breakpoints when you hit monster in 1.13d... (code below is binary identical... but offsets posted are for 1.13c) 1.13c BP #1 most likely to be the code your looking for try changing the two hex values, and see if that works. 5F = 95 d...

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