Search found 31 matches

by Darkquake
Mon Jun 17, 2019 11:18 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

Awesome additions as usual. I always get hype when I see this thread updated. just regarding your post above didn't linear MF have issues really early on? stacking too much MF would end up finding you rares or something instead of uniques? I'm not quite sure but I remember early MF had a bug. Everyt...
by Darkquake
Mon Apr 15, 2019 4:59 am
Forum: General Mod Making
Topic: Best Diablo 2 version for modding
Replies: 6
Views: 247
Australia

Re: Best Diablo 2 version for modding

Agreed on 1.10f. Although with basemod and whists work 1.13c is an easy second and you can do anything you want with either of these versions.
by Darkquake
Fri Apr 12, 2019 12:56 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

So questions about how the red portals exactly work. I noticed all the ones in the base game showed up in the same tile every time. Is that the "entrance" tile? If not how would you link a new map through the red portal system and what warp would you use? Thanks. Edit: After playing around more with...
by Darkquake
Tue Apr 09, 2019 7:28 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

Oh my god, I've just checked this out again a few months later and basemod does SO MUCH more than everything it already did!

Thank you so much for the amazing work Devurandom
by Darkquake
Wed Jan 02, 2019 5:24 am
Forum: General Mod Making
Topic: Downgrading from 1.13c to 1.10
Replies: 3
Views: 214
Australia

Re: Downgrading from 1.13c to 1.10

Awesome info, I'm always surprised how much people here know :) some follow ups then lol 1. How does plugy work with 1.10 and ubers? Does it introduce keys by itself? Or is ubers just not an option? 2. Does the plugy respec work in 1.10? 3. What is the multires option for 1.10? And is it implemented...
by Darkquake
Tue Jan 01, 2019 7:40 pm
Forum: General Mod Making
Topic: Downgrading from 1.13c to 1.10
Replies: 3
Views: 214
Australia

Downgrading from 1.13c to 1.10

So I started on 1.13c pretty much because it was the version I had installed. As I've got more into the project theres been more and more things I want to do. The problem is there just isn't the support for 1.13c like there is for 1.10 so I want to try downgrading my mod to 1.10. I've got a lot of q...
by Darkquake
Sat Dec 08, 2018 8:28 am
Forum: Multimedia
Topic: [Release] AlphA´s Graphics Pack
Replies: 2
Views: 749
Australia

Re: [Release] AlphA´s Graphics Pack

These look amazing going to dl them right now! thank you heaps :)
by Darkquake
Fri Nov 30, 2018 4:26 pm
Forum: Map Editing
Topic: Linking Cathedral to Cata 1 clone.
Replies: 0
Views: 208
Australia

Linking Cathedral to Cata 1 clone.

Hi trying to add a warp to a custom maze level in 1.13c I get: "Halt Location : , line #826 Expression : Unrecoverable internal error 6fdbc62d" Looking around on the forum people suggested that this was a warp related error but that's all i got. It's meant to warp from the back of cathedral in act1 ...
by Darkquake
Sat Nov 17, 2018 11:00 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

devurandom wrote:
Sat Nov 17, 2018 9:00 am
I ported the uber portals from the 1.10 tutorials your talking about to 1.13. Great tutorials if you want to learn assembly.
Are they in your code edits download? would love to try them out ? :)
by Darkquake
Sat Nov 17, 2018 7:18 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

Just adding one more thing to the wish list :D
Cubemain red portals!
I've been looking all over for a tutorial or plugin that works for 1.13c and the only ones I found are 1.10 and 1.11. I imagine it would be pretty hard to get working though?
by Darkquake
Tue Oct 16, 2018 6:02 am
Forum: Member Аnnouncements
Topic: [Mod Release] Grail
Replies: 5
Views: 1497
Australia

Re: [Mod Release] Grail

artojas wrote:
Mon Oct 15, 2018 7:44 pm
Where can I find the list of new runewords?
There is a link to a google docs spreadsheet with all the uniques/sets/RW in the game at the bottom of the readme. RWs have there order included in the spreadsheet.
by Darkquake
Fri Oct 05, 2018 5:16 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

Yeah, it works perfectly for me. Sorry to seem picky, but to clarify you have BaseMod.dll, BaseMod.ini and Loaders/1.13d/game.exe in the main directory of D2? What if you use ingame command /fps what values do you get? How about turning on one of the other options like autogoldpickup to see if it's ...
by Darkquake
Fri Oct 05, 2018 2:56 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 223
Views: 19349
Australia

Re: BaseMod Plugin

ocarinas wrote:
Fri Oct 05, 2018 1:57 am
I've 1.13d installed, so I copied 1.13d loader and both dll and ini to Diablo II directory, run the game and nothing changes (fps still capped at 25)
Override the default game.exe with the one from within your appropriate loader file.
by Darkquake
Wed Jul 04, 2018 6:12 am
Forum: Member Аnnouncements
Topic: [Mod Release] Grail
Replies: 5
Views: 1497
Australia

Re: [Mod Release] Grail

I know! So awesome! Also I fixed that bug. But as per fixing things it breaks other things. Now it hangs everytime you exit the application. Some interaction between how d2se wants to close and multires1.13. Not allowed to edit d2se and don't know what to edit in the multires1.13 dll so I guess it'l...
by Darkquake
Wed Jun 20, 2018 4:42 am
Forum: Member Аnnouncements
Topic: [Mod Release] Grail
Replies: 5
Views: 1497
Australia

[Mod Release] Grail

Hey all so I put my mod in for approval less than 12 hours ago and expected it to take a day or so but moddb was super fast! here is the link for those who are interested https://www.moddb.com/mods/darkquake Readme: Grail v1.00 19-06-2018 Intro: My take on what a content patch from blizzard would lo...
by Darkquake
Mon Jun 18, 2018 9:04 am
Forum: General Mod Making
Topic: Changing Splash screen version text
Replies: 9
Views: 1031
Australia

Re: Changing Splash screen version text

Version I'm running is 1.13c. I did do as suggested and run a text search for a load of values like: 1.13, 13, 1(wildcard)13, ver and a hex search for 31 33 and still couldn't find it? PlugYs option is for changing its ovn version text on the right side of the splash screen not the vanilla patch ver...
by Darkquake
Mon Jun 04, 2018 4:47 am
Forum: Code Editing
Topic: 1.13c Looking for help with gamble prices and map overlay
Replies: 1
Views: 398
Australia

1.13c Looking for help with gamble prices and map overlay

Editing the gamble cost column in weapons.txt doesn't have any impact on the cost in game and after having a look around people say that some if not all(?) of the prices are hardcoded somewhere. I'm looking to change wands, staves and character specific items. The other thing I would like to change ...
by Darkquake
Sun Jun 03, 2018 11:59 am
Forum: Ancestral Recall
Topic: trying to find the hellfire torch
Replies: 1
Views: 384
Australia

Re: trying to find the hellfire torch

AFAIK the torch isn't in the game until v1.11
by Darkquake
Mon May 28, 2018 7:26 pm
Forum: Member news
Topic: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
Replies: 44
Views: 7696
Australia

Re: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]

So... noob question. I'm playing on 1.13c and I open D2Game.dll in OllyDbg that's fine. When I go to find addresses for mentioned to fix the spawn bug all of my addresses are way bigger. Swapping to absolute addresses doesn't do it either. Do I need to add an offset to the addresses somehow? Edit a ...
by Darkquake
Thu May 24, 2018 3:48 pm
Forum: General Mod Making
Topic: Changing Splash screen version text
Replies: 9
Views: 1031
Australia

Re: Changing Splash screen version text

So done lots of what I wanted with my mod now, how do I go about learning how to code edit? The "Diablo II Code Editing Tutorial" in the knowledge base links out to a site that doesn't work anymore.
by Darkquake
Tue May 08, 2018 12:03 pm
Forum: Member news
Topic: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
Replies: 44
Views: 7696
Australia

Re: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]

Hi just want to give some feedback on what I think are bugs. 1. Goblins that aren't killed and escape leave behind a "filled space" of sorts. Completely un-passable empty space. The work around for this go to town and wait a little and it despawns. 2. Goblins that spawn in packs with auras will have...
by Darkquake
Tue Apr 24, 2018 4:47 am
Forum: General Mod Making
Topic: States/Overlays and Colorshift
Replies: 7
Views: 378
Australia

Re: States/Overlays and Colorshift

I tried both methods and they both work perfectly now with no crashes in game. :)
by Darkquake
Mon Apr 23, 2018 4:19 pm
Forum: General Mod Making
Topic: States/Overlays and Colorshift
Replies: 7
Views: 378
Australia

Re: States/Overlays and Colorshift

awesome I'll wait for that, and thank you :)
by Darkquake
Mon Apr 23, 2018 3:22 pm
Forum: General Mod Making
Topic: States/Overlays and Colorshift
Replies: 7
Views: 378
Australia

Re: States/Overlays and Colorshift

Downloaded, trying it out now. Thank you very much!

Edit: I did it all, change colors, make the overlay and state put it on an item I have to test and it crashes the game lol. Halt Location line1646. Expression Unrecoverable internal error 6fe1fe5c.
by Darkquake
Mon Apr 23, 2018 1:53 pm
Forum: General Mod Making
Topic: States/Overlays and Colorshift
Replies: 7
Views: 378
Australia

States/Overlays and Colorshift

So the goal is to coloshift an over lay specifically fullsetgeneric which uses AuraFanatic.dcc, thing is no matter where I change values in either Overlays.txt or States.txt nothing happens. Is it hardcoded? Do I need to go manually edit each frame and repack it into a dcc and use that, or is there ...

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