Search found 177 matches
- Sun Aug 01, 2021 10:07 am
- Forum: Map Editing
- Topic: worldspace in levels.txt : increasing areas ?
- Replies: 8
- Views: 20924
Re: worldspace in levels.txt : increasing areas ?
Small resurrection, but I thought this would be useful to anyone looking this topic. I've made a script that reads levels.txt and draws a worldmap. It uses offsets, sizes & checks vis tiles. There is a bit of hardcoded logic into it (outdoor areas use dynamic positioning), but it should *mostly* acc...
- Fri Oct 19, 2018 4:24 am
- Forum: Tools
- Topic: [Release] DT1 Studio
- Replies: 21
- Views: 7686
Re: [Announcement] New DT1 Maker - Feedback stage
excellent work sir
- Fri Oct 05, 2018 5:14 am
- Forum: Member Аnnouncements
- Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
- Replies: 75
- Views: 24793
Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage
looks great, looking forward to it
- Fri Dec 23, 2016 4:59 am
- Forum: General Mod Making
- Topic: TCEx "groups" broken in normal difficulty
- Replies: 4
- Views: 1179
Re: TCEx "groups" broken in normal difficulty
I just noticed something really dumb too, if you have the following treasure classes in a group, like: A - level 10 B - level 20 C - level 30 If you use "C" on a level 10 monster, it will use "C" instead of downscaling to "A". But not because of TC downscaling being disabled per se, but just because...
- Wed Oct 26, 2016 6:27 pm
- Forum: General Mod Making
- Topic: TCEx "groups" broken in normal difficulty
- Replies: 4
- Views: 1179
Re: TCEx "groups" broken in normal difficulty
Oh, seems i'm late to the party!
Thanks a lot Xaphan
Thanks a lot Xaphan
- Wed Oct 26, 2016 1:39 am
- Forum: General Mod Making
- Topic: TCEx "groups" broken in normal difficulty
- Replies: 4
- Views: 1179
TCEx "groups" broken in normal difficulty
hello In an attempt to fix treasureclasses on my mod I came to the conclusion that super-treasureclasses don't seem to work on normal difficulty, this refers to the "group" and "level" columns from treasureclasses. We can run a simple test to see this, see for example the following treasureclasses: ...
- Thu Sep 01, 2016 2:08 am
- Forum: Map Editing
- Topic: [Tutorial] Add a new Maze
- Replies: 6
- Views: 3147
Re: [Tutorial] Add a new Maze
What exactly do you need to know about missile chains? All you need is a 1-frame long FO missile and then spawn two different missiles using FO hit and move funcs. From there you can create basically any chain of missiles you want. Yes, you can :D But I can't. It would be very helpful if you could ...
- Wed Aug 31, 2016 8:37 pm
- Forum: Map Editing
- Topic: [Tutorial] Add a new Maze
- Replies: 6
- Views: 3147
Re: [Tutorial] Add a new Maze
What exactly do you need to know about missile chains? All you need is a 1-frame long FO missile and then spawn two different missiles using FO hit and move funcs. From there you can create basically any chain of missiles you want.
- Wed Aug 31, 2016 8:23 am
- Forum: Map Editing
- Topic: [Tutorial] Add a new Maze
- Replies: 6
- Views: 3147
[Tutorial] Add a new Maze
Creating a maze is easy in theory, however there are certain aspects to each type of maze, so depending on what you are trying to design, you may want to pick a specific type of maze that suits your needs.
- Mon Aug 29, 2016 6:53 am
- Forum: Map Editing
- Topic: nNumClients
- Replies: 4
- Views: 1685
Re: nNumClients
As far as I know, no it's not possible. It's not possible to have 2 vis from one map to connect to a same other map as well. I know blizzard did this in act 2 (on the palace) but it must be hardcoded. A bit late but, I just tested this and it worked. You can connect two different maps twice. Vis0 w...
- Tue Aug 02, 2016 3:59 am
- Forum: Map Editing
- Topic: nNumClients
- Replies: 4
- Views: 1685
Re: nNumClients
As far as I know, no it's not possible. It's not possible to have 2 vis from one map to connect to a same other map as well. I know blizzard did this in act 2 (on the palace) but it must be hardcoded. He isn't trying to switch maps though, so it's not quite the same case as palace. Either way, no i...
- Sat Jan 23, 2016 9:44 am
- Forum: General Mod Making
- Topic: TBLs - Encoding / Decoding Algorithms
- Replies: 7
- Views: 1040
Re: TBLs - Encoding / Decoding Algorithms
Ok don't worry - I'll check QTbl. Thanks again
- Sat Jan 23, 2016 12:39 am
- Forum: General Mod Making
- Topic: TBLs - Encoding / Decoding Algorithms
- Replies: 7
- Views: 1040
Re: TBLs - Encoding / Decoding Algorithms
Was checking purge, according to readme it edits .txt, not tbls (well it does not specifically state it). Anyways will look into it.
Thanks for the links!
Thanks for the links!
- Fri Jan 22, 2016 9:11 pm
- Forum: General Mod Making
- Topic: TBLs - Encoding / Decoding Algorithms
- Replies: 7
- Views: 1040
Re: TBLs - Encoding / Decoding Algorithms
Yeah, I know I can manually create the txts with Joel's tool, but I am looking a way to automate it so I can remove that extra step everytime I want to do some importing/exporting.
So far no luck with finding a source published here. I've come across this topic, but links seem to be down.
So far no luck with finding a source published here. I've come across this topic, but links seem to be down.
- Fri Jan 22, 2016 8:04 pm
- Forum: General Mod Making
- Topic: TBLs - Encoding / Decoding Algorithms
- Replies: 7
- Views: 1040
TBLs - Encoding / Decoding Algorithms
Hello all, I am currently working on implementing a database system using MySQL and the txt/tbl files from the game. The main idea here is to be able via PHP to create scripts to modify txt files or just create scripts to create dynamic content for the players. Full details can be seen here . Anyway...
- Wed Dec 16, 2015 9:42 pm
- Forum: Mod Concepts & Research
- Topic: 3D graphic artist getting around
- Replies: 51
- Views: 19510
Re: 3D graphic artist getting around
Really impressive work here! My personal recommendation would be not to bother making a new class. It's good to have such ambitious project but I feel some downsides that can appear, regardless of the quality of the end result. First, there hasn't been a 8th class added to the game, ever. Without th...
- Wed Dec 16, 2015 9:09 pm
- Forum: Multimedia
- Topic: New Animations
- Replies: 98
- Views: 27743
Re: New Animations
Really cool stuff. Keep it up!
- Sat Jan 17, 2015 8:26 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
looks like emo kid is back into the game
- Sat Jan 17, 2015 5:45 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
yeah you have a good point and believe me I have considered this for a long time but in the end I feel like most players feel more confortable playing 1.13, as 1.10 feels rather old. This and the fact that not everyone uses D2SE
- Sat Jan 17, 2015 3:47 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
@weapon-x: no, D2SE has a cores folder where it stores the individual dlls for each separate version, and picks the folder which is being called on the D2SE ini configuration file. Basically what I'm trying to say is that D2SE doesn't anything to adress compatibility throughout versions (it just has...
- Wed Jan 14, 2015 6:26 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
good job regardless, will give it a look later
- Wed Jan 14, 2015 5:53 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
ya that's what I guessed.. sad
@weapon-x: yea you could do that but then the mod would be based on 1.10, which feels kinda old
@weapon-x: yea you could do that but then the mod would be based on 1.10, which feels kinda old
- Wed Jan 14, 2015 5:02 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
are you saying it works with 1.13c? (it shouldn't if I understood this right)
- Wed Jan 14, 2015 4:51 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19374
Re: [Announcement] Diablo2: Dreamlands
1.10 only
- Wed Sep 10, 2014 11:40 pm
- Forum: Map Editing
- Topic: Ds1edit docs + usefull links
- Replies: 4
- Views: 16078
Re: Ds1edit docs + usefull links
Hey Paul, sorry for bothering you again. I'm having a new problem with the map editor. The error is simply a crash (freeze). The problem is after adding preset monsters via obj.txt, these are the lines: 2 1 2178 void_amazon Data\Global\Monsters W% NU HTH LIT 0 2 1 2179 void_assassin Data\Global\Mons...