Search found 887 matches
- Mon Nov 23, 2015 9:40 am
- Forum: Code Editing
- Topic: pLinkObject Crash - RedPortal -Solved
- Replies: 15
- Views: 2779
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 ...
- Mon Nov 23, 2015 4:52 am
- Forum: Code Editing
- Topic: 113d Dropping maximum amount of items regardless of /players
- Replies: 9
- Views: 3342
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...
- Mon Nov 23, 2015 1:01 am
- Forum: Code Editing
- Topic: 113d Dropping maximum amount of items regardless of /players
- Replies: 9
- Views: 3342
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...
- Sun Nov 22, 2015 1:04 am
- Forum: Code Editing
- Topic: 113d Dropping maximum amount of items regardless of /players
- Replies: 9
- Views: 3342
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...
- Wed Nov 18, 2015 10:44 pm
- Forum: Code Editing
- Topic: Red portal act4->act5 code
- Replies: 3
- Views: 1044
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.
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.
- Tue Nov 17, 2015 8:31 pm
- Forum: Code Editing
- Topic: Missing Struct ??
- Replies: 2
- Views: 712
Re: Missing Struct ??
Ok got that working, thanks!
- Tue Nov 17, 2015 8:23 pm
- Forum: Code Editing
- Topic: 1.13c locations of code of red portal fix and custom portals
- Replies: 8
- Views: 2694
Re: 1.13c locations of code of red portal fix and custom por
Yes I think so. See this post for suggestions
viewtopic.php?f=4&t=54328
viewtopic.php?f=4&t=54328
- 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
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...
You can save yourself some trouble and ignore this part of the code edit...
It wont work in anything after 1.10f, because the code that handles Red Portal Namestrings work much differently after that.Red Portal Fix
The code fix for Red portals is coded by SVR
- Tue Nov 17, 2015 1:00 pm
- Forum: Code Editing
- Topic: Missing Struct ??
- Replies: 2
- Views: 712
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.
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.
- Thu Nov 05, 2015 10:12 am
- Forum: Code Editing
- Topic: Classic whirlwind skill
- Replies: 14
- Views: 2061
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...
- 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
Re: how to modify: kick the bucket will not produce monster
I think you just change operatefn to 0 in objects.txt
- Mon Oct 26, 2015 3:14 am
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
Re: Mouseover question about new area replacing the Pit
I think he's referring to Necrolis extended levels fix for 1.13c. and yes that is the only thing needed.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.
- Fri Oct 23, 2015 2:16 am
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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...
- Thu Oct 22, 2015 7:19 pm
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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
- Thu Oct 22, 2015 1:09 am
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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.
- Wed Oct 21, 2015 6:22 pm
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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...
- Wed Oct 21, 2015 5:38 pm
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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.
looks like your new level is correct 137, but you should use PID 1091 in levelprest.txt for the new level.
- Wed Oct 21, 2015 7:17 am
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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
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
- Wed Oct 21, 2015 3:06 am
- Forum: Code Editing
- Topic: New town level[1.13c]
- Replies: 5
- Views: 1978
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
viewtopic.php?f=8&t=48148
- Tue Oct 20, 2015 7:01 am
- Forum: Map Editing
- Topic: Mouseover question about new area replacing the Pit
- Replies: 48
- Views: 8111
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.
If your using preset tiles like gold chest in your new level, you need add new row with unique def # in LvlPrest.txt.
- Mon Oct 19, 2015 10:30 pm
- Forum: Code Editing
- Topic: Perfect hit chance
- Replies: 8
- Views: 1910
Re: Perfect hit chance
Glad you got it working Okapi
Cheers
Cheers
- Sun Oct 18, 2015 8:59 pm
- Forum: Code Editing
- Topic: Perfect hit chance
- Replies: 8
- Views: 1910
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, ...
- Sat Oct 17, 2015 2:49 am
- Forum: General Mod Making
- Topic: Having problems to add new unique items
- Replies: 2
- Views: 592
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,...
- Fri Oct 16, 2015 5:29 pm
- Forum: Code Editing
- Topic: Perfect hit chance
- Replies: 8
- Views: 1910
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...
- Fri Oct 16, 2015 10:48 am
- Forum: Code Editing
- Topic: Perfect hit chance
- Replies: 8
- Views: 1910
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...