Search found 505 matches
- Wed May 25, 2016 8:50 am
- Forum: Code Editing
- Topic: Menu editing
- Replies: 3
- Views: 1063
Re: Menu editing
For 1.10f you can put a breakpoint on all calls to D2Win.#10017 and open the menu. Every time it is called, another button/checkbox/... is added. So you can find everything with it.
- Sat Sep 26, 2015 11:55 am
- Forum: Code Editing
- Topic: Non LIFO stack pop is it possible?
- Replies: 2
- Views: 639
Re: Non LIFO stack pop is it possible?
Instead of popping you can always use:
That's no pop, but just for access it's the normal way of doing it.
Code: Select all
mov register, [esp+XX]
- Fri Sep 25, 2015 11:56 am
- Forum: General Mod Making
- Topic: D2NPCFunc Plugin
- Replies: 2
- Views: 940
Re: D2NPCFunc Plugin
ASLR shouldn't be the problem, since all addresses are calculated at startup as base + offset. So as long as there's no runtime relocation happening it shouldn't try to execute bad code. As Quel-Kehk, Asheara and Kashya are using the same entries for NPCMenuHire it shouldn't matter which one you cop...
- Thu Sep 24, 2015 1:37 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: [D2Mod] Storm.dll crash when using Extended level plugin
- Replies: 2
- Views: 2047
Re: [D2Mod] Storm.dll crash when using Extended level plugin
I just tested it and the solution is pretty simple: Use the rebased D2Common.dll from the FileCenter.
Seems like the plugin doesn't work when D2Common gets relocated.
Seems like the plugin doesn't work when D2Common gets relocated.
- Fri Jul 03, 2015 1:39 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: d2redportal / d2warp
- Replies: 4
- Views: 1993
Re: d2redportal / d2warp
It seems that the D2RedPortal.txt isn't loaded properly. You could try to switch the order of NewTxt and D2RedPortal in your d2mod ini.
- Thu Jul 02, 2015 5:11 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: d2redportal / d2warp
- Replies: 4
- Views: 1993
Re: d2redportal / d2warp
The only thing I can think of right now would be that you might have forgotten to add the id of the line in D2RedPortal.txt in the calc1-field of your item.
If that's not the case you might want to post your crashlog, maybe I can help then.
If that's not the case you might want to post your crashlog, maybe I can help then.
- Sun Jul 27, 2014 8:46 am
- Forum: General Mod Making
- Topic: D2NPCs for d2mod
- Replies: 23
- Views: 3035
Re: D2NPCs for d2mod
You can see my nItems << the actual number of items. Yes, that's the current behaviour. As long as nItems is greater than 0 you will see all your items. EDIT #1 You problem might be the "isSel" column in MonStats2.txt. Set it to 1 and you should be good to go. And also don't forget the Npc.txt entr...
- Sat Jul 26, 2014 6:29 pm
- Forum: General Mod Making
- Topic: D2NPCs for d2mod
- Replies: 23
- Views: 3035
Re: D2NPCs for d2mod
That crash happens if one of the item codes is invalid. Are you sure that there aren't any spelling mistakes? The crash is in the function handling the items added to the vendor (i.e. if the are magic/normal....), which I only changed a small conditional jump so that normal items are also spawning a...
- Sat Sep 28, 2013 11:58 am
- Forum: Code Editing
- Topic: [1.10] Draw Drop Gold Button
- Replies: 2
- Views: 714
Re: [1.10] Draw Drop Gold Button
6FAE9B25 A1 3459BB6F MOV EAX,DWORD PTR DS:[6FBB5934] - address of the button? At the beginning of the game all ui dc6 are loaded into memory, so @6FBB5934 is the pointer to the loaded dc6 of the drop gold button. 6FAE9B32 8D4C24 40 LEA ECX,DWORD PTR SS:[ESP+40] Calculates the address of a struct us...
- Tue Aug 27, 2013 7:22 pm
- Forum: Code Editing
- Topic: [1.10] D2Mod/Diablo II/D2SE + Win7 64bit
- Replies: 5
- Views: 1279
Re: [1.10] D2Mod/Diablo II/D2SE + Win7 64bit
Disabling ASLR isn't the best solution, if it is one of your own edits, then you just need to modify the reloc-section in the dll. Information on how to do it you should get here and here . A small note: For many of the findings posted here you need to modify the reloc-section, else they won't work ...
- Thu Jan 17, 2013 11:22 am
- Forum: Code Editing
- Topic: carry1
- Replies: 3
- Views: 600
Re: carry1
According to this thread the carry1 gets read as bit-field, so you won't be able to add a groupsystem through it, only if you change it to a byte/word/dword that would be possible
- Thu Dec 20, 2012 9:08 pm
- Forum: Code Editing
- Topic: [1.13c] Menu buttons
- Replies: 4
- Views: 988
Re: [1.13c] Menu buttons
Set a breakpoint on the DWORD with the stringID in the data-section of d2launch. It will break most likely in d2win, just trace it back to d2launch and you are at the position that puts the menu together.
- Fri Nov 16, 2012 6:53 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: [1.10]New D2ModPlugins
- Replies: 125
- Views: 51070
Re: [1.10]New D2ModPlugins
It's good to hear that you got it working, good job.
I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.
I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.
- Fri Aug 24, 2012 6:19 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Game Resolution Plugin for 1.10
- Replies: 68
- Views: 18867
Re: Game Resolution Plugin for 1.10
You're stuck with the 4x2 grid. I haven't softcoded that so far.
- Fri Aug 24, 2012 12:06 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Game Resolution Plugin for 1.10
- Replies: 68
- Views: 18867
Re: Game Resolution Plugin for 1.10
Or you just change the coords within the dc6 itself. The crash happens at 6FC114AB in D2Lang, which is a function used for copying strings. The func gets an invalid ptr, where the string should be copied to. I don't know why, and since the "Select Hero Class"-String is the only one, that is displaye...
- Wed Aug 22, 2012 9:09 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: [1.10]New D2ModPlugins
- Replies: 125
- Views: 51070
Re: [1.10]New D2ModPlugins
The string/value is centered, between the two X values. I think (It never really bothered me, so I never really looked into it) it switches to the smaller font, if the value doesn't fit between X1 and X2. It may also be like you thought with the limit of 1000.
- Tue Aug 21, 2012 4:31 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Game Resolution Plugin for 1.10
- Replies: 68
- Views: 18867
Re: Game Resolution Plugin for 1.10
It can't be a problem of D2ExpRes, since I don't change anything at the menus. I only change the position of the items there (beside two exceptions: the box around the chars at the charselectionscreen and something at the bnet-waiting screen), if there would be a problem with that, the item just wou...
- Sat Aug 18, 2012 4:19 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Game Resolution Plugin for 1.10
- Replies: 68
- Views: 18867
Re: Game Resolution Plugin for 1.10
If I remember correctly, then the clicking and drawing routines get redirected to the waypoints.dll before they are getting redirected to the d2expres.dll. Therefore you should search with waypoints.dll for the coords.
- Fri Aug 17, 2012 9:29 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Game Resolution Plugin for 1.10
- Replies: 68
- Views: 18867
Re: Game Resolution Plugin for 1.10
The waypoints-plugin may cause problems. I wrote a fix for that, but I can't find it anymore, sry.
- Fri Aug 17, 2012 7:55 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Game Resolution Plugin for 1.10
- Replies: 68
- Views: 18867
Re: Game Resolution Plugin for 1.10
@Eimer:
If I remember correctly you can increase the clickable area in the ini.
If I remember correctly you can increase the clickable area in the ini.
- Mon Aug 13, 2012 5:45 pm
- Forum: Code Editing
- Topic: [1.10] Replace Required Dex into another stat
- Replies: 1
- Views: 417
Re: [1.10] Replace Required Dex into another stat
I wrote a small D2ModPlugin some time ago for TrueMage. If you ask him, and he gives you his "ok", I would send the source to you.
- Sat Aug 04, 2012 1:09 pm
- Forum: Code Editing
- Topic: [1.10] Life RollOver
- Replies: 2
- Views: 562
Re: [1.10] Life RollOver
SVR posted how to do that a long time ago, but the bug with the potions still persists. I fixed that with my plugin, so here are the needed changes for the potion fix: D2Net.dll 6FC081A8 20 00 00 00 D2Game.dll 6FC3D890 SUB ESP,30 6FC3D893 LEA EAX,DWORD PTR SS:[ESP] 6FC3D896 PUSH ESI 6FC3D897 PUSH ED...
- Fri Jul 13, 2012 8:19 pm
- Forum: Job Offerings
- Topic: [Request] Defense while running plugin for d2mod.dll
- Replies: 7
- Views: 3047
Re: [Request] Defense while running plugin for d2mod.dll
I switched from HLA to C around three months ago, it's much easier to write in an HLL than in ASM. And I have the SDK, but I don't use it. Back in 2006 it could be downloaded by anyone from the keeps filebase.
- Thu Jun 21, 2012 6:16 pm
- Forum: General Mod Making
- Topic: Wich resolution do you thing is the best for a diablo 2 mod?
- Replies: 7
- Views: 927
Re: Wich resolution do you thing is the best for a diablo 2 mod?
There would be lots of problems with such a high resolution, at least if you use my plugin. For example: The one mirecek mentioned with the black tiles, and the game isn't able (without modification of the procedures) to display a very large number of frames (monsters/objects/tiles,....) at once. So...
- Sat Jun 09, 2012 7:59 pm
- Forum: General Mod Making
- Topic: main screen button bonanza
- Replies: 9
- Views: 1080
Re: main screen button bonanza
And the rest is in D2Multi