Search found 32 matches
- Sat May 10, 2008 12:39 am
- Forum: Code Editing
- Topic: Algorithm for Objects 580 & 581?
- Replies: 3
- Views: 604
Re: Algorithm for Objects 580 & 581?
Thanks for the reply, though maybe I'm reading things wrong, but there might be some confusion of sparkly chests (object #397) and these hardcoded objects 580 & 581. An example of a map piece with #580 is slums16x16_1.ds1 (Lower Kurast fire) which contains three of them. There seems to be something ...
- Mon May 05, 2008 4:31 pm
- Forum: Code Editing
- Topic: Algorithm for Objects 580 & 581?
- Replies: 3
- Views: 604
Algorithm for Objects 580 & 581?
These are the special chests found in various specific .ds1 locations, such as Act1 houses, Lower Kurast huts near fire, behind Mephisto, and River of Flame endpoints. I'm wondering if anyone has deciphered what specifically distinguishes them from normal chests, in terms of number of drops and Trea...
- Sat Jan 12, 2008 5:55 am
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
So I guess I'll release that other skills.txt soon (though I wont have any time to test it myself due to MetalStorm and other projects needing all my attention for the time to come). Still looking for that chance to beat Riftwing. BTW, what effect does the "# kills" mod have on the Masamune set Col...
- Fri Dec 07, 2007 1:43 pm
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
Nefarius";p="370273" wrote: ... combined with facets and other things with -target resistances.
I do have a few -res Shards, but I thought -res items like these and facets only worked once resistances have been broken?
- Fri Dec 07, 2007 3:03 am
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Moved
Nefarius";p="370116" wrote:*This topic has been moved from Member Announcements to Mods by Nefarius*
There is a standalone forum now, please use that
Vendanna managed to kill Icehawk during testing
Could you or Vendanna elaborate on how?
- Thu Dec 06, 2007 3:45 am
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
Open Wounds + Conviction (the highest sLvl possible) to crack his immunities. Then pretty much hit him with everything you've got. mLvl 110 Skills: Beachball (sLvl 35) Summon Uber Duriel ([acronym="Skill Level"]slvl[/acronym] 1) Bone Spirit (sLvl 50) Blizzard (sLvl 50) Meteor (sLvl 50) Holy Freeze ...
- Fri Sep 28, 2007 4:05 pm
- Forum: Multimedia
- Topic: Exact cause of Hellfire torch/Shenk death slowdown?
- Replies: 9
- Views: 949
Re: Exact cause of Hellfire torch/Shenk death slowdown?
Went and tried both the glide wrapper ( this one ) and reducing the quality in the Nvidia driver settings. Unfortunately, got the same results. Also tried with sound disabled, but no difference. When testing I set /players 8, summon 10 Moos, a Valkyrie, and HoW spirit, take the Frigid Highlands wayp...
- Fri Sep 28, 2007 1:59 am
- Forum: Multimedia
- Topic: Exact cause of Hellfire torch/Shenk death slowdown?
- Replies: 9
- Views: 949
Re: Exact cause of Hellfire torch/Shenk death slowdown?
The current machine: 14:56:42.875 Speed: Approx. 2010 MHz 14:56:42.875 Total Physical Memory: 1023.48MB 14:56:47.625 Opening Direct3D window at 800x600... 14:56:48.078 Texture Memory Total= 496.871 MB, Free= 495.324 MB 14:56:48.078 Local Total= 248.871 MB, Free= 247.324 MB 14:56:48.078 AGP Total= 24...
- Thu Sep 27, 2007 10:27 pm
- Forum: Multimedia
- Topic: Exact cause of Hellfire torch/Shenk death slowdown?
- Replies: 9
- Views: 949
Re: Exact cause of Hellfire torch/Shenk death slowdown?
Hmm, was the infinite loop using the same function as the Hellfire Torch, i.e. DiabWallMaker? I've tried both DirectDraw and Direct3D modes, and get the same problem with both. I have to wonder if this machine with a dual core and 256MB 3D card can really be chugging so badly. Here's an animated exa...
- Thu Sep 27, 2007 7:41 pm
- Forum: Multimedia
- Topic: Exact cause of Hellfire torch/Shenk death slowdown?
- Replies: 9
- Views: 949
Re: Exact cause of Hellfire torch/Shenk death slowdown?
With the Hellfire + Strafe combo though, it does seem to be the engine. In Antibalance for example, a dense monster pack that doesn't die right away will quickly reduce to a slideshow (even on a current PC) from the amount of firestorms going off at once - the area of the firestorms will be almost s...
- Thu Sep 27, 2007 6:38 pm
- Forum: Multimedia
- Topic: Exact cause of Hellfire torch/Shenk death slowdown?
- Replies: 9
- Views: 949
Exact cause of Hellfire torch/Shenk death slowdown?
Just wondering if anyone knows where exactly the D2 engine is choking when it comes to displaying those animations. Is it some cap to the number of .DCCs going off at once? It doesn't seem to be the DCCs themselves, since replacing groundFireMedium.DCC with a smaller/less complex DCC doesn't help th...
- Sat Sep 08, 2007 5:23 am
- Forum: General Mod Making
- Topic: MonDen and how it really works
- Replies: 5
- Views: 660
Re: MonDen and how it really works
There's also a factor that makes the space around each monster off-limits? Interesting. Is it one subtile around the monster? WarpDist was 0 in that screenshot (mentioned in the other post), so that shouldn't be affecting it. The Scimitars were spawned only 1 per pack. -> https://d2mods.info/forum/a...
- Sat Sep 08, 2007 4:49 am
- Forum: General Mod Making
- Topic: MonDen and how it really works
- Replies: 5
- Views: 660
Re: MonDen and how it really works
Welcome back Nefarius; thanks for posting this info, it's something I've been wondering about. Do you have the 1.10/1.11 function locations for the 100000ths <= comparison? I also have some experimental results I'd like to reconcile with the 10% cap: http://img185.imageshack.us/img185/156/screenshot...
- Sun Jul 08, 2007 7:54 am
- Forum: General Mod Making
- Topic: Experiments with MonDen
- Replies: 0
- Views: 462
Experiments with MonDen
A bit of a multidisciplinary (code/map-edit/txt) question here... After some testing, it seems that increasing MonDen will not strictly increase the number of distinct monster groups that spawn while exploring a map. That is to say, even for large values of MonDen (>10000), it is possible to have fe...
- Sat May 12, 2007 8:00 pm
- Forum: General Mod Making
- Topic: Ways to purposely make all null drops?
- Replies: 1
- Views: 304
Ways to purposely make all null drops?
If one wanted to completely disable all item drops from monsters, what are the specifics of ways to do so? Is it as simple as putting a NOP in an item drop function (and if so, which)? What would need to be done for a txt-only approach (if possible)? Can this be extended to all drops everywhere (che...
- Sun Jan 21, 2007 8:21 pm
- Forum: Mod Concepts & Research
- Topic: Cross-session persistent merchant inventory
- Replies: 3
- Views: 870
Re: Cross-session persistent merchant inventory
what if player x sells an item in the game of player y? will the inventory of player x be lost and replaced with that of player y? etc It's my understanding that PlugY is somewhat brittle in that regard , hence the "single server" thought - any permanent NPC save file would be server-side (player y...
- Sun Jan 21, 2007 1:02 pm
- Forum: Mod Concepts & Research
- Topic: Cross-session persistent merchant inventory
- Replies: 3
- Views: 870
Cross-session persistent merchant inventory
Suppose one wanted NPC inventories to be based entirely on what players buy from, and sell to them. This behavior is present to some extent on a per-trip-to-town basis (if players sell an NPC with enough room an item, they can buy it back if they don't leave town). Could this behavior be extended to...
- Wed Dec 13, 2006 2:42 pm
- Forum: Diablo II Chatter
- Topic: Windows mode
- Replies: 13
- Views: 1425
Re: Windows mode
You already have that in D2 - in full screen mode. It stretches the graphics and fills the entire screen, no matter if you're playing on a 14" monitor or 21" one All kidding aside, the idea is to not have to mode switch the monitor and refresh rate every time, and be able to tab to other windows qu...
- Mon Dec 11, 2006 6:34 pm
- Forum: Diablo II Chatter
- Topic: Windows mode
- Replies: 13
- Views: 1425
Re: Windows mode
I should clarify one point - the Warcraft 3 switch doesn't affect the viewable area, it just scales the graphics output to fill the current screen resolution. It sounded like SVR's change had the same ability - to scale/magnify the 800x600 window to fill the screen at whatever the current resolution...
- Mon Dec 11, 2006 3:45 am
- Forum: Diablo II Chatter
- Topic: Windows mode
- Replies: 13
- Views: 1425
Re: Windows mode
SVR said he had a way to resize the window : I *have* written a replacement d2direct3d.dll that lets you do this. It supports 8,16,32 bit modes as well as fully sizeable window mode. Also supports 24 bit DC6 format. It does not support perspective though, and may not run well on slower machines. Thi...
- Mon Nov 20, 2006 6:04 pm
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
I might take the time to release a bit more thought-throughout version of AB. Don't know if this will require a full re-write, but thats for the future to tell. :cool: If it's any use, I think the group I've been trying this with would be happy with just a few minor changes and bug fixes. -magic it...
- Tue Nov 14, 2006 12:50 pm
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
Thanks for the replies. Some further thoughts after more testing: The Skeletons summoned by Horadric Mummies in Act V are infinite and don't drop any items. Same goes for Chaos Hordes summoned by Blood Mages. Neither of the summoned units give experience. icon_sad.gif Meanwhile, Vile Spawns and Magg...
- Fri Nov 03, 2006 7:20 am
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
After some further AntiBalance testing (and awaiting Nefarius' return), here are a few observations and questions: - Yes, normal and superior items do drop. The first one I saw was in Act III Normal, Lower Kurast. - Blood Mages' animation seems to be glitched - they will disappear during certain act...
- Sat Sep 16, 2006 8:49 pm
- Forum: General Mod Making
- Topic: Suggest A Tutorial
- Replies: 93
- Views: 63869
Re: Suggest A Tutorial
Say we have an intriguing mod (AntiBalance) and we wish to enable ATMA to recognize some small number of custom items from the mod (e.g. Magic Box). If the mod was created only through .txt file editing, is there any info about what ATMA would need so that it could transfer these new items between c...
- Sat Sep 09, 2006 10:42 pm
- Forum: Mods by Nefarius
- Topic: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance 2.4
- Replies: 56
- Views: 11381
Re: Two Updates - Ultimate Fixer vol. 5. 3.2 and AntiBalance
Great, looking forward to seeing a Zod for once. With the "add 1-4 sockets" recipes, will that add to existing sockets or only unsocketed items? Another poster had this same issue - normal and superior items don't seem to drop, even with 0% Magic Find. What sort of ratios should we be expecting from...