Search found 949 matches

by weapon-x
Thu Jun 20, 2019 6:24 am
Forum: Code Editing
Topic: [1.10] shift clicking items
Replies: 10
Views: 2235
Philippines

Re: [1.10] shift clicking items

Weapon-x did you ever manage to move player inventory to stash for 1.10? sorry for this super ultra late reply, but yes... i managed to pull this out, inventory to stash, and stash to inventory, if i remember right i was working on equipping items (inventory to equipment slot) before i was occupied...
by weapon-x
Sat Jun 15, 2019 8:12 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

Hello to everyone :) My inventory in The Black Parade. Was made back in 2012. https://media.moddb.com/images/mods/1/13/12153/Screenshot067.jpg nice work, i like the inventory page equipment background UI panel and bloody lava jungle in E=MC2 mod. Tried to do like in Diablo 2 beta. https://d2mods.in...
by weapon-x
Sat Jun 15, 2019 8:07 am
Forum: Code Editing
Topic: [1.10] SaveFile Limit
Replies: 33
Views: 6515
Philippines

Re: [1.10] SaveFile Limit

Hi - Is there any known conflicts with weapon-x's d2savefile plugin for 1.10 d2mod? When I add it to the mix I get bad generic file whenever I load an older character, or a brand new one. The follower plugins I use, d2newstats levelfx utility mercmod portal extlvl gemfix lvlreq charstart newtxt nos...
by weapon-x
Fri Dec 07, 2018 1:46 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

@weapon-x thanks, I redone some of the graphics since then. :D 1 , 2 , 3 , Btw, love your diablo 3 style window with detailed information, wish I could make something like this someday. i am actually planning to re-do the whole UI most of em are actually roughly done with almost zero effort exerted...
by weapon-x
Fri Dec 07, 2018 1:27 pm
Forum: Code Editing
Topic: Proper Saving a custom .bin file client-side
Replies: 4
Views: 427
Philippines

Re: Proper Saving a custom .bin file client-side

AH, so you are writing save files; in this case you need to be careful of where you get the data from. For UI configs, this isn't an issue because the data is all client side. The first issue I can see is the save path; D2 isn't always launched from the folder where the save file is stored; I sugge...
by weapon-x
Wed Dec 05, 2018 4:10 am
Forum: Mod Concepts & Research
Topic: Need some help
Replies: 3
Views: 284
Philippines

Re: Need some help

its actually pretty easy to accomplish, i believe those pentagrams are just d2graphics files (.dc6) to do this you need the following tools: 1. DRTester *to preview and extract the pentagram gfx 2. Dc6 Creator *to change/replace subject gfx 3. MPQ File Extractor/Editor *to replace d2 files, (I recom...
by weapon-x
Wed Dec 05, 2018 4:02 am
Forum: Code Editing
Topic: Proper Saving a custom .bin file client-side
Replies: 4
Views: 427
Philippines

Re: Proper Saving a custom .bin file client-side

Is it an output from txt compilation, or a custom format? Where are you hooking to create the file? its a custom .bin file, and was hooked on d2client (front-panel) drawing *sorry sir, took some time to reply, haven't got the chance to use the internet these past few days :-| will post the code as ...
by weapon-x
Sun Nov 25, 2018 8:20 am
Forum: Code Editing
Topic: Proper Saving a custom .bin file client-side
Replies: 4
Views: 427
Philippines

Proper Saving a custom .bin file client-side

howdy all, yep... sorry to disappoint you guys but i am still alive (yay !) :lol: anyhow, just currently went back to modding, so yeah... i have lots of ideas that i wished to see in D2, however a lot of stuff requires custom data saving for each client. i am currently able to generate a custom bina...
by weapon-x
Sun Nov 25, 2018 8:00 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

@jessedazebra that UI looks super awesome anyhow, got the chance to work back on modding decided to add a cubemain recipes parsing code, just a prototype though, but will add its own UI window and other stuff (checks, and etc.) to make the system appealing :) https://i.imgur.com/is9Wxqc.jpg the syst...
by weapon-x
Sat Nov 10, 2018 2:23 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6537
Philippines

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

awesome stuff you got there, i am glad its on 1.10 :lol: been away from modding lately, however i am planning to add new character armor animation files, oculus may prove very very helpful
by weapon-x
Sun Jun 24, 2018 12:18 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

Howdy everyone, this is the latest add-on to my mod, the expanded waypoints and extended levels :) https://i.imgur.com/fbdqg0r.jpg and https://i.imgur.com/6pezw33.jpg other thing is my old and obsolete options window which i will be writing from scratch, again :-| https://i.imgur.com/Bbd1sGu.jpg?1 *...
by weapon-x
Fri Jun 15, 2018 3:08 pm
Forum: Code Editing
Topic: D2CLIENT Error Line Number 496
Replies: 2
Views: 331
Philippines

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. thank you for these insights sir, i'll check em out as soon as i can :) thanks ! ...
by weapon-x
Mon Jun 11, 2018 2:46 pm
Forum: Code Editing
Topic: D2CLIENT Error Line Number 496
Replies: 2
Views: 331
Philippines

D2CLIENT Error Line Number 496

hi all, i could not seem to find what is causing this error #496 nDifficultyLevels > MAX_DIFFICULTY_LEVELS if i am not mistaken :mrgreen: i think the code fetches difficultylevels.txt and compares the number of rows, but i already checked and double checked this text file, what's odd is that i never...
by weapon-x
Fri Apr 13, 2018 8:33 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

Oh I missed that part,when you say it's from 2016. What about now? How does it look? :) ah, it has some new buttons with it? :mrgreen: i added a notification glyph, pretty much like a mail-box system, where server notifications gets queued, for example: a quest mail which triggers scrolling text an...
by weapon-x
Fri Apr 13, 2018 2:15 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

Ogodei wrote:
Thu Apr 12, 2018 3:01 pm
It looks very nice :D
The inventory looks very polished as well! not to mention the life and mana pool. Thanks for reuploading these ;)
this screenies actually dates back in 2016, my current ui is kinda different from em, so yeah...
by weapon-x
Thu Apr 12, 2018 2:40 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

howdy all, my photo bucket uploads seems out of this world, so i decided to re-upload em again on another free hosting site so i decided to re upload the left-over screenies from ph0tobucket :mrgreen: anyhow here they are https://i.imgur.com/6uDFoWN.jpg this was when i was messing with the socket dr...
by weapon-x
Thu Apr 12, 2018 6:18 am
Forum: Code Editing
Topic: [1.10] Expanding Character Armor Codes
Replies: 1
Views: 378
Philippines

Re: [1.10] Expanding Character Armor Codes

cool, i'll add this on my code-messing list :) thanks for sharin' bro
by weapon-x
Fri Feb 09, 2018 3:10 am
Forum: Code Editing
Topic: [ASM and C++] defining the members of an unknown data structure
Replies: 2
Views: 285
Philippines

Re: [ASM and C++] defining the members of an unknown data structure

ah, experience is indeed the key...

thanks for the insight bro... i think its time to brush-up my RE know-how again ;)
by weapon-x
Thu Feb 08, 2018 4:21 am
Forum: Code Editing
Topic: [ASM and C++] defining the members of an unknown data structure
Replies: 2
Views: 285
Philippines

[ASM and C++] defining the members of an unknown data structure

hi all, i just went back to modding, now that i have some free time for some code hunting and bashing, anyhow... ever since i started learning to code edit, i am always having a trouble defining members of data structures, i tried searching through the internet but somehow could not find what i am l...
by weapon-x
Sat Feb 03, 2018 2:30 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 565
Views: 96691
Philippines

Re: What does your mod look like?

Black_Eternity: Your screens are great. The placement icons look good, but maybe drop the opacity on them. Two other things to consider-- - If you're doing a D3-esque mod, your items will all be 1x1 slot and you won't need that much grid space below. - If you're keeping D2 charms, they'll be hell t...
by weapon-x
Fri Oct 20, 2017 4:28 am
Forum: General Mod Making
Topic: Soft changes are not working.
Replies: 18
Views: 1360
Philippines

Re: Soft changes are not working.

howdy,

1. Are you using d2excel or just notepad?

2. Have you tried launching your mod without using d2se? if yes, have you checked the starting directory? you should change the starting directory too, if i recall right.

Good Luck !
by weapon-x
Fri Aug 11, 2017 11:19 pm
Forum: Code Editing
Topic: [1.10] Expanding Waypoints
Replies: 6
Views: 1210
Philippines

Re: [1.10] Expanding Waypoints

D2Common.#11148 only allocates 16 Bytes, so it is WORD[8] not WORD[12].. First WORD is used for the checksum as Necrolis already said, so there are 7*16 = 112 Bits usable for Waypoints, which is more than twice as much as in Vanilla.. You can easily use these 112 Bits without rewriting any save cod...
by weapon-x
Thu Aug 10, 2017 2:07 am
Forum: Code Editing
Topic: [1.10] Expanding Waypoints
Replies: 6
Views: 1210
Philippines

Re: [1.10] Expanding Waypoints

You can extend waypointdata Struct by change Its size. IF you extend the filesave code you dont run into Any issues and change code that access the waypointdata howdy sir, i think re-writing the filesave code, or the whole savefile_write system itself would be the best thing to do, as this will all...
by weapon-x
Tue Aug 08, 2017 1:04 am
Forum: Code Editing
Topic: [1.10] Expanding Waypoints
Replies: 6
Views: 1210
Philippines

Re: [1.10] Expanding Waypoints

The flags will automatically get saved. the index used is controlled by levels.txt. you have only 11 WORDS to use however, as the first WORD is used as the waypoint checksum (either 0x101 or 0x102). Also note that D2Common.#11150 (the read from save file) always sets the first waypoint as activated...

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