Search found 1166 matches

by 54x
Sun Feb 18, 2018 1:01 pm
Forum: Feedback
Topic: Two quick suggestions
Replies: 2
Views: 691

Yes, it would be nice. I can't upload anything atm unfortunately, but NS is ready for beta.

I don't like the style of the PHBBB smileys. They look silly imo :)
:mrgreen: = alright, but the default ones are shocking.
by 54x
Sat Nov 06, 2004 1:20 pm
Forum: General Mod Making
Topic: An attribute on a normal item, it's possible???
Replies: 5
Views: 270

Re: An attribute on a normal item, it's possible???

Sure you can! :) Take a look at the tutorial on how to use the "automagic" text file to set magic modifiers that automatically show up on a normal item.
by 54x
Sat Nov 06, 2004 12:57 pm
Forum: Diablo II Chatter
Topic: I feel the essence/core of Diablo has been lost.
Replies: 92
Views: 4697

Re: I feel the essence/core of Diablo has been lost.

Thats why its worth to invest some time into do Code editing and remove the pointless "no defense" while running. Since, walking is no option in D2. Nobody's done this so far, right? I'd be very interested in such a change... but unfortunately as I'm sure I've said somewhere before, coding intimida...
by 54x
Mon Nov 01, 2004 10:35 am
Forum: Diablo II Chatter
Topic: I feel the essence/core of Diablo has been lost.
Replies: 92
Views: 4697

Re: I feel the essence/core of Diablo has been lost.

One thing I always tried to do in NDX was make every item type feel "worthwhile." There are excellent ways to build up ANY type of item if you discover enough cube recipies- sets and uniques only have a bonus in terms of what modifiers they start with. I very much agree with you that a large amount ...
by 54x
Wed Oct 27, 2004 12:14 pm
Forum: New Dawn & North Star
Topic: FAQ
Replies: 27
Views: 13483

Re: FAQ

It's a bug that I've fixed for the next version. I'm gonna release it reasonably soon.
by 54x
Mon Oct 25, 2004 11:01 pm
Forum: New Dawn & North Star
Topic: Status Report
Replies: 2
Views: 2208

Status Report

So you guys can keep track of if I've been good or not, I'm gonna post when I'm done with or have made progress on changes. Wheee. * Cube recipies re-enabled. * Basic skill edits back in place, prerequisites removed. * Potions fixed. * Town maps edited for: -> Act 3 -> Act 4 -> Act 5 so that the NPC...
by 54x
Mon Oct 25, 2004 1:52 pm
Forum: Diablo II Chatter
Topic: Diablo 2: Beyond Infinity?
Replies: 25
Views: 2929

Re: Diablo 2: Beyond Infinity?

[quote=Phrozen Heart";p="198984"][quote=54x";p="198980"]...starting a character in Baldur's Gate II was like a UI nightmare :(...[/quote] hehe yep the character creation of an entire party can take quite a while if you really pay attention to detail and compliment the skill sets. I'm still playing P...
by 54x
Mon Oct 25, 2004 1:37 pm
Forum: Member Аnnouncements
Topic: New Dawn back for 1.10!
Replies: 11
Views: 1189

Re: New Dawn back for 1.10!

Yeah. I guess D2 Modders are like Boomerangs... once some idiot throws them away, they're bound to come back and hit someone in the head a few months later :D
by 54x
Mon Oct 25, 2004 1:06 pm
Forum: Diablo II Chatter
Topic: Diablo II MUD(s)
Replies: 3
Views: 467

Re: Diablo II MUD(s)

There was a Diablo-themed MUD on the net sometime earlier, (it was more like D1 than D2 though) but it closed down. I'm not sure if there are any around still- mainly because between all my other stuff and the Discworld MUD, I don't try new MUDs very much anymore.
by 54x
Mon Oct 25, 2004 1:04 pm
Forum: Diablo II Chatter
Topic: Diablo 2: Beyond Infinity?
Replies: 25
Views: 2929

Re: Diablo 2: Beyond Infinity?

Although I loved the richness and openness in BG2, I just couldn't finish it- the raw gameplay mechanics and the static nature of the game made it too frustrating for me to feel it worth completing. Personally, I feel we won't have a really good RPG until someone combines the strengths of both Diabl...
by 54x
Mon Oct 25, 2004 12:46 pm
Forum: New Dawn & North Star
Topic: new dawn heeling??
Replies: 9
Views: 3317

Re: new dawn heeling??

Welcome back. I sure hope include your new gems.... :mrgreen: Also if you want any anims modified, let me know I'd be happy to help... Skills and monsters got wiped. Everything else has been included, although I may clean it up a little in terms of gameplay balance. Lots of the changes I'm doing fo...
by 54x
Mon Oct 25, 2004 12:41 pm
Forum: Member Аnnouncements
Topic: New Dawn back for 1.10!
Replies: 11
Views: 1189

Re: New Dawn back for 1.10!

I'm really back and chugging along slowly. Thanks for the frontpage news, Onyx! :)

As always suggestions etc... are welcome on the NDX forums. I'm tackling balance issues at the moment, which is the big thing plaguing B1a.
by 54x
Wed Oct 20, 2004 3:08 pm
Forum: General Mod Making
Topic: Cross-classing class specific items
Replies: 8
Views: 264

Re: Cross-classing class specific items

lit is the correct code for unarmed or unarmoured graphics. :)
by 54x
Wed Oct 20, 2004 2:30 pm
Forum: General Mod Making
Topic: Is it possible to make it so I can re-dye weapons/armor?
Replies: 4
Views: 409

Re: Is it possible to make it so I can re-dye weapons/armor?

Make an item that undoes your red dye? :)
by 54x
Wed Oct 20, 2004 1:29 pm
Forum: New Dawn & North Star
Topic: new dawn heeling??
Replies: 9
Views: 3317

Re: new dawn heeling??

Heheheh :)

I already have B1a bugfree. So it looks like it's time to add some more gameplay features. The experience curve is new and clean, so that's a plus. Characters need to be balanced relative to monsters however, which I'm not entirely looking forward to ;) It'll be hard to keep track of it.
by 54x
Mon Oct 18, 2004 2:57 pm
Forum: New Dawn & North Star
Topic: new dawn heeling??
Replies: 9
Views: 3317

Re: new dawn heeling??

Wow. Sorry if you guys thought I stopped caring; it was more a case of not physically being able to upload anything, and being too busy to be able to rectify that situation. I've got a functioning version of B1a right here, (although you're probably gone by now, heee) but I'll finish it up some more...
by 54x
Mon Oct 18, 2004 2:00 pm
Forum: Member Аnnouncements
Topic: New Dawn back for 1.10!
Replies: 11
Views: 1189

Re: New Dawn back for 1.10!

I noticed it was gone :) Yeah, sometime would be good. I'm halfway to B1a right now :) Just worked out the crash bugs and reimplemented a lot of lost 1.09 features. (it took aaaaaggggeeess to find- I had left a 1.09 soundenviron.txt or whatever it's called in my direct txt directory. That went :) ) ...
by 54x
Mon Oct 18, 2004 5:20 am
Forum: Member Аnnouncements
Topic: New Dawn back for 1.10!
Replies: 11
Views: 1189

Re: New Dawn back for 1.10!

*watches quietly as the shockwaves of this bump ripple through the forum disrupting everyday business.* I had a pretty tough time keeping up with other hobbies along with modding during Uni, so modding unfortunately fell by the wayside. I'm working on a B2 version of New Dawn X quietly, and North St...
by 54x
Sun Feb 29, 2004 11:14 am
Forum: New Dawn & North Star
Topic: Is this mod still alive?????
Replies: 6
Views: 3776

Re: Is this mod still alive?????

Yeah, I caught YPP addiction REALLY badly. By comparison, I find normal D2 or LoD frustratingly repetative and contentless, simply because playing puzzles and chatting is so much more fun for me, having always been a bit of a puzzle-addict. I've been having difficulties keeping my code bug-free (cra...
by 54x
Sun Feb 29, 2004 11:06 am
Forum: New Dawn & North Star
Topic: ??????
Replies: 6
Views: 2944

Re: ??????

Those downloads should work on any 1.10 version, although 1.10b (rather than 1.10s or 1.10) was the version I initially tested on.

That release is also really buggy. NDX is on a break at the moment, but we'll see about making the 1.10 release a bit nicer.
by 54x
Sun Feb 29, 2004 10:59 am
Forum: General Mod Making
Topic: hidden attributes on items, how?
Replies: 8
Views: 435

Re: hidden attributes on items, how?

I'm with Char here. Seperating them out looks like a good idea.

How come your items have "Nicht legitimer Gegestand?" (non-legit item, for all you non-german-capable folks) written on them? O_O
by 54x
Sun Feb 29, 2004 10:55 am
Forum: General Mod Making
Topic: Making runes drop
Replies: 8
Views: 401

Re: Making runes drop

If you're making a derivative of a mod for personal use, you'll have to check the Runes[1-17] lines in TreasureClassEx, and see if Cell has lumped more runes onto those lines, or simply added more lines.
by 54x
Sun Feb 29, 2004 10:46 am
Forum: General Mod Making
Topic: Lurker skills, how can I use?
Replies: 3
Views: 241

Re: Lurker skills, how can I use?

I assume you've copied your shapeshift skill from were[wolf/bear]? What you need to do if that's the case, is copy the barbarian's Leap Attack, and set it so that it only works in shapeshifted form. (see Fire Claws for an example of how to do this) Have a look at the skill.txt fileguide for the spec...
by 54x
Sun Feb 29, 2004 10:33 am
Forum: General Mod Making
Topic: Need Some Set Info
Replies: 14
Views: 863

Re: Need Some Set Info

Your safest bet is to add ALL new strings to string.tbl, and to only use patchstring.tbl and expansionstring.tbl for when they overwrite the original.
by 54x
Fri Feb 27, 2004 1:19 am
Forum: General Mod Making
Topic: Problem with patchstring.tbl and something else
Replies: 5
Views: 303

Re: Problem with patchstring.tbl and something else

Also your .bin mystery is really not a mystery. What is happening is that you do not have all the text files the game uses extracted, so you do not see that there is a monstat2.txt, monprop.txt, etc. But those text files are always in the game, and the corresponding .bin always gets generated wheth...

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