Patch 11 Released!!

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Myhrginoc
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Re: Patch 11 Released!!

Post by Myhrginoc » Wed Aug 03, 2005 1:07 am

Fortunately we can have our cake and eat it, since there is nothing I see to prevent running 1.11 side-by-side with 1.10 and earlier.
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Post by SVR » Wed Aug 03, 2005 3:46 am

Well, ExtLvl is hosed.
Any mods with added levels will have fixes to do (besides the code).

The dll compares are *way* off. Looks like they switched compilers or optimizations. Lots of NOPs (90) are now other equivalents.

Many of the nice asserts are gone (thus the smaller dll sizes for some).
I havent got time to really look at the code, hopefully things are just relocated.

Any D2Mod upgrade will be a while in coming, and I imagine a while longer for all the plugins.

EDIT: ... and I didn't see any Quests.txt in there :cry:
Last edited by SVR on Wed Aug 03, 2005 3:47 am, edited 1 time in total.

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Re: Patch 11 Released!!

Post by kingpin » Wed Aug 03, 2005 5:51 am

Fortunately we can have our cake and eat it, since there is nothing I see to prevent running 1.11 side-by-side with 1.10 and earlier.
Yeah,

I already run 1.00, 1.09b, 1.09d, 1.10 and 1.11 side by side :P

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Post by Myhrginoc » Wed Aug 03, 2005 7:35 am

SVR" wrote:The dll compares are *way* off. Looks like they switched compilers or optimizations. Lots of NOPs (90) are now other equivalents.

Many of the nice asserts are gone (thus the smaller dll sizes for some).
I havent got time to really look at the code, hopefully things are just relocated.

Any D2Mod upgrade will be a while in coming, and I imagine a while longer for all the plugins.
Major dll realignment indeed! I did begin to analyze the new layout, which you can read about here (warning, high geek content). SVR is right, a new d2mod will take some time to produce.
Last edited by Myhrginoc on Wed Aug 03, 2005 7:36 am, edited 1 time in total.
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Re: Patch 11 Released!!

Post by Paul Siramy » Wed Aug 03, 2005 7:43 am

When using -direct -txt to build .bin, 1.11 doesn't log in details the process in a .txt like 1.10 did. It now tells you nothing :roll:

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Re: Patch 11 Released!!

Post by Joel » Wed Aug 03, 2005 8:26 am

Paul Siramy";p="236450" wrote:When using -direct -txt to build .bin, 1.11 doesn't log in details the process in a .txt like 1.10 did. It now tells you nothing :roll:
Ahh ! I was thinking I'm starting having hallucinations when I looked at the log yesterday ...

Some smarty has removed the debug assertion BUT compiled the game in DEBUG mode (hence the lot of INT 03 instead of NOP)

Good shot Blizzard ...
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Re: Patch 11 Released!!

Post by Sir Xavius » Wed Aug 03, 2005 3:56 pm

From what you guys are describing, the new patch doesn't add anything really head-turning to the game. Maybe we should just ignore it, especially the mod-makers and mod-lovers who could've just as easily made the patch themselves!

A boycott of the patch might wake up the Blizzardites and remind them that we won't settle for their feeble and feckless attempts to keep us interested in the game while they figure out what to do with a proposed D3...

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Post by Darque » Wed Aug 03, 2005 4:02 pm

Some smarty has removed the debug assertion BUT compiled the game in DEBUG mode (hence the lot of INT 03 instead of NOP)
Compiled in DEBUG Mode 8-O
Isn't that a major blunder on Bliz's part? From my experience....doesn't a program in debug mode run slower?
I would hope they release a patch to this patch to remedy this. Maybe someone should contact Blizz and tell them it needs a recompile :P
Last edited by Darque on Wed Aug 03, 2005 4:37 pm, edited 1 time in total.
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Re: Patch 11 Released!!

Post by snowknight » Wed Aug 03, 2005 5:00 pm

And I thought the mistakes in the txt files were bad.

Does this patch even qualify as a beta release?

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Re: Patch 11 Released!!

Post by talonrage » Wed Aug 03, 2005 11:25 pm

So not bad of a patch for some curious extra stuff.Although here's a question for ya talon,so do the recipes work on one player??
No , I tried single player (and on open battle.net) and the formulas to open the new portals dont work (though Im sure they can be enabled with work).

Second , the files all work on closed (even the ones that don't appear to be finished or have errors) , which leads me to believe they added "beta" files to the patch and are using the finished files themselves server-side only (which is really stupid not adding the finished txt files to the patch).

When testing the new cubing formulas for single to open the new portals , I added 0 to eol (they were left blank) , so that wasnt the problem getting the portals to spawn. Oddly , the keys will drop in single so go figure.

As for Modding , im not going to use patch 11 , its simply "inferior" I think. Patch 10 was so much better I believe.

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Re: Patch 11 Released!!

Post by Hades » Thu Aug 04, 2005 2:52 am

Oh well it was worth a shot hhe heh.I did however know the keys dropped,I made bloodraven drop em all just so I could check em out.... :cool:
And yeah shouldn't be too hard to enable some stuff...Hmm reminds me I have to check out those new uniques and that trophy thing...I've been too busy playing it lol ..taking a break from modding heh heh...
nuff said
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As for the keys might as well change em to get em to do something else if recipes dnt work but this non single thing makes me think another patch is upcoming very soon heh heh...kind of makes me think of beta..
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Post by SVR » Thu Aug 04, 2005 4:58 am

Some smarty has removed the debug assertion BUT compiled the game in DEBUG mode (hence the lot of INT 03 instead of NOP)
It may be compiled in Debug but I think you can set the pad in options.
There seem to be No asserts so I wonder.
Also, *all* the optimization seems to be enabled which is abnormal in Debug.

They even used the dreaded 'Global Optimize' and hosed all the calling conventions.

I'll be real supprised if bugs dont start dropping like flies :roll:

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Re: Patch 11 Released!!

Post by Technomage » Thu Aug 04, 2005 11:36 am

Here's something that might be interesting: I tried Hero Editor for 1.10 on a 1.10 character that was converted to 1.11. The save file is still in the same format.

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Post by SVR » Thu Aug 04, 2005 2:13 pm

Yep, save format is the same. Havent looked at itemstats to see if any sizes changed yet.

New items crash Hero though.
Udie2 handles the new items, even the Uniques. The runewords even work ;-)

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Re: Patch 11 Released!!

Post by Phaen » Thu Aug 04, 2005 2:44 pm

Okay, Just a question,

Can someone put into simple language what can be done to allow the standard set of modding tools, (Those which are may be used by a text only modder) to make a mod for v1.11? Extracting the new files, editing and recompiling them, Can this be done yet? Or would it be advisable for someone to stick to 1.10 mods until a later date? Especially considering that many / most mods are single-player mods? So far as I can tell, It's better to stay with 1.10 to do modding, at least for now.

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Last edited by Phaen on Thu Aug 04, 2005 2:46 pm, edited 1 time in total.

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Post by Volf » Thu Aug 04, 2005 4:16 pm

The modding tools are still the same, for softcoded mods all you need is a mpq extractor, a spread sheet program and a tbl editor

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Re: Patch 11 Released!!

Post by Phaen » Thu Aug 04, 2005 5:33 pm

Volf,

Sounds Great. Does the same go for D2modderX v1.15?

--Phaen

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Re: Patch 11 Released!!

Post by snowknight » Thu Aug 04, 2005 5:40 pm

Paul Siramy";p="236450" wrote:When using -direct -txt to build .bin, 1.11 doesn't log in details the process in a .txt like 1.10 did. It now tells you nothing :roll:
I just found out the log file does work. Well, it works if you get an error. After all, a nice long list of seemingly random data is far better than just some quick listing or message that goes straight to the point of the problem. :roll:
Halt
Location : , line #2239
Expression : Unrecoverable internal error 6fdd3134
I fairly certain that was a map error (ds1/levels.txt size missmatch). The only reason I know that was because I intentionally caused that. With that said, it did happen sooner than I expected so who knows. Maybe it's a nice random error. :(

I believe this is what Joel and SVR were talking about.

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Re: Patch 11 Released!!

Post by Paul Siramy » Sun Aug 14, 2005 1:43 pm

Some .txt have at least 1 row where the last cell isn't filled (I skip the "Expansion" rows), so you'd better check them and put some 0 in them if you're using MS-Excel :

patch_d2.mpq : Data\Global\Excel\MagicPrefix.txt
patch_d2.mpq : Data\Global\Excel\MagicSuffix.txt
patch_d2.mpq : Data\Global\Excel\Properties.txt
patch_d2.mpq : Data\Global\Excel\TreasureClassEx.txt
patch_d2.mpq : Data\Global\Excel\UniqueItems.txt
patch_d2.mpq : Data\Global\Excel\CubeMain.txt
patch_d2.mpq : Data\Global\Excel\CubeMod.txt
patch_d2.mpq : Data\Global\Excel\ElemTypes.txt

d2exp.mpq : Data\Global\Excel\Belts.txt
d2exp.mpq : Data\Global\Excel\BodyLocs.txt
d2exp.mpq : Data\Global\Excel\CubeType.txt
d2exp.mpq : Data\Global\Excel\HireDesc.txt
d2exp.mpq : Data\Global\Excel\HitClass.txt
d2exp.mpq : Data\Global\Excel\WeaponClass.txt

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Post by Volf » Sun Feb 18, 2018 1:24 pm

Hmm blizzard announced 10 new runewords but in the files there are only 7, in first post Wrath and Voice of Reason are listed as number 8 and 9 but both of them are old 1.10 runewords. What caused confusion seems to be the messed up name reference column in runes.txt for voice of reason and grief

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