Search found 9299 matches

by Nefarius
Sun Feb 18, 2018 1:24 pm
Forum: Staff Announcements
Topic: Tutorial and Fileguide Submission
Replies: 2
Views: 2498

Re: Tutorial and Fileguide Submission

The best would either be submission as a post in the appropriate forum or, if it helps as *.doc or *.sxw. (in this case PM me in advance)
by Nefarius
Sun Feb 18, 2018 1:24 pm
Forum: Staff Announcements
Topic: I'm on vacation
Replies: 0
Views: 2043

I'm on vacation

Until the end of October. Wait with your pms, emails and whatever until I'm back or contact another staff member if it is related to the Phrozen Keep.

EDIT: I'm back, but will be unavailable, except for staff related things for the comming time.
by Nefarius
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: Broken Link
Replies: 4
Views: 1329

Re: Broken Link

I fixed the link
by Nefarius
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: Knowledge base -> Tutorials [Description]
Replies: 1
Views: 1101

Re: Knowledge base -> Tutorials [Description]

I changed it, says v1.12 now also on the fileguide part
by Nefarius
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: I'd like to register a complaint
Replies: 2
Views: 1061

onyx";p="317007" wrote:You can always find a cow image and apply it as avatar. No need to bother the administration with such minor things. We have bigger problems to take care of.
I do think that the above was intended to be comical ;)
Still doesn't belong here :twisted:
by Nefarius
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: Broken Images on Direct Switch Tutorial
Replies: 2
Views: 1015

Re: Broken Images on Direct Switch Tutorial

Phrozen said he stored all the stuff that was on the old site on his PC IIRC. In any other event, I'll just dig around in archives and see if I can find the gfx again.
by Nefarius
Sun Feb 18, 2018 1:04 pm
Forum: Feedback
Topic: 91.
Replies: 2
Views: 855

Re: 91.

Brother Laz";p="276453" wrote:That's the amount of times I clicked Refresh when the Keep was down this morning. What addiction? :mrgreen:
Ever heard of Auto Refresh? :twisted:
by Nefarius
Sun Feb 18, 2018 1:01 pm
Forum: Staff Announcements
Topic: Gone until further notice
Replies: 1
Views: 1898

Re: Gone until further notice

After some ISP trouble, I'm hopefully really back now
by Nefarius
Sat Jan 20, 2018 3:29 pm
Forum: General Mod Making
Topic: Beginner FAQ, Forum Etiquette and Basic Resources
Replies: 2
Views: 26264

Beginner FAQ

Q: How do I make a mod? A: Read the beginners guide to Mod Making, which you can find in your filecenter to get started with the basics, read it, even if you think you don't have to, it'll save everyones time. Q: Are there any more tutorials? A: Almost all you need to know can be found in this thre...
by Nefarius
Sun Jul 10, 2016 1:26 pm
Forum: Code Editing
Topic: Stackable potions[1.1x]
Replies: 10
Views: 1867

Re: Stackable potions[1.1x]

Your potions are set to CompactSave=1 in Misc.txt.
by Nefarius
Fri Jul 08, 2016 4:45 pm
Forum: Code Editing
Topic: Game and Client Tick Sync and etc...
Replies: 11
Views: 1499

Re: Game and Client Tick Sync and etc...

That specific flag is set in only one place (SUNIT_Create) and is then never touched again (although the code in question got inlined all over the place in D2Game.DLL, particularly when objects are concerned). D2Client.DLL has an equivalent flag that is only set in CUNIT_Create. They should be safe ...
by Nefarius
Fri Jul 01, 2016 9:29 am
Forum: General Mod Making
Topic: [1.09D] Lock all chests and remove Assassin unlock ability.
Replies: 10
Views: 1305

Re: [1.09D] Lock all chests and remove Assassin unlock abili

The best way to learn to read ASM dumps is not to learn to read ASM dumps, but to write programs in a compiled language you know that is humanly readable (preferably c) and then look at the program you compiled in a disassembler, if you do that for a while and begin to understand the correlations be...
by Nefarius
Thu Jun 30, 2016 8:55 am
Forum: Code Editing
Topic: [1.10] [C++] CustomTxt to .Bin
Replies: 3
Views: 677

Re: [1.10] [C++] CustomTxt to .Bin

You mean using the standard API? Like this: { "CharacterName", DATATYPE_STRING, 16, offsetof(CustomDataStrc, CharName), 0 }, { "PlayerLevel", DATATYPE_LONG, 0, offsetof(CustomDataStrc, dwPlayerLevel), 0 }, { "PlayerClass", DATATYPE_CHAR, 0, offsetof(CustomDataStrc, bClass), 0 }, { "end", 0, 0, 0, 0 ...
by Nefarius
Wed Jun 29, 2016 2:29 pm
Forum: Mods by Nefarius
Topic: MetalStorm Progress Report (28 June 2016)
Replies: 203
Views: 83588

Re: MetalStorm Progress Report (28 June 2016)

Beyond this we believe that quality beats quantity when it comes to monster encounters so we focus on fewer but more interesting encounters which also serves as an equalizer.. IMHO this idea is not good if the lower monster quantity will damage the feeling of hack-and-slash gameplay. Fighting in a ...
by Nefarius
Tue Jun 28, 2016 3:30 pm
Forum: Mods by Nefarius
Topic: MetalStorm Progress Report (28 June 2016)
Replies: 203
Views: 83588

Re: MetalStorm Progress Report (28 June 2016)

G:\Projects\MetalStorm\MonAI\AI.cpp LINES: 33785 BYTES: 872842 More than a couple of changes ;) There is not one instruction of the old AI code left in the game (in other words the game actually has an AI now). --- I was the guy who loudly complained about the AI not being adjusted when the game we...
by Nefarius
Tue Jun 28, 2016 7:09 am
Forum: Mods by Nefarius
Topic: MetalStorm Progress Archive
Replies: 17
Views: 12395

Re: MetalStorm Progress Archive

MetalStorm 160529 Development had to be delayed until early 2016 due to a system migration (and then delayed again until April due to gpu RMA nonsense). (CORE) We now detect whenever patches are out of range by pre-evaluating every patch list passed to the patcher. (MTST) The global damage modifica...
by Nefarius
Sun Jun 26, 2016 5:04 am
Forum: General Mod Making
Topic: Ethereal Description on Set Items
Replies: 1
Views: 535

Re: Ethereal Description on Set Items

Set items use a copy/pasted item description function that was not properly edited for LoD. Set boots also don't show kick-damage for assassins. They'll show the ethereal string only if they're also socketed.
by Nefarius
Sat Jun 25, 2016 6:04 am
Forum: Code Editing
Topic: [1.10] Armor Composites and Palettes
Replies: 8
Views: 1330

Re: [1.10] Armor Composites and Palettes

You'd have to edit all the LG and TR components for players and merge the upper part of LG with TR and keep the lower part in LG. Not everything is CE.
by Nefarius
Thu Jun 23, 2016 6:34 am
Forum: Code Editing
Topic: [1.10] Armor Composites and Palettes
Replies: 8
Views: 1330

Re: [1.10] Armor Composites and Palettes

The place to look into to have per-item components instead of reading all the armor components from the Torso is D2Client.6FB690A0 in 1.11b. It should be trivial to find in any version of the game because it's the only place that accesses those armor component columns in Items.txt I've ran into. Cur...
by Nefarius
Mon Jun 20, 2016 4:45 am
Forum: Code Editing
Topic: [1.10] shift clicking items
Replies: 10
Views: 2272

Re: [1.10] shift clicking items

You're doing this the hard way. You only need 3 functions to do this. You need the two top level functions for taking and adding items to inventory pages, both are in D2Game.DLL (Take=6FC68730, Put=6FC69B00 both 1.11b) and D2Common.10003 (1.11b) to check for space in the stash page before trying to ...
by Nefarius
Mon Jun 20, 2016 3:53 am
Forum: General Mod Making
Topic: Issue with line in Sets.txt
Replies: 3
Views: 684

Re: Issue with line in Sets.txt

That sounds like you're reusing the Cow-King Set line, which is hardcoded to only spawn if it is dropped by a hellbovine.
by Nefarius
Fri Jun 17, 2016 4:43 am
Forum: Code Editing
Topic: Independent Skill Delays
Replies: 12
Views: 1967

Re: Independent Skill Delays

The way I've implemented my per-skill skill delays is like so: I create a bitmask with the size of (skills_count + 31) / 32 and attached it to the ptUnit for players and monsters, when a skill with a delay is used the bit in the mask corresponding with the skill is set, simultaneously I set a timer ...
by Nefarius
Fri Jun 17, 2016 2:04 am
Forum: Code Editing
Topic: TC Spawner
Replies: 0
Views: 653

TC Spawner

Since I've been asked about this and have recently revised my TC spawner implementation I decided to post it here. If you need information about how this differs from the vanilla version wait until I post my next change-log (whenever that will be). I stripped this of any MetalStorm related extras. N...
by Nefarius
Thu Jun 16, 2016 1:05 am
Forum: Code Editing
Topic: Updating item stats whilst bypassing the update queue.
Replies: 0
Views: 532

Updating item stats whilst bypassing the update queue.

Due to the nature in which item updates are dispatched the game's normal queue can't be used to send stat updates reliably (any other ITEMCMD will override the reload command). It is more reliable to send them separate from their queue. I decided to share this because over the years there've been a ...
by Nefarius
Wed Jun 15, 2016 6:59 am
Forum: Code Editing
Topic: Node Pages and other d2common functions
Replies: 5
Views: 1420

Re: Node Pages and other d2common functions

That returns the grid type (+69), not the page (+45). The grid ID itself is at +68 corresponding with the page. Here's a full documentation of the related structures/values. Also, the values you give there are item modes and not grid types which are not what that function returns (although they're u...

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