Do MACs support new monsters?

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Phrasz
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Do MACs support new monsters?

Post by Phrasz » Sat Jun 30, 2007 9:28 am

I am currently working a a mod, and a friend of mine is using a mac. I am attempting to add in new monsters, which work fine for me on my PC, but they cause my friend to crash out.

This is all the code he gave me :

Code: Select all

 00:00:37.347  Error opening file: DATA\GLOBAL\MONSTERS\0N\COF\0NA2hth.COF 00:00:37.347  Could not add cof file: DATA\GLOBAL\MONSTERS\0N\COF\0NA2hth.COF 00:00:37.347  sAsyncLoadBlock failed on async:1 unittype:1 unitclass:740 unitmode:5 weaponclass:0 wclass:1752459296
Any ideas?
Last edited by Phrasz on Sat Jun 30, 2007 9:28 am, edited 1 time in total.

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Post by Hans » Sat Jun 30, 2007 6:49 pm

Macs should be able to support new monsters. Mac users will get the changes that are in the mpq file. You may want to check what version of D2 your friend is running.

I am not to familiar with that kind of error.
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Post by Necrolis » Sat Jun 30, 2007 7:04 pm

looks like the .cof file doesn't match the anim(or its corrupt), macs can have everything except code edits(if it goes inside an mpq macs can use it), but you must precompile txts for macs
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Re: Do MACs support new monsters?

Post by Myhrginoc » Sat Jun 30, 2007 11:01 pm

Phrasz";p="334036" wrote: 00:00:37.347 Error opening file: DATA\GLOBAL\MONSTERS\0N\COF\0NA2hth.COF 00:00:37.347 Could not add cof file: DATA\GLOBAL\MONSTERS\0N\COF\0NA2hth.COF 00:00:37.347 sAsyncLoadBlock failed on async:1 unittype:1 unitclass:740 unitmode:5 weaponclass:0 wclass:1752459296
Several things have to agree for animations to work: monstats.txt, monstats2.txt (actually the .bin versions), AnimData.d2, your .cof file and your .dcc file (.dc6 in certain circumstances such as Mephisto). This error says the animation problem relates to the monster (unit type 1) whose ID in monstats is 740 and animation token is 0N has a problem with the A2 mode animation corresponding to an hth-weaponclass attack.
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Re: Do MACs support new monsters?

Post by Phrasz » Sun Jul 01, 2007 5:51 am

I'm quite familiar with the mpqs and interworkings (bins work, txt files dont), so thank you Hans and Necrolis. My friend is using 1.10 and I do precompile everything, which he ultimately takes and converts for use on his mac.

However, going into Myhrginoc's post: I am just learning the tokens and how they work. So thank you for showing/informing me of how the error reporting works. But with the tokens I grabbed a few off Incandescence, which are prebuilt/compiled. I stripped the code and place it into my mod, thus recompiling all the data(I believe 0N is the Black Knight from DI). I guess I'll have to double check my work. Or simply tell my friend he needs to bite the bullet.

Thanks all, and I'll keep you updated if things change.

Update 7/9/07: From what I discovered, the animations from the Incandescence site do in fact work. I just had to have all values, and txt files required, filled out properly. Because I had one of my string values referencing "next in class" incorrectly filled out. :D
Last edited by Phrasz on Mon Jul 09, 2007 11:35 am, edited 1 time in total.

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