Search found 2048 matches

by kidpaddle94
Sat Sep 22, 2018 2:45 am
Forum: Code Editing
Topic: [1.10] SaveFile Limit
Replies: 31
Views: 5278
Canada

Re: [1.10] SaveFile Limit

Yeah, that looks okay
by kidpaddle94
Sat Sep 22, 2018 2:29 am
Forum: Code Editing
Topic: [1.10] SaveFile Limit
Replies: 31
Views: 5278
Canada

Re: [1.10] SaveFile Limit

Could i get some guidance please, I am using hex editor to make the changes I don't mind if they are over 100 willing to work for them as I'm clueless otherwise. I want to apply the fix directly to D2Game.dll 1.13c, post by @kidpaddle94 https://d2mods.info/forum/viewtopic.php?p=474839#p474839 I am ...
by kidpaddle94
Fri Aug 03, 2018 5:20 pm
Forum: Code Editing
Topic: [1.13c] Chance of normal (white) items come socketed
Replies: 2
Views: 89
Canada

Re: [1.13c] Chance of normal (white) items come socketed

For other qualities, you'll want to look into this function. Not gonna post the code because I heavily changed it from vanilla's code /* Function: ITEMS_RollSocketed Address: D2Game.0x0EC90 Notes: */ void __fastcall ITEMS_RollSocketed(Game* pGame, Item* pItemArgs, Unit* pItem) Also, original functio...
by kidpaddle94
Wed May 16, 2018 12:41 am
Forum: Code Editing
Topic: Automate Enum Creation
Replies: 5
Views: 283
Canada

Re: Automate Enum Creation

I personally like Python for this kind of automation, most of my enums like these were generated using quick-made python scripts.
by kidpaddle94
Tue May 01, 2018 12:21 am
Forum: Code Editing
Topic: [1.10] D2SeedStrc struct
Replies: 3
Views: 159
Canada

Re: [1.10] D2SeedStrc struct

The coord is basically a redefined POINT structure, 32 bits x position, 32 bits y position.

Code: Select all

struct Coord
{
	int nX;
	int nY;
};
FileObjectsTable would be an objects.txt record pointer, yes.
by kidpaddle94
Sun Mar 25, 2018 5:23 am
Forum: Code Editing
Topic: Remove 25 FPS limit in Single Player
Replies: 4
Views: 384
Canada

Re: Remove 25 FPS limit in Single Player

The CMP instruction should be NOP'd out as well, on version where it applies. For example on 1.13c it should be 00044E51 391D 9034BD6F CMP DWORD PTR DS:[6FBD3490],EBX 00044E57 75 35 JNE SHORT 00044E8E Change to: 00044E51 90 NOP 00044E52 90 NOP 00044E53 90 NOP 00044E54 90 NOP 00044E55 90 NOP 00044E56...
by kidpaddle94
Sun Mar 04, 2018 5:27 am
Forum: Code Editing
Topic: [1.10+] Client & Server Packets
Replies: 16
Views: 4441
Canada

Re: [1.10+] Client & Server Packets

which I hope @Necrolis doesn't mind as he mentioned in the OP not to document these. My understanding is D2GS packets is OK, D2CS/D2BS/MCP and other realm-only related packets are prohibited. Rule of thumb: if its not in the D2Game or D2Client packet callback table, you shouldn't post it. The packe...
by kidpaddle94
Thu Mar 01, 2018 3:03 am
Forum: Code Editing
Topic: [1.10+] Client & Server Packets
Replies: 16
Views: 4441
Canada

Re: [1.10+] Client & Server Packets

Here's the def for C->S 0x67 struct D2GSPacketClt67 // size of 0x2E { BYTE nHeader; //0x00 char szGameName[16]; //0x01 BYTE nGameType; //0x11 BYTE nClass; //0x12 BYTE nTemplate; //0x13 BYTE nDifficulty; //0x14 char szCharName[16]; //0x15 WORD __025; //0x25 DWORD dwArenaFlags; //0x27 BYTE __02B; //0x...
by kidpaddle94
Sat Feb 24, 2018 1:12 am
Forum: Mod Concepts & Research
Topic: 3D graphic artist getting around
Replies: 49
Views: 11171
Canada

Re: 3D graphic artist getting around

Yep, and none of this was ever released of course :D I called it
kidpaddle94 wrote:
Thu Dec 10, 2015 7:24 am
I would hope to see these released to the public. Been seeing too many projects with similar potential ending up to be never released, and all of the potential it had going to the void.
by kidpaddle94
Sun Feb 18, 2018 1:24 pm
Forum: Staff Announcements
Topic: Maintenance work
Replies: 6
Views: 1736
Canada

Re: Maintenance work

Thanks for your time and work Volf ^.^
by kidpaddle94
Thu Feb 08, 2018 7:27 am
Forum: Code Editing
Topic: [ASM and C++] defining the members of an unknown data structure
Replies: 2
Views: 155
Canada

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

It's rarely ever about trial and error, but sometimes you get lucky by changing values of things and noticing in-game what it does. But most of the time it's mostly from looking at the code that uses this struct, the code that allocates this struct, etc. Say I have an unknown struct member, and look...
by kidpaddle94
Wed Jan 17, 2018 4:45 am
Forum: Code Editing
Topic: Psychic Hammer's SrvStFunc 22
Replies: 5
Views: 279
Canada

Re: Psychic Hammer's SrvStFunc 22

From the quick look I had, it checks if it's targeting something, it checks if target or caster is in town, and it checks if target is a monster.
by kidpaddle94
Thu Nov 02, 2017 1:46 am
Forum: Code Editing
Topic: [1.13c] Extended Levels (Now with Dlls!)
Replies: 60
Views: 14478
Canada

Re: [1.13c] Extended Levels (Now with Dlls!)

EzRemake" wrote:Forgive me for Necro'ing this, but does anyone still have the 1.13c extended levels .dll? Every single link in this thread is sadly long past dead and I haven't been able to find anything on google.
Yes, Here
by kidpaddle94
Sun Oct 15, 2017 7:33 pm
Forum: Code Editing
Topic: Death ghost bug
Replies: 4
Views: 530
Canada

Death ghost bug

I think this bug has had quite a few different names over the years, but I'll call it the death ghost bug because the only video I could find featuring this bug referred to it as death ghost bug. Here's the video . Basically, when you die, sometimes your character will resurrect on (apparently) the ...
by kidpaddle94
Sat Oct 14, 2017 11:27 pm
Forum: Code Editing
Topic: Need Party Exp formula
Replies: 11
Views: 1412
Canada

Re: Need Party Exp formula

misiek1294" wrote:Hey !
Someone can share me info about PartyExp struct ?
Thanks !
lolet sent me the definition of this struct some time ago in another context, here it is:

Code: Select all

struct PartyExp
{
   Unit* pMonster;
   Unit* pPartyMembers[8];
   int nPartyLevels[8];
   int nMembers;
   int nLvlSum;
};
by kidpaddle94
Sat Oct 14, 2017 4:46 am
Forum: Code Editing
Topic: [1.10+] Client & Server Packets
Replies: 16
Views: 4441
Canada

Re: [1.10+] Client & Server Packets

C>S 0x68 - Join Game Request (credits Lolet) struct PacketC2S_68 // JoinGameRequest { BYTE nHeader; // 0x00 DWORD ServerHash; // 0x01 also SessionKey - WORD ServerToken; // 0x05 TicketNo - increases each join. BYTE ClassId; // 0x07 DWORD VerByte; // 0x08 (11 for 1.11) etc 0x0D for 1.13 DWORD Unk1; ...
by kidpaddle94
Sun Sep 10, 2017 5:10 pm
Forum: Code Editing
Topic: [1.13c] How to Display Text Message.
Replies: 1
Views: 447
Canada

Re: [1.13c] How to Display Text Message.

Your question isn't really clear. Do you mean a chat message?
by kidpaddle94
Thu Aug 31, 2017 9:23 pm
Forum: Code Editing
Topic: [1.13c] State Limit
Replies: 2
Views: 588
Canada

Re: [1.13c] State Limit

See packets A7, A8, A9 & AA here
by kidpaddle94
Sun Aug 06, 2017 12:38 am
Forum: Code Editing
Topic: [1.13c] Unique Items No Limit
Replies: 4
Views: 791
Canada

Re: [1.13c] Unique Items No Limit

This works with a single edit. Test in cube.. made 3 frostwinds and 3 heavenly garbs - no rares. Backported from another version because 1.13c misbehaves on memory breaks to this code. This means you have patched the code in the cube outputs generation. Going from memory, there's another one in the...
by kidpaddle94
Sat Aug 05, 2017 1:29 am
Forum: Code Editing
Topic: [1.13c] Unique Items No Limit
Replies: 4
Views: 791
Canada

Re: [1.13c] Unique Items No Limit

There's more than one edit to apply to get rid of this. Don't remember how many exactly as I've got rid of all of them, but you basically need to get rid of every checks done on pGame+0x1B24 This is an array of 512 bytes. The game uses one bit for every unique item, resulting in 4096 available bits ...
by kidpaddle94
Fri Jul 14, 2017 7:55 pm
Forum: Code Editing
Topic: Unused Quest Flags Act 2
Replies: 11
Views: 1242
Canada

Re: Unused Quest Flags Act 2

I also seem to remember there was one for the cow level, I'd have to look it up again
by kidpaddle94
Fri Jul 14, 2017 7:14 pm
Forum: Code Editing
Topic: Unused Quest Flags Act 2
Replies: 11
Views: 1242
Canada

Re: Unused Quest Flags Act 2

The 7th quest of each act from what I've seen marks the completion of the act. Or at least, this is what the waypoint/quests GUI uses to unlock tabs for the next act, and a few other things if I remember right enum D2C_OrinalQuests { QUEST_A1Q1 = 1, QUEST_A1Q2 = 2, QUEST_A1Q3 = 3, QUEST_A1Q4 = 4, QU...
by kidpaddle94
Fri Jul 07, 2017 3:03 am
Forum: Code Editing
Topic: 1.13c pointers?
Replies: 2
Views: 621
Canada

Re: 1.13c pointers?

on 1.13c it's D2Common.0x99E1C
by kidpaddle94
Wed Jun 28, 2017 3:08 am
Forum: Code Editing
Topic: [1.10] Preventing Mouse Click to Register
Replies: 2
Views: 589
Canada

Re: [1.10] Preventing Mouse Click to Register

Code: Select all

void __fastcall WINDOW_ClearMessage(WinMsg* pMsg)
{
	pMsg->bReturn = 1;
	pMsg->lRresult = 0;
	STORM_ResetMsgQueue(pMsg); // storm.#511
}
by kidpaddle94
Fri Jun 09, 2017 2:34 am
Forum: Code Editing
Topic: Any Way to expand InventoryTXT?
Replies: 4
Views: 851
Canada

Re: Any Way to expand InventoryTXT?

You can lookup how D2 handles levels.bin & leveldefs.bin for an example of this. Just be aware that you will run into problems with files that already have 256 (or 255?) columns in vanilla. Monstats and Skills for example.

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