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by Necrolis
Thu Jun 21, 2018 7:59 pm
Forum: Off-Topic
Topic: Diablo 1 Reconstucted Source Code
Replies: 1
Views: 115
South Africa

Re: Diablo 1 Reconstucted Source Code

A slight caveat to this interested: the bulk of the code is Hex-rays output, which means it can be nigh unreadable (mainly the DLRG code); it needs to be paired with the info from the sanctuary project for a bit of understanding. Additionally, DiabloUI.dll has not been reversed, nor has storm.dll. I...
by Necrolis
Thu Jun 21, 2018 9:03 am
Forum: Multimedia
Topic: Diablo 2 HD
Replies: 1
Views: 102
South Africa

Re: Diablo 2 HD

No such mod exists in terms of upscaled and filtered sprites (mainly because D2's 8bit palette isn't really going to let those change much, you can't do good alpha blends for example). The best there is at the moment are mods like D2MultiRes that allow for increased resolutions.
by Necrolis
Mon Jun 18, 2018 10:55 am
Forum: Code Editing
Topic: Palette for dynamic bitmap
Replies: 3
Views: 101
South Africa

Re: Palette for dynamic bitmap

Thanks! Confirming the global palette connected the dots in my head. I'm referring to the CellConv source to convert the bmp to the unit palette on the fly. I can't just do it offline because I have no idea what the bitmap is going to look like before it's generated within the game. If you do this ...
by Necrolis
Sun Jun 17, 2018 11:05 pm
Forum: Code Editing
Topic: Palette for dynamic bitmap
Replies: 3
Views: 101
South Africa

Re: Palette for dynamic bitmap

Cellfiles are 8bit palette maps, which get indexed into the currently set global palette. If you want to load a 24bit BMP into a cellfile, you need to do the conversion yourself, or use the D2CMP palette framework to do it for you. I'd suggest just doing it offline and loading a DC6 rather than a BMP.
by Necrolis
Fri Jun 15, 2018 8:27 pm
Forum: Code Editing
Topic: 1.13c Send Packet Offset
Replies: 7
Views: 165
South Africa

Re: 1.13c Send Packet Offset

thanks for the information, it's weird because: 69 -> Leave Game 6b -> Join Game Those aren't really GS packets, same goes for 0xB3 and friends (used for save files), they fall under the game admin packets. (I make the distinction of GS being actual in-game packets, aka without a valid pGame, the p...
by Necrolis
Fri Jun 15, 2018 1:05 pm
Forum: Code Editing
Topic: 1.13c Send Packet Offset
Replies: 7
Views: 165
South Africa

Re: 1.13c Send Packet Offset

The client to server GS packets only go up to id 0x66, you can find this very easily (using the topic you linked): 025DC55F 3C 67 CMP AL,67 025DC561 0F83 0A010000 JNB D2Game.025DC671 There are a few packets used for other tasks outside this range, but the 0xF0+ packets aren't part of the GS at all. ...
by Necrolis
Wed Jun 13, 2018 4:57 pm
Forum: Code Editing
Topic: Charm Inventory/Zone 1.13c
Replies: 11
Views: 307
South Africa

Re: Charm Inventory/Zone 1.13c

You need to post the actual error dump for the D2 log file, as the error code is a generic Windows error code.
by Necrolis
Mon Jun 11, 2018 9:48 pm
Forum: Code Editing
Topic: D2CLIENT Error Line Number 496
Replies: 2
Views: 102
South Africa

Re: D2CLIENT Error Line Number 496

Well, this error can only happen when the client's current difficulty global is corrupted; you need to do a memory-bp-on-write and see what is setting it above 2. Also make sure D2Client.0x6FAAC090 hasn't been broken.
by Necrolis
Sat Jun 09, 2018 1:58 pm
Forum: Code Editing
Topic: [1.14+] Code Edit Viability
Replies: 4
Views: 146
South Africa

Re: [1.14+] Code Edit Viability

Lack of space isn't an issue, this can be easily gotten around via a PE edit and tons of padding being added to the code section. Injecting a dll is also another option, now you just hijack the EP, LoadLibrary and get back to the EP. In many ways 1.14+ is simpler, the only issue is dealing with comp...
by Necrolis
Tue May 29, 2018 9:12 pm
Forum: General Mod Making
Topic: [1.13c] Custom level works on Windows 7 but not Win10?
Replies: 8
Views: 137
South Africa

Re: Custom level works on Windows 7 but not Win10?

i suggest you add a little bit more info, like what version(s) of D2 you are running, if you added a new level or replaced an existing one, and also the dump from the debug log.
by Necrolis
Sat May 19, 2018 11:33 am
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

This look interessting ! Will there any way to prevent users to set the game to run on very high resolutions ? Or can the modder chose wich resolutions are avaiable for his mod ? That could be a solution to the AI issue at high resolutions. There is a configuration file, the issue is making sure th...
by Necrolis
Sat May 19, 2018 11:25 am
Forum: Code Editing
Topic: [1.10] Sync Stats with Server
Replies: 2
Views: 101
South Africa

Re: [1.10] Sync Stats with Server

The server needs to changes the stats, not the client; have a look how the vanilla stat buttons work:
player clicks the button => client sends a message to the server of the id of button => server increments that stat => server resyncs the stat changes to the client
by Necrolis
Tue May 15, 2018 3:43 pm
Forum: Code Editing
Topic: Automate Enum Creation
Replies: 5
Views: 173
South Africa

Re: Automate Enum Creation

I built this tool using NephTable (available in the file center; nifty for making any tools that need to process info from the D2 TXT files ;)), as an added bonus, this will also handle codes (items/tokens/comps/etc) correctly. EDIT: can't even inline source code, again :| https://pastebin.com/HCHnX...
by Necrolis
Tue May 15, 2018 1:51 pm
Forum: Code Editing
Topic: Automate Enum Creation
Replies: 5
Views: 173
South Africa

Re: Automate Enum Creation

I actually posted to tool for doing this years ago :D mainly for people that dont have or want to install yet another language for these kinds things.
by Necrolis
Fri May 11, 2018 3:11 pm
Forum: PlugY|NefEx|D2Mod
Topic: PlugY for 1.14??
Replies: 7
Views: 385
South Africa

Re: PlugY for 1.14??

Well Dang it.... I really liked that mod, and wanted it again. I see there is a plugY for 1.13, But I can't get 1.13 to even play on win 10 without some exception happening... :cry: Thank you, Themastercaster for replying, where so many didn't even bother... :) try running in compatibility mode, fi...
by Necrolis
Fri May 11, 2018 2:43 pm
Forum: Zy-El: Trial by Fire
Topic: New player maybe missing the point?
Replies: 14
Views: 461
South Africa

Re: New player maybe missing the point?

Biggest tip: abuse the players command. generally to start off a char, spawn a few monsters a players 1 that you can kill, then switch to players 127 and kill them for the massive exp and loot increases. From there, its about using the recipes, charms etc that are all in the zy-el game guide. There ...
by Necrolis
Thu May 10, 2018 10:03 pm
Forum: Code Editing
Topic: [DLL] Mysterious Diablo 2 dlls
Replies: 2
Views: 154
South Africa

Re: [DLL] Mysterious Diablo 2 dlls

To understand the dll's you need to understand the architecture of a D2 game, and how that fits into Bnet/mp/sp games. The very simplified version is something along these lines: D2Game.dll contains the game server, D2Client.dll mirrors everything needed for the visual representation plus communicat...
by Necrolis
Thu May 10, 2018 7:38 am
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

Nizari wrote:
Wed May 09, 2018 1:51 pm
Anything about AI's which are horrifyingly terrible in bigger resolutions?
The AI issues are a seperate problem, and left up to the modder to solve, especially because there is no ideal solution.
by Necrolis
Wed May 09, 2018 1:25 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

Another one: does it mean that all expanded resolution plugins are redundant? Yes, the only feature that they really would provide is the ability to move UI elements around (which I think only one does). I can't provide this feature because I haven't recoded any of the UI, I have actually just upda...
by Necrolis
Tue May 08, 2018 5:55 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

1. When is the estimated time of arrival of new encoding tools? When its ready its ready, there isn't going to be a set date; the tool will come out in a basic version and be built up as time goes on. 2. What should the pre-rendered sprites be like before converting to new engine? A compiled .gif o...
by Necrolis
Tue May 08, 2018 3:38 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

P.J. wrote:
Tue May 08, 2018 3:10 pm
sounds great. Panel positions will be softcoded for some way?
No, its actually outside the scope of D2GFEx. The only thing recoded by way of panels is the control panel, help overlay (later on) and the bordering; everything else just scales as is.
by Necrolis
Tue May 08, 2018 3:05 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

How is big one-component monster different from big multi-component monster in terms of performance gain? every new component is a bunch of renderstate changes, another texture bind an additional draw call; there is also extra memory overhead. Multi-comp monsters also don't play well with blended s...
by Necrolis
Tue May 08, 2018 10:32 am
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

I assume you already thought of that, but just to make sure, it will work with D2Mod system and Dreamland? Yes, it will be, bar maybe a few plugins that do major GFX changes (which is basically D2ExpRes). Okay. I will post some of the things that I'm interested in. 1. Debug mode - this is something...
by Necrolis
Tue May 08, 2018 2:12 am
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
Replies: 20
Views: 726
South Africa

[1.10] D2GFEx - New Graphics Driver => Feedback Stage

D2GFEx aims to replace D2's graphics driver(s), that is D2GFX.dll and its various backends (GDI+, 3DFX, DDraw, D3D); in doing so it will provide better compatibility, with vastly improved performance, new features and more stability. Right now this is a placeholder I will be filling out in the comin...
by Necrolis
Wed May 02, 2018 12:46 pm
Forum: Code Editing
Topic: [1.10] Retreive pGame
Replies: 4
Views: 121
South Africa

Re: [1.10] Retreive pGame

in this case its actually easier to just access the pGame pointer form pUnit+0x80, then you can just replace the call to the AddStat function. If you do want to use your function instead, then you'd need to have some additional assembly to move the pGame pointer into ecx from wherever is been saved ...

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