Search found 714 matches

by devurandom
Mon Mar 18, 2019 4:56 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

Hi Tomkomaster, It's probably a bug, will check into that. Thanks for the feedback! EDIT: v1.11.6 fixes crash issue on exit game with D2SE. - Fixes a few typo's - adds more error checking for loading extra DLL's - allows for PlugY to load in a D2 install subdirectory - max 32 chars. There is another...
by devurandom
Sat Mar 16, 2019 5:16 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

@everyone In the latest version it keeps track of what extra dll's were loaded then unloads them just before the game exits. StringZilla: There's a minor typo that show the extra Dll loading twice in some windows environments, but the second instance is correctly unloading the Dll. :roll: I think th...
by devurandom
Fri Mar 15, 2019 11:18 pm
Forum: Code Editing
Topic: [1.13c] Load PlugY.dll from D2Launch.dll
Replies: 2
Views: 2850
United States of America

Re: [1.13c] Load PlugY.dll from D2Launch.dll

Thanks for posting the question and all the info. helped me find some other issues that will get fixed in next release.

EDIT:

BaseMod has been updated to Load PlugY.dll, took some special workarounds, but it works now.
;)
by devurandom
Fri Mar 15, 2019 11:14 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

@oli25 Kind of limited on time, so I can't promise much. @updawg Thanks! v1.11.5 update fixes Load Extra Dll's in IniFile mode Adds Support for loading plugy.dll as Extra Dll. I didn't know that BaseMod wouldn't load plugy till a few days ago, after reading this post https://d2mods.info/forum/viewto...
by devurandom
Thu Mar 14, 2019 7:19 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

Thanks for the report... its because LoadDll's is bugged in inifile mode. I'm in the process of fixing it now, along with Load PlugY.dll as extra dll. which takes some special workarounds, since it wouldn't load for me in dllattach process due to conflicts, but I have it working now.
;)
by devurandom
Wed Mar 13, 2019 2:20 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

Hi,

I think if it wasn't working in realms, someone would have mentioned it by now.
It's not going to work on Battle.net for obvious reasons.
by devurandom
Tue Mar 12, 2019 9:02 pm
Forum: Code Editing
Topic: [1.13c] No equipment loss on death
Replies: 12
Views: 1912
United States of America

Re: [1.13c] No equipment loss on death

For 1.13c: [D2Game.dll - 0x79210] Origin: 6FC99210 83EC 18 SUB ESP, 18 Change: 6FC99210 C2 0C00 RETN 0C This would corrupt the stack For 1.10 the function is __fastcall pushes 3 args to the stack and retn is 0x0C For 1.13 the function is __stdcall pushes 5 args to the stack and retn is 0x14 My solu...
by devurandom
Wed Feb 27, 2019 12:20 am
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 345
United States of America

Re: Need help fixing Unhandled Error

I don't have a definite answer, since I haven't created binfield def's for the txt files your using in this.
by devurandom
Tue Feb 26, 2019 11:33 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

v1.11.4 fixes issue for enable PlayersX check is not applied correctly to MPQINI option.
by devurandom
Tue Feb 26, 2019 8:13 pm
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 345
United States of America

Re: Need help fixing Unhandled Error

Seems like many places the Txt limits on string length is 31 char.
:-|
by devurandom
Mon Feb 25, 2019 4:29 pm
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 345
United States of America

Re: Need help fixing Unhandled Error

seems like its crashing on GetSkillLevel of the new skill. That's about all I can tell from it.
by devurandom
Mon Feb 25, 2019 12:34 pm
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 345
United States of America

Re: Need help fixing Unhandled Error

Error above is a crash in a subfunction called from GetSkillLevel
by devurandom
Mon Feb 25, 2019 8:49 am
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 345
United States of America

Re: Need help fixing Unhandled Error

Curious if you take out the rebased storm.dll what effect does that have ?
newer OS's can force relocation on rebased dlls, which can lead to crashes.
by devurandom
Sun Feb 24, 2019 10:31 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

Hi Thanks for the feedback!
There was a bug in the way its handled because of default enabled.

Check the latest version on the main page for fix.
Thanks! :D
by devurandom
Fri Feb 22, 2019 12:55 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

Awesome. Thanks! :)
by devurandom
Fri Feb 22, 2019 1:24 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

I'm sorry that happened. I think its taboo/forbidden to discuss on this site. I found another small thing: If you want to use BaseMod with the Diablo II\basemod.ini only (so there is no data/global/excel/basemod.txt present) but start the game with -direct -txt it will crash with the error posted by...
by devurandom
Thu Feb 21, 2019 9:43 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

@Tomkomaster Thanks! :)

@ChaosMarc good find.
I'll see if I can find a remedy for that. Thanks!
by devurandom
Thu Feb 21, 2019 4:12 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

BaseMod v1.11.1 Fix wrong return type on first set of filters in Ilvl and Socket display strings. Thanks to Tomkomaster for reporting! Bug was also in BaseMod v110. Strings give me a lot of issues, sorry. @JayBrainDead it would be easy add a config value for change radius on gold pickup. ATM, I'm on...
by devurandom
Wed Feb 20, 2019 11:31 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

@Tomkomaster yes the Treasure Goblin patch is for reading the Umon field from levels.txt I don't have time right now to softcode or add new features in BaseMod, sorry. I checked the filters code on Arrows and bolts and it hasn't changed. But I'll test it later today in game, Thanks for reporting. @j...
by devurandom
Wed Feb 20, 2019 12:16 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

BaseMod v1.11 Adds Ogodei's Dynamic Health Bar - with user config RGB colors Adds Patch for Nizari and Jetaman's Treasure Goblin Plugin Adds Dav92's Charm Zone - Remove Dav92's Charm Zone - see post here why https://d2mods.info/forum/viewtopic.php?t=65337&start=12 fix bug in patch for ExtendSounds -...
by devurandom
Tue Feb 19, 2019 10:23 pm
Forum: Skill Clinic
Topic: Town portal skill
Replies: 4
Views: 169
United States of America

Re: Town portal skill

@jessedazebra I shared my first version of the cross act portal code with Whist for MXL. It's act4->act5 portal code reversed. @Conqueror The reason i switched from asm to cpp was for finding a solution to the issue of "Red Portal Fix" code. With assembly I had to hard code the name strings for red ...
by devurandom
Tue Feb 19, 2019 12:22 am
Forum: Skill Clinic
Topic: Town portal skill
Replies: 4
Views: 169
United States of America

Re: Town portal skill

It was possible to do without major CE in 1.10. see Kingpin's tutorial on custom portals
https://d2mods.info/forum/viewtopic.php?t=24082

I never found a way to port the "Red Portal Fix" code for 1.13d, at the time (2015).
by devurandom
Sun Feb 17, 2019 12:27 pm
Forum: Code Editing
Topic: Charm Inventory/Zone 1.13c
Replies: 14
Views: 999
United States of America

Re: Charm Inventory/Zone 1.13c

Maybe a mistake on my part, but nothing to do with txt.

What I meant by that is: giving the user a softcoded option where they can apply a patch to execute the code for the charm zone functions to work, or disable the patch.
by devurandom
Sun Feb 17, 2019 6:34 am
Forum: Code Editing
Topic: Charm Inventory/Zone 1.13c
Replies: 14
Views: 999
United States of America

Re: Charm Inventory/Zone 1.13c

Fun Fact - Importing charms into inventory, with character editors, is a great way to mess up the values on your character screen. Softcoding Charm Zone has the same effect, when users don't move all the charms out of their inventory, then restart with the Charm Zone option disabled. Code works grea...
by devurandom
Tue Feb 12, 2019 6:53 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 160
Views: 11588
United States of America

Re: BaseMod Plugin

That's the correct order. The patching enabled/disabled code is working verified in code.. might be a bug in the patch. Question are you adding a sound past the limit 4698 with it disabled/enabled ? Also consider the Shenk bug, where you have to include a copy of Sounds.txt (and SoundEnviron.txt if ...

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