Search found 37 matches

by I_Burner
Sat Oct 22, 2005 6:10 am
Forum: PlugY|NefEx|D2Mod
Topic: A sugestion to PlugY (Sorry if it is an old sugestion)
Replies: 18
Views: 1237

Re: A sugestion to PlugY (Sorry if it is an old sugestion)

ICS is limited to 512 and MonStats to 1024. Sorry to side-track the current train of thought here, but I just noticed this. Monstats can't be limited to 1024 in 1.10.... I'm running at 1133 currently, with nary a problem in sight. I'll let you know when I find the end of this file :) I'm sure to hi...
by I_Burner
Fri Sep 23, 2005 8:35 am
Forum: Member Аnnouncements
Topic: Quasi-Official return of Genesis mod (Really! I promise!)
Replies: 1
Views: 525

Quasi-Official return of Genesis mod (Really! I promise!)

UPDATE - 10/09/05: After an inexplicably long delay from the Gamespy people, new hosting for Genesis on PlanetDiablo is in its final stages. A new release version will be ready at the launch of the new site, so check back soon for details! fairly long post - scroll down to the bottom for the importa...
by I_Burner
Sun Sep 11, 2005 6:50 am
Forum: Multimedia
Topic: palshift problem
Replies: 9
Views: 632

Re: palshift problem

Two things come to mind: 1) Make sure your palshift.dat files are in the "COF" folder for their respective monster tokens. If there is no palshift included with a plugin, you will have to make one to enable color changes. 2) Some of the plugins that include palshift files are "blank", that is to say...
by I_Burner
Fri Nov 19, 2004 8:34 am
Forum: Member Аnnouncements
Topic: Genesis ALPHA1.01 patch released (Charsi's Forge)
Replies: 0
Views: 621

Genesis ALPHA1.01 patch released (Charsi's Forge)

The first patch for the Genesis Alpha version is available for download at my site on Charsi's Forge. This patch addresses several bugs, and adds a few improvements and new features (including new weapon and armor types, unique items, and a new enemy type). Full details will be posted very soon at t...
by I_Burner
Wed Oct 20, 2004 3:19 am
Forum: Multimedia
Topic: No new monsters
Replies: 4
Views: 412

Re: No new monsters

You may also need to work with monstats2.txt. Read the New Token Tutorial linked from my sig - it covers the basics! There are tons of posts about get new tokens to work, so try searching for them if you have any more trouble.
by I_Burner
Wed Oct 20, 2004 3:05 am
Forum: Multimedia
Topic: about monsters sounds...
Replies: 1
Views: 337

Re: about monsters sounds...

You're very close, but you should check Sounds.txt for the exact pathway and filename for the sound you are replacing. Also, you will want to check here to see if this is a "grouped" sound: in other words, check to see if there is "driudwerewolf_neutral_1", "driudwerewolf_neutral_2", etc. If this is...
by I_Burner
Sat Aug 28, 2004 4:14 am
Forum: Multimedia
Topic: bg2-snake-token
Replies: 5
Views: 1152

Re: bg2-snake-token

I optimized that plugin for the zombie AI, so that shouldn't be the problem. It's probably a monstats2.txt issue. Make sure your component and mode columns match up to the animation. This has been covered several times in the forums (for other plugins), and I've also written a tutorial on the subjec...
by I_Burner
Tue Jun 29, 2004 10:20 pm
Forum: Multimedia
Topic: Amelyssan (new monster) and no graphics
Replies: 5
Views: 508

[double posted by mistake. Cleared the duplicate. Sorry about that.]
by I_Burner
Tue Jun 29, 2004 10:20 pm
Forum: Multimedia
Topic: Amelyssan (new monster) and no graphics
Replies: 5
Views: 508

[quote=talonrage";p="178987"]Copy the foulcrow Bloodhawk monster and use it as your basis. Also , you'll have to edit and add the anim_data lines to your data/global folder (you have to edit it as well becouse I_Burner doesnt do that :) ). If you cant get it to work , I can give you the anim_data fi...
by I_Burner
Tue Jun 29, 2004 10:06 pm
Forum: Multimedia
Topic: New token help
Replies: 2
Views: 311

Re: New token help

[quote=Kraj";p="179369"]It is seldom discussed, but there is a pack of empty COF files you need to have in your global folder in order for new COF files to work/be recognized. I believe you can find it in the file center. If not, try searching the forum for animation posts by Joel. I believe there i...
by I_Burner
Mon Jun 14, 2004 5:33 am
Forum: Multimedia
Topic: Problem with new token
Replies: 7
Views: 399

Glad to be of service! :)
by I_Burner
Mon Jun 14, 2004 4:59 am
Forum: Multimedia
Topic: Problem with new token
Replies: 7
Views: 399

Re: Problem with new token

OK, I re-tested the plugin in my mod. Works fine, so I went into the txt files to see if I missed anything. Here are the changes I made in monstats2.txt: - set BaseW to hth (one more thing I forgot about - this is the base weapon for the animation.) - cleared all variation columns except "TRv", whic...
by I_Burner
Mon Jun 14, 2004 4:28 am
Forum: Multimedia
Topic: Problem with new token
Replies: 7
Views: 399

Re: Problem with new token

I forgot about the variations. In monstats2, go to "HDv" to "S8v". Clear all of them except "TRv", which should have just "lit" in it. You also need to make sure the animation mode columns match up (columns mDT through mRN). You should have a "1" in every column that corresponds to the modes in the ...
by I_Burner
Mon Jun 14, 2004 4:03 am
Forum: Multimedia
Topic: Strange problem: Monsters not selectable
Replies: 3
Views: 353

Re: Strange problem: Monsters not selectable

Hi, I just tried a few new monsters in my mod. But when I entered the Bloodmoor the monsters were there (there were also Fallen that I did NOT set in the levels.txt...:S), but they were not selectable/clickable/killable.. I thought that might be a stupid thing that I changed in monstats.txt or some...
by I_Burner
Mon Jun 14, 2004 3:51 am
Forum: Multimedia
Topic: Problem with new token
Replies: 7
Views: 399

Re: Problem with new token

It's monstats2.txt. Go to your line in monstats2.txt, and check the columns "HD" through "S8". Clear every one of them except "TR". Set "TotalPieces" to 1. These control how many "parts" (layers) the game looks for when it tries to spawn this monster. I used the "DoomKnight" AI when I created this p...
by I_Burner
Tue Jun 08, 2004 6:46 pm
Forum: Multimedia
Topic: [1.10] TUTORIAL: Matching New Monster Animations to an AI
Replies: 6
Views: 2524

Re: [1.10] TUTORIAL: Matching New Monster Animations to an A

You're still missing the point. I didn't write a tutorial on how the aip columns work. I wrote a tutorial on how to match a new animation to an AI. It assumes that the modder already has some idea of how the AIs work. If someone doesn't know how to alter an AIs behavior, they will need to look elsew...
by I_Burner
Mon Jun 07, 2004 11:39 pm
Forum: Multimedia
Topic: [1.10] TUTORIAL: Matching New Monster Animations to an AI
Replies: 6
Views: 2524

Re: [1.10] TUTORIAL: Matching New Monster Animations to an A

Hi I_Burner I think you've missed out a few things that also need to be considered. The aip collumns in monstats.txt and also monai.txt, this surely needs to referenced as it controls the monster. I find that the fetish AI is one of the best (for me anyway) ;) No. no, no. You've missed the whole po...
by I_Burner
Sun Jun 06, 2004 9:44 pm
Forum: Multimedia
Topic: [1.10] TUTORIAL: Matching New Monster Animations to an AI
Replies: 6
Views: 2524

[1.10] TUTORIAL: Matching New Monster Animations to an AI

A frequent source of trouble for modders attempting to add new monster animations to the game is attempting to find the right AI to use with them. A wrong AI choice can leave you with a monster that disappears when trying to use missing animation modes, or otherwise does not work properly. Here, I w...
by I_Burner
Sun Jun 06, 2004 7:22 pm
Forum: Multimedia
Topic: Infinitum New Token Plugins Bugs and Errors Report
Replies: 21
Views: 17794

Re: Infinitum New Token Plugins Bugs and Errors Report

I might tackle a few of them once I've finished some other projects (assuming no one beats me to it). For now, I'll keep this thread up to date with anything that comes to my attention on the matter.
by I_Burner
Tue Jun 01, 2004 5:36 pm
Forum: Multimedia
Topic: Infinitum New Token Plugins Bugs and Errors Report
Replies: 21
Views: 17794

Re: Infinitum New Token Plugins Bugs and Errors Report

[quote=GuyAskingQuestion";p="176155"]Thank god I found this thread, I thought the AI I was using was screwy :cry: , thanks![/quote]

That's exactly why I posted this, Guy! I'm glad someone found it useful. Thanks for the info on the Curst Guard!
by I_Burner
Sun May 30, 2004 8:25 am
Forum: Multimedia
Topic: Infinitum New Token Plugins Bugs and Errors Report
Replies: 21
Views: 17794

Infinitum New Token Plugins Bugs and Errors Report

Last Update: 06/07/04 - Added info on PST Curst Guard. Since I've been doing a ton of work with new tokens lately, I though I'd compile a list of some of the problems I've run into with the Infinitum plugins, and how to fix them. They are all quite easy to correct, but could be very frustrating for...
by I_Burner
Sun May 30, 2004 7:15 am
Forum: Multimedia
Topic: Animation Error List for beginners
Replies: 4
Views: 12742

Re: Animation Error List for beginners

This is a very good topic to have around. Here's a couple of notes and additions: 1. Invisible graphics - usually this will mean one of the following: If you see a light radius and hear sounds, then chances are you are using a single part animation ("TR" only) and pointing to a line in monstats2 tha...
by I_Burner
Sun May 30, 2004 6:35 am
Forum: Multimedia
Topic: new monster question
Replies: 6
Views: 421

Just in case you haven't found it yet, I wrote a tutorial on how to do just that. There's a link to it in my sig. Just remember that this only works for v1.10.

Have fun!
by I_Burner
Sun May 30, 2004 6:10 am
Forum: Multimedia
Topic: Using Infinitum tokens..?
Replies: 21
Views: 1228

I_Burner : I don't recall exactly but do you talk about the importance of monseq.txt ? Cause some errors can also comes from there. I didn't mention it here purely because I wanted to keep things simple, and I was quite certain of what was causing that particular problem. But you are absolutely rig...
by I_Burner
Wed May 26, 2004 5:01 am
Forum: Multimedia
Topic: Using Infinitum tokens..?
Replies: 21
Views: 1228

Only one small question: you say Quote: find the columns "mDT" through "mRN". Lets use the the Zombie as an example. Here you will see a 1 in DT, NU, WL, GH, A1, A2, S1, DD, KB, SQ, and RN. These are the animation modes the Zombie AI uses (KB and SQ are based on other modes, so you can ignore these...

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