Revival Thread

Information and updates for the "Revival" and "The Second Coming" mods by GuyAskinQuestion. If you have any questions or suggestions for these mods, please post them here.

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mr_smee_01
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Re: Revival Mod

Post by mr_smee_01 » Sat Nov 01, 2003 11:21 am

Hey! Good Job on the mod, been playing for a few days now, I like the changes you've made! I hope you won't forget about it now that 1.10 is out, I have no real desire to play 1.10 with a mod like this.

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Re: Revival Mod

Post by St. -Joris- » Wed Nov 05, 2003 8:41 am

hi all, looks like a very good mod. For some reason -direct -txt mods don't work for me. So is there an other solution for me? because i really like to play this mod. i already tried inserting into Patch_D2.mpq but it didn't work. please contact me if anyone knows how to solve at joris_hoogeboom@hotmail.com

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Re: Revival Mod

Post by GuyAskingQuestion » Wed Nov 05, 2003 9:33 pm

mmm I have been doing a little neglection haven't I ?

Well right now I do have abit of work on my hands, which is annoying since I like to keep updates frequent.

And about -direct -txt mods not working thats a bummer, I have problems making .mpq files work. I used to use some tool for changes that mpq'ed things for me but for some reason levels changes didn't occur :cry:

This is the only help I can give.

if you've installed d2 to the default folder then go to my computer, then to Local Disk (C), Program files, Diablo II.

C:/Program files/Diablo II

Then look for a file called Game or Game.exe, it should have NO ICON.

Then right click it and choose Create shortcut.

They should be a file now called Shortcut to Game.

Right click it and go to properties.

change TARGET to this:
"C:\Program Files\Diablo II\Game.exe" (if installed on the default)

and

START IN to this:
"C:\Program Files\Diablo II\Revival"

that is if you put revival their :)

Remember to move the DLL's into the normal Diablo 2 folder (back up your old ones, by renaming them)

If that doesn't work I dunno, I had the same problem I did it all correct and it didn't work... :lol:

btw smee what character are you :)
I choose my physician and my clergyman, thus indicating my sense of the quality of their work. By all means, also, choose your modmaker; that is the proper reward of the good modmaker, to be 'chosen.'

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Re: Revival Mod

Post by St. -Joris- » Wed Nov 05, 2003 10:35 pm

well did what you said, but it didn't work. some parts of the mod did actually work with inserting all into patch mpq.
btw smee what character are you
you mean what character i usally play. uhmmmm usually barbarian. by the way sorry for the bad english, i live in holland. do you have msn? mine is joris_hoogeboom@hotmail.com

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Re: Revival Mod

Post by GuyAskingQuestion » Thu Nov 06, 2003 3:51 pm

try making the shorcut to diablo ii.exe , Iam doing that now :)

I am not sure whether your suposed to link to game or diablo II :mrgreen:

I got no problems with language barriers, If iI tried to speak Dutch...

Well I might release 1.02 in mpq and txt formats, however I would have to re-write the readme to give information on Runewords...

You should be happy with the Barbarian my brother has been testing him quite vigorously ( I have tested the Druid most + abit of Sorc stuff), and my brothers quite happy right now.

Remember the skills on the Right are all 2 handed, even Stun!
And the ones on the Left are 1 handed, even Frenzy!

MSN I don't have right now but you can add my AOL account into your MSN and I can use trillion or d/l MSN 6.

e-mail yimmimori@aol.com it should work in MSN.


===============================================

Mod update:

1.02 is getting close to completion :)
With 1.10 I have been abit lazy I admit, but after this version I am thinking of converting the Mod for 1.10. If I can do this then I may try and get a site up and go for hosting 8-O

When it comes out if you have any experience with converting 1.09 -> 1.10 I'd appreciate any help.
I choose my physician and my clergyman, thus indicating my sense of the quality of their work. By all means, also, choose your modmaker; that is the proper reward of the good modmaker, to be 'chosen.'

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Re: Revival Mod

Post by mr_smee_01 » Fri Nov 07, 2003 8:24 am

Hey, you know something that works for -direct -txt mods, and this is what I usually do: extract the "data" folder from the .zip file into your d2 folder, then run in -direct -txt you shouldn't need to change the start in section if you do this, it works for me. And as for me, I usually play barbarian, amazon, or druid. I admit, it gets a little challenging at times, but I wouldn't change a thing. I lately have been encountering a bug that has made me stop using the barbarian. I'll see if I can remember it: whenever I use the whirlwind skill, my d2 will freeze and give me an error message, something about the animation, I close the message window, and go back in the game, my whirl completes, and it runs fine. I have avoided it by not using whirlwind. Also another whirlwind problem is when I click on a place ahead of the char, I will whirl to that spot as usual, but, if something is between my start point and finish point(rock, shrine, anything that you would normally just whirl around) my char hits the object, and stays in place, still whirling, but unable to land any hits, so I would just whirl on the spot uselessly till I died(if I didn't exit, that is).

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Re: Revival Mod

Post by GuyAskingQuestion » Fri Nov 07, 2003 10:32 pm

mmm that whirlwind problem sounds serious, I don't know why my brother hasn't mentioned anything about such a thing. (he does have it)

I am gonna check it out right now on 1.02

I haven't tried recreating the problem, but I believe I know why the crash occurs. BTW where you using a rather fast/slow weapon? Try with the opposite speeded weapon (from fast to slow, or slow to fast)

Anyway I just replace the WW line with a clean 1.09 version and put my ed% and ar% stats in. Hopefully that should fix things. I did some messing around in there that I didn't finish I think.

Also you reminded me of the Beserk bug, which I promptly have fixed for 1.02 which SHOULD be out this weekend. *cough* should *cough*

I'll force my bro into TCP/IP games :twisted:

Thanks for the tip, you earnt a read-me spot :mrgreen:
Last edited by GuyAskingQuestion on Fri Nov 07, 2003 11:14 pm, edited 1 time in total.
I choose my physician and my clergyman, thus indicating my sense of the quality of their work. By all means, also, choose your modmaker; that is the proper reward of the good modmaker, to be 'chosen.'

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Re: Revival Mod

Post by Alkalund » Sat Nov 08, 2003 2:49 pm

[quote=GuyAskingQuestion";p="137461"]try making the shorcut to diablo ii.exe , Iam doing that now :)

I am not sure whether your suposed to link to game or diablo II :mrgreen: [/quote]

diablo ii.exe is just a loader, game.exe is the true thing. Usually there are no problems in linking to diablo ii.exe, but some people can't make it work that way. Linking to game.exe should work all the time though.

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Re: Revival Mod

Post by GuyAskingQuestion » Sat Nov 15, 2003 3:40 pm

1.02 should be available soon. I always seem to miss the site updates :mrgreen:

I was going to implement some drastic item changes, but that would have made old characetrs unusable. Anyway the 1.02 update is pretty decent, new stuff, bug fixes and balancing, all in one little package :)

And while you wait heres the patch changes, straight from the readme


=== New Features ===

22 New Uniques
20+ New Runewords (around)
20+ New Cube Recipes
3 New Prefix/Suffix groups
New Cloak Class Armours
New Monster Skull Helms
New Elemental Amulets
New Axe type
New Amulet Graphics
Melding Gems now work in armours
Druid staves have new unique graphics
Jewels now have the potential to contend with Runes/Ethereal Gems

== Bug Fixes ===
Masters Charm of Lightning Mastery and Cold Mastery names are now fixed
Reward Charms description is now correct
Druids can no longer crash/rollback the game via shapeshifting between "furry" and normal states
Druid staves are now solt in NPCs
Druid staves no longer crash game when dropped
Some items which showed no name before now show a name
Danburite is now enabled, was disabled because of a typo (feeze instead of freeze LoL)
Ameity Runeword has been fixed
Whirlwind bug fixed (caused semi-crashes, also it did not hit correctely)
Beserk graphical bug fixed (yay!)
Lower Resist's required level is 50, bugged at 30 before
Some cube recipes that were ment for my testing, that were left and could be exploited, have been removed
Some melding gems did not do what they were supposed to...

=== Balance Changes ===
Act 3 Cold Mercs now have Teeth
Act 3 Cold Mercs have Hurricane, instead of Blizzard as it was too messy
Quill Rats in Hell have a lower chance of dropping small charms
Druid Staves now sell for a more realistic price

=== Difficulty Specific Changes ===
Normal
None

Nightmare
25% Experience Boost
25% AC Boost

Hell
25% Experience Boost
50% Armour Class Boost
25% Attack rating Increase

=== Skill Changes ===

The general motive in most changes are to weaken crowd controlling melee skills, via attack rating, and promote single hit skills.
Also some changes were not due to power, but due to "messyness"

Amazon
Jab initial attack rating now 30%, instead of 10%
Jab now gains 10% attack rating per level, instead of 5%
Fend now gives 15% attack rating per level instead of 20%
Multishot initial attack rating now 10%, insead of 25%
Multishot now gives 2% attack rating per level, insead of 15%


Barbarian
Concentrate starts with less attack rating
Concentrate gains more attack rating per level
Beserk now gains 25% attack rating per level, instead of 15%
Bash now gives 10% attack rating per level, instead of 5%
Whirlwind now gives 5% attack rating per level, instead of 10%

Druid
Werewolf casting delay returned
Werebear casting delay returned
Fury now starts at no enhanced damage, instead of 50%
Fury attack rating per level now 5%, instead of 10%
Spirit of Barbs now has 30% life per level, instead of 25%
Summon Raven's maximum number of Ravens is now 10, instead of 20 - due to messy look, not power
Raven's now get and additional 5 hits per level, instead of 3
Raven's damage greatly improved
Molten Boulder damage increased
Tornado damage increased
Artic blast damage increased
Fissure damage increased
Hurricane damage increased
Twister stun time decreased to 25 frames, instead of 35
Twister damage increased
Volcano range decreased to 10, instead of 16 - due to messy look, not power
Volcano casting delay now 85 frames, instead of 100
Volcano damage increased
Armageddon radius now 14, instead of 16 - due to messy look, not power
Armageddon damage increased
Hurricane initial length now 250 frames, instead of 200
Hurricane damage increased


Necromancer
Skeleton Mage is now a level 1 skill
Skeleton Warrior is now a level 20 skill
Skeleton Mastery now gives 15 damage per level, instead of 12
Skeleton Mastery now gives 12 life per level instead of 9
Fire Golem mana per level is now 2, instead of 3
Lower Resist now starts with a high mana cost, which gets lower every level <- To encourage more points to be spent in it :)
Bone armour now starts at 24 damage reduced, instead of 30
Bone armour now increases by 12 damage per level, instead of 10
Corpse explosion now does 80-120% Corpse life, instead of 90-140%
Bone Spear damage greatly improved at higher levels
Bone Spirit damage slightly improved


Paladin
Fist of the Heaven's casting delay now 20 frames, instead of 25
Fist of the Heaven's damage slightly increased
Sacrafice attack rating bonus per level is now 10%, instead of 5%
Zeal attack rating bonus per level is now 5%, instead of 10%
Conversion now cuts your damage in half
Concentration now gives an attack rating bonus: 25% initial, 5% per level
Fanaticism initial attack rating bonus now 20%, instead of 40%
Fanaticism attack rating per level now 2%, instead of 10%

Sorceress
Blizzard's range decreased - due to messy look, not power
Blizzard's damage increased
I choose my physician and my clergyman, thus indicating my sense of the quality of their work. By all means, also, choose your modmaker; that is the proper reward of the good modmaker, to be 'chosen.'

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