Search found 37 matches
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- Tue Jun 29, 2004 10:20 pm
- Forum: Multimedia
- Topic: Amelyssan (new monster) and no graphics
- Replies: 5
- Views: 508
- 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...
- 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...
- Mon Jun 14, 2004 5:33 am
- Forum: Multimedia
- Topic: Problem with new token
- Replies: 7
- Views: 399
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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 , 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!
That's exactly why I posted this, Guy! I'm glad someone found it useful. Thanks for the info on the Curst Guard!
- 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...
- 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...
- Sun May 30, 2004 6:35 am
- Forum: Multimedia
- Topic: new monster question
- Replies: 6
- Views: 421
- 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...
- 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...