Search found 54 matches
- Fri Nov 02, 2018 7:15 am
- Forum: Diablo II Chatter
- Topic: trying to find pre LOD diablo II
- Replies: 7
- Views: 3548
Re: trying to find pre LOD diablo II
Both of the beta's are missing D2Game.dll as to prevent local play. Cracking the LOD beta was possible because it was only a slightly earlier build than 1.07, and ran perfectly using 1.07's D2game.dll after a few hex edits. The D2 classic beta on the other hand is about two months earlier than the r...
- Thu Aug 17, 2017 2:26 pm
- Forum: Code Editing
- Topic: Diablo II 1.09b No Cd Code edits
- Replies: 13
- Views: 4961
Re: Diablo II 1.09b No Cd Code edits
The game.exe in the mpq file is not checked. This file is the original install file for the game (1.00 for classic and 1.07 for lod). I think these are extracted during the initial install or using -install. Nonetheless, only game.exe is needed as well as the MPQ files copied off the CD. Ive never h...
- Sun Jul 23, 2017 6:10 pm
- Forum: Code Editing
- Topic: Diablo II 1.09b No Cd Code edits
- Replies: 13
- Views: 4961
Re: Diablo II 1.09b No Cd Code edits
Diablo II doesn't actually have mandatory CD checks. Diablo II.exe attempts to launch Game.exe and if it fails to decrypt (no CD in drive) it will throw an error. Once the securom is unpacked from Game.exe, the game will attempt to start. It will search the current directory for all the .MPQ files a...
- Sun Jul 23, 2017 5:55 pm
- Forum: Code Editing
- Topic: [1.13d] CPU sleep fix - less CPU time - big performance gain
- Replies: 9
- Views: 4716
Re: [1.13d] CPU sleep fix - less CPU time - big performance
This bug still occurs for me even in 1.14d. Game always shows 25% CPU on a quad core. Here is the fix for 1.14d for both the Title Screen and In Game: ; Title screen 004FA66F |. 74 02 JE SHORT 004FA673 ; NOP 004FA671 |. 33C0 XOR EAX,EAX ; NOP 004FA673 |> 50 PUSH EAX ; /Time 004FA674 |. FF15 58C26C00...
- Sun May 14, 2017 1:36 am
- Forum: Code Editing
- Topic: Calling custom code in another dll [fixups]
- Replies: 2
- Views: 886
Re: Calling custom code in another dll [fixups]
Thanks for the advice. I had previously fiddled with LordPe to no avail. I had no problems exporting, but rather importing. I decided to use a really cheap trick instead. The player setting is stored at an address in D2Client, which seems to never relocate. D2Game will then copy this address for the...
- Sat May 13, 2017 2:28 am
- Forum: Code Editing
- Topic: Calling custom code in another dll [fixups]
- Replies: 2
- Views: 886
Calling custom code in another dll [fixups]
Galaxy here with another noobish question. Ok so this isn't technically a "D2" only question. It applies to all memory aspects I'm backporting the /players command into 1.00 Classic and 1.07. The problem is the players value can only be modified by D2Game, but the commands are read in D2Client. So t...
- Mon Jan 16, 2017 2:37 am
- Forum: Code Editing
- Topic: [1.14d] Uber quests need help with quest state
- Replies: 5
- Views: 1263
Re: [1.14d] Uber quests need help with quest state
I got it all fixed up now. I ported over the reset fix from the 1.10 Pandemonium quest mod. Now to replicate the uber ai and we'll be good to go! Sheesh blizzard... just enable it offline already.
- Sun Jan 15, 2017 10:18 pm
- Forum: Code Editing
- Topic: [1.14d] Uber quests need help with quest state
- Replies: 5
- Views: 1263
Re: [1.14d] Uber quests need help with quest state
Thank you for the tip! I managed to figure out what I was doing wrong. As it is, in 1.14 there are no DLL files so the memory was changed around. 0x6FD4FFF0 is the freespace in D2Game.dll in 1.10. The problem is it was writing to a read only area. I changed this to the R/W freespace address in 1.14d...
- Sun Jan 15, 2017 7:24 am
- Forum: Code Editing
- Topic: [1.14d] Uber quests need help with quest state
- Replies: 5
- Views: 1263
[1.14d] Uber quests need help with quest state
So I started working on a 1.14 mod. I went through the tutorial here by villiageidiot: https://d2mods.info/forum/viewtopic.php?t=34090 Not as many code edits are needed obviously, and everything is fine so far except one problem: I don't know where in memory to store the quest state. I can cube the ...
- Tue Apr 21, 2015 6:20 pm
- Forum: General Mod Making
- Topic: [1.13d] Question on some 1.10+ bugs
- Replies: 4
- Views: 904
Re: [1.13d] Question on some 1.10+ bugs
Wow, 1 person? Never knew that. I read somewhere that there was a change in blizzards policy and most of the team left after 1.09. Maybe it was wrong. Anyway, 1.10 was definitely one hell of a piece of work. It finished off many things in the game. However, it had flaws that have been there for 12 y...
- Tue Apr 21, 2015 6:07 am
- Forum: General Mod Making
- Topic: [1.13d] Question on some 1.10+ bugs
- Replies: 4
- Views: 904
Re: [1.13d] Question on some 1.10+ bugs
Hmm, I have heard of the UF mod and it indeed fixes some things. However, it doesn't fix any animations. So I should have asked this instead: will fixing all the broken stuff be a txt edit or code edit? List of broken things that worked in 1.09: - Diablo doesn't shake when shooting lightning - Baal ...
- Mon Apr 20, 2015 5:32 am
- Forum: General Mod Making
- Topic: [1.13d] Question on some 1.10+ bugs
- Replies: 4
- Views: 904
[1.13d] Question on some 1.10+ bugs
So I've somewhat came back to D2. Before I made a mod for 1.09, however I'm beginning to miss 1.10+. But before I start a 1.13 mod, there are two bugs which get on my nerves: - Broken animations. Many animations were broke in 1.10. Baal's corpse explosion, the fire in chaos sanctuary, resurrection o...
- Sat Mar 22, 2014 8:21 pm
- Forum: Tools
- Topic: [Release] Clean Game.exe and Patch maker
- Replies: 1
- Views: 5045
[Release] Clean Game.exe and Patch maker
Make sure to read the readme. There are two things here I am releasing before I permanently leave Diablo II. The first things, which is completely legal now, is a pack of Game.exe's all from pre-1.12 which have securom removed. You can use them for debugging or for your pre-1.12 mod. I prefer to use...
- Wed Feb 12, 2014 11:51 pm
- Forum: Member Аnnouncements
- Topic: 1.09b Fix-up Final Update
- Replies: 1
- Views: 4199
1.09b Fix-up Final Update
Well here it is: http://www.mediafire.com/download/izrifa978zb0b4n/LOD_109bFinal.exe This will be the last release, as Diablo II modding has become very time consuming. There are still bugs in 1.09 that need to be fixed. Anyhow, this mod is intended to remove nerfs, fix bugs, and backport features....
- Mon Feb 03, 2014 5:08 am
- Forum: Code Editing
- Topic: Zod Display Bug Fix for 1.07-1.09
- Replies: 0
- Views: 606
Zod Display Bug Fix for 1.07-1.09
Most people mod 1.10, or 1.13. However, for those of us still doing 1.09, there's a slight issue with the Zod Rune. Here is how it looks in 1.07-1.09: http://oi39.tinypic.com/4zw8bp.jpg Here is how it should look (1.10-1.12): http://itemnow.com/plugins/jbshop/images/runes/zod_rune.jpg So after some ...
- Fri Jan 03, 2014 12:31 pm
- Forum: Member Аnnouncements
- Topic: Gambling Calculator
- Replies: 0
- Views: 2118
Gambling Calculator
Have you wanted to change the chances for gambling in your mod? Confused by the formula Diablo 2 uses? Well never fear my friend, you did the best you could! Using this simple batch file, you can punch in the chances you want for uniques/sets/rares. The format is 1 in x. So if you wanted uniques to ...
- Mon Dec 09, 2013 10:17 pm
- Forum: Code Editing
- Topic: [All version] Editing magic find breakpoints
- Replies: 0
- Views: 651
[All version] Editing magic find breakpoints
Solved, this thread can be closed. Fix monsters capped at 6 items (1.09b) In D2Game.dll 6FC4EFD1=0x06 Change to: 0x07 Now the cap is 7 items like it was prior to 1.07. Mf is free of diminishing returns (thanks to Spin's offests 1.09b): In D2Game.dll 6FC4F590=0x04 change to 0x00 6FC4F630=0x04 change ...
- Mon Sep 02, 2013 2:32 am
- Forum: Code Editing
- Topic: NPC auto-repair items
- Replies: 0
- Views: 478
NPC auto-repair items
Added in 1.09, vendors will auto repair an item if it is sold to them. A throwing potion gets max, key gets max stack, items get max durability, etc. Before this, say you had a stack of 3 keys, it would remain 3 keys even after you sold it to them. How might this "auto repair" function be disabled, ...
- Tue Aug 20, 2013 3:33 am
- Forum: Code Editing
- Topic: [1.09b] Breaking immunes text
- Replies: 0
- Views: 582
[1.09b] Breaking immunes text
After a lot of searching I have made the edits to make cold mastery, amplify damage, decrepify, conviction, and lower resist break immunes at full effect (pre-1.08). However, if using the latter 4 to break immunes, the immune text still remains even if the immunity is broken. Any idea on what kind o...
- Sat Aug 17, 2013 1:44 am
- Forum: General Mod Making
- Topic: Best version to mod
- Replies: 8
- Views: 1452
Re: Best version to mod
1.13c was a good patch, before I quit in 1.13c, I remember playing on open battle.net with all the 133t's :) 1.10 basically redid the game though. It did almost as many or more changes than the Expansion did to Classic. 1.10 added basically a bunch of stuff I would have to turn around and code edit ...
- Thu Aug 15, 2013 5:58 am
- Forum: General Mod Making
- Topic: Best version to mod
- Replies: 8
- Views: 1452
Best version to mod
Wow, it's been forever since I've been here. I see the site has moved since then. [Intro] The paladin woke up, in the world of Diablo 3. After his quest was finished, he decided it was time. So the paladin searched throughout the houses of many; countless items found in the attic until... Until he f...
- Sat Oct 15, 2011 12:36 am
- Forum: Member Аnnouncements
- Topic: How to upload a mod? Slash
- Replies: 7
- Views: 8562
Re: How to upload a mod? Slash
It's been forever since i've been on this site. I quite diablo 2 hacking(modding) shortly after I released this mod. The reason I named it with "hack" is so it was a word "SLASH" rather than "SLASM". This mod is relatively simple and intended to be open source. So feel free to use any part of this m...
- Mon Jun 27, 2011 7:18 pm
- Forum: Member Аnnouncements
- Topic: How to upload a mod? Slash
- Replies: 7
- Views: 8562
Re: How to upload a mod? Slash
Thanks :mrgreen: But yeah, I know this mod needs more work. I'm not an advanced hacker though. THe only thing I knew how to do (monster/skill wise) is add the quilt bears and slightly modify monsters. Skills are complicated too. A mod that gives a good feel for this is Vamp's. I'm probably done with...
- Mon Jun 27, 2011 3:29 am
- Forum: Member Аnnouncements
- Topic: How to upload a mod? Slash
- Replies: 7
- Views: 8562
How to upload a mod? Slash
I can't find a way to upload my mod. It says at the bottom right of the file center (when I'm logged in, of course) "You May Not upload files". So for now, here is a link on mediafire: http://www.mediafire.com/?h3418ye3bg4818a This mod is Slash "semi-legit and semi-hack" and it is for SP 1.13c LoD. ...
- Mon Jun 06, 2011 8:02 pm
- Forum: General Mod Making
- Topic: adding custom runes, items to the latest version 1.13 by mod
- Replies: 7
- Views: 1745
Re: adding custom runes, items to the latest version 1.13 by mod
For changing the color, I noticed 1 minor thing. When you sell the item and then buy it, the name appears as the /?;color rather then tan. To fix this, do the same thing blizzard did to color runes by editing D2Client.dll to color items. You would need to hijack two routines, one for color in invent...