Search found 9299 matches
- Sun Feb 18, 2018 1:24 pm
- Forum: Staff Announcements
- Topic: Tutorial and Fileguide Submission
- Replies: 2
- Views: 3412
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)
- Sun Feb 18, 2018 1:24 pm
- Forum: Staff Announcements
- Topic: I'm on vacation
- Replies: 0
- Views: 2744
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.
EDIT: I'm back, but will be unavailable, except for staff related things for the comming time.
- Sun Feb 18, 2018 1:05 pm
- Forum: Feedback
- Topic: Broken Link
- Replies: 4
- Views: 2320
Re: Broken Link
I fixed the link
- Sun Feb 18, 2018 1:05 pm
- Forum: Feedback
- Topic: Knowledge base -> Tutorials [Description]
- Replies: 1
- Views: 1962
Re: Knowledge base -> Tutorials [Description]
I changed it, says v1.12 now also on the fileguide part
- Sun Feb 18, 2018 1:05 pm
- Forum: Feedback
- Topic: I'd like to register a complaint
- Replies: 2
- Views: 1454
- Sun Feb 18, 2018 1:05 pm
- Forum: Feedback
- Topic: Broken Images on Direct Switch Tutorial
- Replies: 2
- Views: 1335
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.
Re: 91.
Ever heard of Auto Refresh?Brother Laz";p="276453" wrote:That's the amount of times I clicked Refresh when the Keep was down this morning. What addiction?
- Sun Feb 18, 2018 1:01 pm
- Forum: Staff Announcements
- Topic: Gone until further notice
- Replies: 1
- Views: 2151
Re: Gone until further notice
After some ISP trouble, I'm hopefully really back now
- Sat Jan 20, 2018 3:29 pm
- Forum: General Mod Making
- Topic: Beginner FAQ, Forum Etiquette and Basic Resources
- Replies: 2
- Views: 39133
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...
- Sun Jul 10, 2016 1:26 pm
- Forum: Code Editing
- Topic: Stackable potions[1.1x]
- Replies: 10
- Views: 2611
Re: Stackable potions[1.1x]
Your potions are set to CompactSave=1 in Misc.txt.
- Fri Jul 08, 2016 4:45 pm
- Forum: Code Editing
- Topic: Game and Client Tick Sync and etc...
- Replies: 11
- Views: 1907
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 ...
- 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: 1552
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...
- Thu Jun 30, 2016 8:55 am
- Forum: Code Editing
- Topic: [1.10] [C++] CustomTxt to .Bin
- Replies: 3
- Views: 866
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 ...
- Wed Jun 29, 2016 2:29 pm
- Forum: Mods by Nefarius
- Topic: MetalStorm Progress Report (28 June 2016)
- Replies: 210
- Views: 108255
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 ...
- Tue Jun 28, 2016 3:30 pm
- Forum: Mods by Nefarius
- Topic: MetalStorm Progress Report (28 June 2016)
- Replies: 210
- Views: 108255
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...
- Tue Jun 28, 2016 7:09 am
- Forum: Mods by Nefarius
- Topic: MetalStorm Progress Archive
- Replies: 17
- Views: 17628
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...
- Sun Jun 26, 2016 5:04 am
- Forum: General Mod Making
- Topic: Ethereal Description on Set Items
- Replies: 1
- Views: 678
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.
- Sat Jun 25, 2016 6:04 am
- Forum: Code Editing
- Topic: [1.10] Armor Composites and Palettes
- Replies: 8
- Views: 1603
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.
- Thu Jun 23, 2016 6:34 am
- Forum: Code Editing
- Topic: [1.10] Armor Composites and Palettes
- Replies: 8
- Views: 1603
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...
- Mon Jun 20, 2016 4:45 am
- Forum: Code Editing
- Topic: [1.10] shift clicking items
- Replies: 10
- Views: 4494
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 ...
- Mon Jun 20, 2016 3:53 am
- Forum: General Mod Making
- Topic: Issue with line in Sets.txt
- Replies: 3
- Views: 826
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.
- Fri Jun 17, 2016 4:43 am
- Forum: Code Editing
- Topic: Independent Skill Delays
- Replies: 12
- Views: 2419
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 ...
- Fri Jun 17, 2016 2:04 am
- Forum: Code Editing
- Topic: TC Spawner
- Replies: 0
- Views: 868
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...
- Thu Jun 16, 2016 1:05 am
- Forum: Code Editing
- Topic: Updating item stats whilst bypassing the update queue.
- Replies: 0
- Views: 692
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 ...
- Wed Jun 15, 2016 6:59 am
- Forum: Code Editing
- Topic: Node Pages and other d2common functions
- Replies: 6
- Views: 2368
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...