Search found 177 matches

by MarcoNecroX
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...
by MarcoNecroX
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 :)
by MarcoNecroX
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
by MarcoNecroX
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...
by MarcoNecroX
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 :)
by MarcoNecroX
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: ...
by MarcoNecroX
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 ...
by MarcoNecroX
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.
by MarcoNecroX
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.
by MarcoNecroX
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...
by MarcoNecroX
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...
by MarcoNecroX
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
by MarcoNecroX
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!
by MarcoNecroX
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.
by MarcoNecroX
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...
by MarcoNecroX
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...
by MarcoNecroX
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!
by MarcoNecroX
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
by MarcoNecroX
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 :P
by MarcoNecroX
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...
by MarcoNecroX
Wed Jan 14, 2015 6:26 pm
Forum: Member Аnnouncements
Topic: [Announcement] Diablo2: Dreamlands
Replies: 53
Views: 19374

Re: [Announcement] Diablo2: Dreamlands

:D
good job regardless, will give it a look later
by MarcoNecroX
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
by MarcoNecroX
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)
by MarcoNecroX
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
:cry: Image
by MarcoNecroX
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...

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