Search found 1228 matches

by SVR
Sun Feb 18, 2018 1:03 pm
Forum: Feedback
Topic: Back button misshaps
Replies: 4
Views: 499

Re: Back button misshaps

you get the preview of your post AND a text box under it with your message, where you can continue typing. ;) Yeah. The point was about the "back list". If I keep previewing and editing the browser back list fills and my previous place (before I started the reply) is lost. Pages don't expire under ...
by SVR
Wed Jan 06, 2010 11:36 pm
Forum: Tools
Topic: UdieToo Problems
Replies: 6
Views: 2371

Re: UdieToo Problems

I'm not 100% positive but you may be able to exceed that by adding the additional Sockets property. Been to long to remember :)
by SVR
Wed Jan 06, 2010 11:14 pm
Forum: Tools
Topic: UdieToo Problems
Replies: 6
Views: 2371

Re: UdieToo Problems

Sockets in game get reset on load based on the max sockets for the item type.
There is no work around other than to change the item type max.
by SVR
Wed Jan 06, 2010 10:40 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

Re: SVN home page

A strange thing I have just run into is that item types are noted here http://home.roadrunner.com/~svr/formats/extend.htm as ASC8, that's to say null (\0)-terminated strings, while in fact it seems to be space (0x20)-terminated. I don't recall reading this anywhere. Just to clarify a bit. ASC8 mean...
by SVR
Tue May 12, 2009 9:47 pm
Forum: Map Editing
Topic: connecting outdoor levels
Replies: 5
Views: 714

Yeah you do need 1 cell overlap. Make sure they are on the same layer ... you should see the other one regardless. For a good example examine the monastery and courtyard, It uses the depend column to auto-place adjacent to the other level. I don't remember all the details but we had that all worked ...
by SVR
Mon Apr 27, 2009 6:43 pm
Forum: General Mod Making
Topic: [stat] based on [stat] itemstats
Replies: 6
Views: 377

Correct, if you are not worried about continuous update your method should be fine. KP is saying the same thing. Nec on the other hand seems to be saying fcallback will update the server if the op base changes. I've not tested that fully and general belief is for items it only effects clientside. I ...
by SVR
Thu Apr 09, 2009 4:44 pm
Forum: General Mod Making
Topic: [stat] based on [stat] itemstats
Replies: 6
Views: 377

If your stat is an item stat then it doesn't/won't update the server while equipped as far as I know

But ...

If you use the item to grant that skill/stat/state you can get it to update as a player stat using prayer type tricks.
by SVR
Mon Mar 23, 2009 3:57 pm
Forum: Code Editing
Topic: Displaying a value on screen
Replies: 17
Views: 1357

Hmm, looks like that file is gone.

That was the original StatFix plugin (non-d2mod). I don't have a copy anywhere.
by SVR
Mon Mar 23, 2009 2:56 pm
Forum: Code Editing
Topic: Quest structures and functions
Replies: 27
Views: 6875

Re: Quest structures and functions

kingpin";p="412798" wrote:SVR push page to top when you edit it :)

Did it for you this time.
Eheh, I did a bunch of edit's friday to update links to my web pages. My ISP changed the URLs so all links broke.

Sorry for any confusion :)
by SVR
Mon Mar 16, 2009 3:46 pm
Forum: Member Аnnouncements
Topic: New Project - D23D2DCC
Replies: 11
Views: 2885

Re: New Project - D23D2DCC

Didn't get around to test this before today :O My initial impression is really good. I did a conversion first with cv5 and got as usual pixel errors on first frame, palette got screwed up (I used unit palette in cv5). So, with this I decided to do a try and see how the new dcc tool work. Was easy t...
by SVR
Tue Mar 10, 2009 4:09 pm
Forum: Member Аnnouncements
Topic: Hello! A new face for Phrozen Keep.
Replies: 3
Views: 855

Welcome to the Keep!
by SVR
Thu Mar 05, 2009 8:00 pm
Forum: Diablo II Chatter
Topic: 1.13...
Replies: 161
Views: 16562

Re: 1.13...

I want a random-quest system added into the game and want aswell act IV to be completed. And it should be softcoded ... and softcode the existing quests as well ;-) Oh ... and while they are at it ... Build it with VC6, without register call optimization WITH asserts included again AND revert expor...
by SVR
Wed Feb 11, 2009 2:47 pm
Forum: Multimedia
Topic: Cinematics and Credits menu buttons
Replies: 3
Views: 647

Yeah it is used elsewhere as well. It's actually a vanilla button whereas the others on that screen are new for LOD.
by SVR
Wed Feb 11, 2009 4:02 am
Forum: Multimedia
Topic: Cinematics and Credits menu buttons
Replies: 3
Views: 647

data\global\ui\CharSelect\ShortButtonBlank.dc6

in d2data.
by SVR
Tue Feb 10, 2009 10:38 am
Forum: General Mod Making
Topic: Caster vs Melee Armor
Replies: 6
Views: 410

The code window only scrolls to the bottom of the code segment.

Those are refences into the data segment.
To 'follow' them use right-click 'follow in dump'.
by SVR
Sat Feb 07, 2009 5:22 pm
Forum: Code Editing
Topic: change Doe level ID?
Replies: 4
Views: 473

Re: change Doe level ID?

You're missin a couple ... // Set Den of Evil Quest LevelID // D2Game 6FC981F0 . 83F9 08 CMP ECX,8 ; change 6FC981F3 . 0F85 80000000 JNZ D2Game.6FC98279 6FC97EEF . BA 08000000 MOV EDX,8 ; change 6FC97F53 > 6A 08 PUSH 8 ; change 6FC97F55 . 6A 08 PUSH 8 ; change 6FC9803B . 6A 08 PUSH 8 ; change 6FC980...
by SVR
Tue Jan 27, 2009 3:37 pm
Forum: Tools
Topic: DCC library
Replies: 10
Views: 1802

Your bits are backwards.

Read the stream lo bit first.

Read the last few posts in the Save File structure sticky in the Code Editing forum.
by SVR
Mon Jan 26, 2009 3:21 pm
Forum: General Mod Making
Topic: Question about coloring an object
Replies: 23
Views: 621

I would suggest using DrTester to extract dcc.
It lets you extract/export all the dcc related to the viewed cof at once.
Export to gif or Bmp, edit with your favorite editor then import/convert to dcc with DcxTool.
by SVR
Fri Jan 23, 2009 4:17 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

I would say there is enough info, but the problem is that the bit values are needed, so for mods this could cause problems(apart from the modders themselves complaining...) Not enough from just the txt's. The hard coded prop funcs make full decoding (without artificially adding these differences) i...
by SVR
Fri Jan 23, 2009 3:30 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

Yes it can get big in a hurry. For any 'real' item extractor to work you have to use the game files (itemstatcost etc,etc) to get the correct number of bits for properties and such. Even then there is not enough info to fully crack the properties. That's why we all use some sort of txt that discribe...
by SVR
Tue Jan 20, 2009 7:32 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

"these bits are present if unk51 <> 1." drats. I was testing for =1 :wallbash: during heavy debug and checking each field twice I found a small error in your VSD BYTE unk60 10 it's either BYTE unk60 8 (or less) or WORD unk60 10 no? BYTE is 8 bits according to VSD :P initially, I used 8 instead of 1...
by SVR
Tue Jan 20, 2009 4:32 pm
Forum: General Mod Making
Topic: Making certain Setitems undroppable
Replies: 21
Views: 895

deathpeon";p="409686" wrote:
maybe you are right about this deathpeon guys been here way longer than me and have far way more knowledge about the coding
eh?
He didn't really put your name there DeathPeon.
He used a tag that show the reader's name.

Shame on you fear :P
by SVR
Tue Jan 20, 2009 4:04 pm
Forum: PlugY|NefEx|D2Mod
Topic: Book of lore question
Replies: 3
Views: 917

Books are not persistant. The state is not saved anywhere so it will change each game.
by SVR
Tue Jan 20, 2009 3:39 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

Yes nGems is number of things in sockets.

The cond columns basically says these bits are present if unk51 <> 1.
Most of the fields with cond1 are '0' (equal).

Based on these conditions, a field is present or not. This may mean the remaining structure is entirely diferent (as in the case of ears).
by SVR
Mon Jan 19, 2009 5:41 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

Yes 0x80 0x08 would display as 00000001 00010000 It is standard in a bitstream. If you read through the previous page, I go into more detail about values spanning bytes and show how they get split if you don't use low bit first convention. If a value started at bit 4 and was 8 bits long in the above...

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