Search found 2048 matches
- Mon Aug 05, 2019 3:03 am
- Forum: Code Editing
- Topic: Diablo 2 does Not close completely
- Replies: 5
- Views: 927
Re: Diablo 2 does Not close completely
I also have the same issue. Also when I launch D2, there's actually two instances of game.exe, but one of them doesn't appear in the task manager. I see it in Ollydbg's attach list but can't attach to it. Sometimes the second instance doesn't exit when I close the game and is left in limbo, I need t...
- Thu Dec 27, 2018 8:34 pm
- Forum: Member Аnnouncements
- Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
- Replies: 75
- Views: 24462
Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
PLEASE NOTE: As of current, this is only planned for 1.10. This driver replaces D2GFX.dll, but also applies a lot of custom patches to D2Client, D2Common, D2CMP and D2Win. Many of these patches are configurable in the INI for maximum flexibility. In future, support for 1.09d/b and 1.13d will be add...
- Sat Sep 22, 2018 2:45 am
- Forum: Code Editing
- Topic: [1.10] SaveFile Limit
- Replies: 33
- Views: 9350
Re: [1.10] SaveFile Limit
Yeah, that looks okay
- Sat Sep 22, 2018 2:29 am
- Forum: Code Editing
- Topic: [1.10] SaveFile Limit
- Replies: 33
- Views: 9350
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 ...
- Fri Aug 03, 2018 5:20 pm
- Forum: Code Editing
- Topic: [1.13c] Chance of normal (white) items come socketed
- Replies: 2
- Views: 636
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...
- Wed May 16, 2018 12:41 am
- Forum: Code Editing
- Topic: Automate Enum Creation
- Replies: 5
- Views: 1174
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.
- Tue May 01, 2018 12:21 am
- Forum: Code Editing
- Topic: [1.10] D2SeedStrc struct
- Replies: 3
- Views: 685
Re: [1.10] D2SeedStrc struct
The coord is basically a redefined POINT structure, 32 bits x position, 32 bits y position.
FileObjectsTable would be an objects.txt record pointer, yes.
Code: Select all
struct Coord
{
int nX;
int nY;
};
- Sun Mar 25, 2018 5:23 am
- Forum: Code Editing
- Topic: Remove 25 FPS limit in Single Player
- Replies: 8
- Views: 2682
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...
- Sun Mar 04, 2018 5:27 am
- Forum: Code Editing
- Topic: [1.10+] Client & Server Packets
- Replies: 17
- Views: 20564
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...
- Thu Mar 01, 2018 3:03 am
- Forum: Code Editing
- Topic: [1.10+] Client & Server Packets
- Replies: 17
- Views: 20564
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...
- Sat Feb 24, 2018 1:12 am
- Forum: Mod Concepts & Research
- Topic: 3D graphic artist getting around
- Replies: 51
- Views: 19473
Re: 3D graphic artist getting around
Yep, and none of this was ever released of course I called it
kidpaddle94 wrote: ↑Thu Dec 10, 2015 7:24 amI 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.
- Sun Feb 18, 2018 1:24 pm
- Forum: Staff Announcements
- Topic: Maintenance work
- Replies: 6
- Views: 2948
Re: Maintenance work
Thanks for your time and work Volf ^.^
- 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: 659
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...
- Wed Jan 17, 2018 4:45 am
- Forum: Code Editing
- Topic: Psychic Hammer's SrvStFunc 22
- Replies: 5
- Views: 693
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.
- Thu Nov 02, 2017 1:46 am
- Forum: Code Editing
- Topic: [1.13c] Extended Levels (Now with Dlls!)
- Replies: 64
- Views: 21340
Re: [1.13c] Extended Levels (Now with Dlls!)
Yes, HereEzRemake" 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.
- Sun Oct 15, 2017 7:33 pm
- Forum: Code Editing
- Topic: Death ghost bug
- Replies: 4
- Views: 913
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 ...
- Sat Oct 14, 2017 11:27 pm
- Forum: Code Editing
- Topic: Need Party Exp formula
- Replies: 11
- Views: 2054
Re: Need Party Exp formula
lolet sent me the definition of this struct some time ago in another context, here it is:misiek1294" wrote:Hey !
Someone can share me info about PartyExp struct ?
Thanks !
Code: Select all
struct PartyExp
{
Unit* pMonster;
Unit* pPartyMembers[8];
int nPartyLevels[8];
int nMembers;
int nLvlSum;
};
- Sat Oct 14, 2017 4:46 am
- Forum: Code Editing
- Topic: [1.10+] Client & Server Packets
- Replies: 17
- Views: 20564
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; ...
- Sun Sep 10, 2017 5:10 pm
- Forum: Code Editing
- Topic: [1.13c] How to Display Text Message.
- Replies: 1
- Views: 793
Re: [1.13c] How to Display Text Message.
Your question isn't really clear. Do you mean a chat message?
- Thu Aug 31, 2017 9:23 pm
- Forum: Code Editing
- Topic: [1.13c] State Limit
- Replies: 2
- Views: 1030
Re: [1.13c] State Limit
See packets A7, A8, A9 & AA here
- Sun Aug 06, 2017 12:38 am
- Forum: Code Editing
- Topic: [1.13c] Unique Items No Limit
- Replies: 4
- Views: 1524
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...
- Sat Aug 05, 2017 1:29 am
- Forum: Code Editing
- Topic: [1.13c] Unique Items No Limit
- Replies: 4
- Views: 1524
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 ...
- Fri Jul 14, 2017 7:55 pm
- Forum: Code Editing
- Topic: Unused Quest Flags Act 2
- Replies: 12
- Views: 2392
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
- Fri Jul 14, 2017 7:14 pm
- Forum: Code Editing
- Topic: Unused Quest Flags Act 2
- Replies: 12
- Views: 2392
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...
- Fri Jul 07, 2017 3:03 am
- Forum: Code Editing
- Topic: 1.13c pointers?
- Replies: 2
- Views: 1030
Re: 1.13c pointers?
on 1.13c it's D2Common.0x99E1C