Search found 280 matches

by CorniI
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: Missing line in forum index
Replies: 5
Views: 2470

update: this today happened on the forum index, too. After enabling Javascript it disappeared, so it may be that or a bug in FF which prevents its rendering without JS...
by CorniI
Wed Dec 11, 2013 11:29 pm
Forum: Staff Announcements
Topic: Hugelaser is shutting down
Replies: 10
Views: 14498

Re: Hugelaser is shutting down

Could it be that links in PMs haven't been converted?
Thanks for the work, anyway!
by CorniI
Thu Aug 30, 2012 10:25 pm
Forum: PlugY|NefEx|D2Mod
Topic: [D2Mod] Release LevelPlugin 0.1.2
Replies: 10
Views: 4996

Re: [D2Mod] Release LevelPlugin 0.1.2

Lucky you, I've found the file in an old backup http://corni.eu/LevelPlugin0.1.2.zip totally untested, this is 3 years old and i didn't touch it since then, so Trevor, i'm sorry, i don't know. But if i remeber correctly (and there'a a great chance i don't!!!!) level is stored as a byte in the networ...
by CorniI
Sun Jun 07, 2009 6:39 pm
Forum: Map Editing
Topic: Trouble making .bat files (map isent apart of maplist etc)
Replies: 2
Views: 442

better use the GUI from there:
viewtopic.php?t=21281
It's easier to use than the bats ;)
else the readme should explain what you need to do with the bats to get another map loading.
by CorniI
Sat Jun 06, 2009 12:17 am
Forum: Code Editing
Topic: Burn Damage type//resistance penalties
Replies: 2
Views: 512

Burn damage adds some damage to every burn damage you specify, this is probably some left-over testcode. The Fire-res are working for burn damage too, iirc, so there are no extra resistances possible if you don't do code-editing.
by CorniI
Thu May 21, 2009 8:57 am
Forum: Tools
Topic: I have trouble with CV 5.2
Replies: 3
Views: 993

by CorniI
Wed May 13, 2009 9:59 pm
Forum: PlugY|NefEx|D2Mod
Topic: PlugY, The Survival Kit 9.00 : Conversion 1.12 !
Replies: 80
Views: 63041

Looks nice!
You could pass kingpin a version of your source, he would then maybe able to initiate a port to 1.13, and he's still around ;)
by CorniI
Tue May 12, 2009 7:54 am
Forum: Map Editing
Topic: connecting outdoor levels
Replies: 5
Views: 878

you're sure that the vis's are correctly connected?
From the screenie it looks like you didn't see the 2nd ds1 at all, is this right?
You set the drlgtype correct to preset?
by CorniI
Fri May 01, 2009 11:17 pm
Forum: Map Editing
Topic: vis error
Replies: 4
Views: 697

yes, all outdoor levels need a -1 there for unneeded warps, thiis is because the code uses vis/warps for the level-interlinks, too and searches free vis/warps based on these -1's
by CorniI
Tue Apr 28, 2009 10:22 pm
Forum: Member Аnnouncements
Topic: Diablo II Remake, New Project Homepage
Replies: 2
Views: 1575

it's down :(
by CorniI
Wed Apr 01, 2009 8:11 pm
Forum: General Mod Making
Topic: Adding a Super Unique monster to a maze level.
Replies: 3
Views: 482

if you need them in the mazes itself, and if it's for a1 only, you could also use my LevelPlugin for 1.10.
by CorniI
Sat Mar 28, 2009 11:03 am
Forum: General Mod Making
Topic: Any Danger in Doing This?
Replies: 9
Views: 605

*afaik* it crashed with Barbs using WW at the same time, you should check this...
by CorniI
Fri Mar 27, 2009 7:19 pm
Forum: Map Editing
Topic: making a cave with lots of levels (like Diablo 1 )
Replies: 12
Views: 1444

it's hardcoded, you could use PlugY, though which is avaible for 1.09,1.10 and 1.11b
by CorniI
Wed Mar 25, 2009 9:41 pm
Forum: General Mod Making
Topic: Increasing item drop rates
Replies: 5
Views: 1559

if you change the files on the server only some of the changes (including drops) will work, same for cube recipes. Adding items/uniques/levels will not work without. And really read the ToS. The bosses all use a treasure class which is defined by monstatstxt (read the guide for it, too) you can chan...
by CorniI
Wed Mar 25, 2009 8:52 pm
Forum: General Mod Making
Topic: Some quick questions about basic modding and hard-coding
Replies: 7
Views: 516

no, skilldesc is responsible for the skill trees, the skill's effects are defined by skills.txt
by CorniI
Tue Mar 24, 2009 10:14 pm
Forum: Map Editing
Topic: Resizing a level
Replies: 5
Views: 741

you edit levels.txt size and look at the topic below you. Also you'll do a search about that and you'll find out that bloodmoor size+a5 outdoor areas size (except bloody foothills, which is special and maybe could be resized). Dunno about a3 areas, jungles maybe respect levels.txt, try it.
by CorniI
Tue Mar 24, 2009 7:38 pm
Forum: Map Editing
Topic: size constraint on outdoor levels
Replies: 1
Views: 491

size constraint on outdoor levels

Hi, there is a size constraint put on all outdoor levels. It's hard limit is to my knowledge 144 for either sizeX or sizeY (or both), bbut to stay on the really safe side and to avoid *possible* bugs, use 128 as maximum for each. This is caused by them allocation a buffer for some outdoor stuff whic...
by CorniI
Mon Mar 23, 2009 3:53 pm
Forum: Code Editing
Topic: Quest structures and functions
Replies: 27
Views: 10420

LOL
any chance you do this for the plugy-forum as well?
looks like someone edited there, too :P
by CorniI
Mon Mar 23, 2009 2:01 pm
Forum: PlugY|NefEx|D2Mod
Topic: Anybody expanding the ext levels plugin?
Replies: 7
Views: 2733

this doesn't contain code for lvls >255, i've some broken code for 1.10 >255 levels around, but never got around to fix it, and i'll don't do it in the near future...
by CorniI
Sun Mar 22, 2009 11:02 am
Forum: General Mod Making
Topic: Quests, items and levels
Replies: 5
Views: 344

If a waypoint is sufficient to enter the level, the Waypoints D2Mod Plugin would probably help, though it's for 1.10 only...
by CorniI
Sun Mar 01, 2009 3:22 pm
Forum: PlugY|NefEx|D2Mod
Topic: PlugY, The Survival Kit 8.00 !!!!!!
Replies: 171
Views: 102147

PlugY doesn't work with 1.12, so ES is using some kind of launcher to redirect D2 to 1.11b/1.10
by CorniI
Wed Feb 25, 2009 2:20 am
Forum: General Mod Making
Topic: (SOLVED) Replacing Monster Graphics
Replies: 9
Views: 685

It's not very hard to change the look of an existing monster to another existing monster (golems are treated as monsters as well), have a look at the monstats file guide and what it says about tokens :)
by CorniI
Mon Feb 23, 2009 8:35 pm
Forum: General Mod Making
Topic: 2 Questions - Fist of the Heavens + Cow WP
Replies: 7
Views: 688

or PlugY 8.0...
by CorniI
Sun Feb 22, 2009 12:58 am
Forum: Mods by Nefarius
Topic: MetalStorm Progress Report (28 June 2016)
Replies: 210
Views: 108244

I don't know how you're living/in what situation, but couldn't you even ask a friend with internet access and a cd burner to download and burn you the mod?
by CorniI
Wed Feb 18, 2009 9:00 pm
Forum: General Mod Making
Topic: Level Size Editing
Replies: 4
Views: 487

Outdoor levels can be edited in size just with sizeX and sizeY from levels.txt, except blood moor (hardcoded) and a5 outdoor levels (hardcodedm too).

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