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by Necrolis
Tue May 08, 2018 5:55 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6753
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

1. When is the estimated time of arrival of new encoding tools? When its ready its ready, there isn't going to be a set date; the tool will come out in a basic version and be built up as time goes on. 2. What should the pre-rendered sprites be like before converting to new engine? A compiled .gif o...
by Necrolis
Tue May 08, 2018 3:38 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6753
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

P.J. wrote:
Tue May 08, 2018 3:10 pm
sounds great. Panel positions will be softcoded for some way?
No, its actually outside the scope of D2GFEx. The only thing recoded by way of panels is the control panel, help overlay (later on) and the bordering; everything else just scales as is.
by Necrolis
Tue May 08, 2018 3:05 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6753
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

How is big one-component monster different from big multi-component monster in terms of performance gain? every new component is a bunch of renderstate changes, another texture bind an additional draw call; there is also extra memory overhead. Multi-comp monsters also don't play well with blended s...
by Necrolis
Tue May 08, 2018 10:32 am
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6753
South Africa

Re: [1.10] D2GFEx - New Graphics Driver => Feedback Stage

I assume you already thought of that, but just to make sure, it will work with D2Mod system and Dreamland? Yes, it will be, bar maybe a few plugins that do major GFX changes (which is basically D2ExpRes). Okay. I will post some of the things that I'm interested in. 1. Debug mode - this is something...
by Necrolis
Tue May 08, 2018 2:12 am
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6753
South Africa

[1.10] D2GFEx - New Graphics Driver => Alpha Testing

D2GFEx aims to replace D2's graphics driver(s), that is D2GFX.dll and its various backends (GDI+, 3DFX, DDraw, D3D); in doing so it will provide better compatibility, with vastly improved performance, new features and more stability. PLEASE NOTE: As of current, this is only planned for 1.10 . This d...
by Necrolis
Wed May 02, 2018 12:46 pm
Forum: Code Editing
Topic: [1.10] Retreive pGame
Replies: 4
Views: 334
South Africa

Re: [1.10] Retreive pGame

in this case its actually easier to just access the pGame pointer form pUnit+0x80, then you can just replace the call to the AddStat function. If you do want to use your function instead, then you'd need to have some additional assembly to move the pGame pointer into ecx from wherever is been saved ...
by Necrolis
Mon Apr 30, 2018 11:10 pm
Forum: Code Editing
Topic: [1.10] D2SeedStrc struct
Replies: 3
Views: 325
South Africa

Re: [1.10] D2SeedStrc struct

There are a few stickies in the forum with the definition, and its also not that hard to gather from the code...

Code: Select all

struct D2SeedStrc {
    DWORD dwHi, dwLo;
};
by Necrolis
Sat Apr 28, 2018 4:43 pm
Forum: Code Editing
Topic: [RELEASE] Simulate Number of Players 1.13c MP/SP !
Replies: 8
Views: 737
South Africa

Re: [HELP] Simulate Number of Players D2Game.dll 1.13c MP ONLY

There will be a branch based on the game type for all the functions that add the various player-count based boni.
Please note that we do not support PVPGN or any private server stuff on this board.
by Necrolis
Sat Apr 28, 2018 4:40 pm
Forum: Code Editing
Topic: +all skills function [1.10]
Replies: 1
Views: 265
South Africa

Re: +all skills function [1.10]

you will want to recode: /* Date: Thu Mar 12 08:53:24 2009 Author: Necrolis Function: SKILLS_GetLevelBonus Address: D2Common.0x71580 Comments: This is the core of all skill functions, this is later valbound to max level, which will be removed(like wtf???) */ int __fastcall SKILLS_GetLevelBonus(D2Uni...
by Necrolis
Sat Apr 28, 2018 9:18 am
Forum: General Mod Making
Topic: Please help add bolders in D2MultiRes.dll
Replies: 10
Views: 839
South Africa

Re: Please help add bolders in D2MultiRes.dll

Seems like there are no borders in 1.13c version of MultiRes. I don't have them either. The 1.12a version and the 1.13c version are totally different plugins. I have a feeling OP is actually using 1.13c, in which case you need to replace the code that draw the borders at D2Client.0x6FAD71C0 & D2Cli...
by Necrolis
Fri Apr 27, 2018 8:31 pm
Forum: General Mod Making
Topic: Please help add bolders in D2MultiRes.dll
Replies: 10
Views: 839
South Africa

Re: Please help add bolders in D2MultiRes.dll

D2MultiRes buy default has borders, looks to me like you are missing or have blanked out the files for this in D2MultiRes.mpq
by Necrolis
Tue Apr 10, 2018 9:58 am
Forum: Code Editing
Topic: [1.14d] Where should I start learning Code Editing?
Replies: 1
Views: 263
South Africa

Re: [1.14d] Where should I start learning Code Editing?

From.1.14a almost all the dlls of interest were merged into game.exe. on one hand this makes simple edits a lot easier to handle, on the other hand it has jumbled up where you can find the various places to edit quite a bit. Being new I'd recommend using a version with lots of support, 1.13c, 1.11b ...
by Necrolis
Mon Apr 02, 2018 4:10 pm
Forum: Tools
Topic: Merge DCC not recognizing PAL2 for diablo animation
Replies: 8
Views: 1596
South Africa

Re: Merge DCC not recognizing PAL2 for diablo animation

You'll need to keep anything that needs the alpha-blending in a separate layer, so you can use draw mode 3 in the COF for that layer (which will blend it correctly, the portals and the like are blended).
by Necrolis
Wed Mar 07, 2018 9:23 am
Forum: Code Editing
Topic: dm12 calc function
Replies: 5
Views: 803
South Africa

Re: dm12 calc function

In 1.10 you are looking for D2Common.#11033, if you want to see what evaluates all the fomulae functions, have a look at D2Common.#11271 & D2Common.#11290
by Necrolis
Sat Mar 03, 2018 10:40 am
Forum: Keep Updates
Topic: Keep Update Mar 3, 2018
Replies: 0
Views: 845
South Africa

Keep Update Mar 3, 2018

Its that Time Again Welcome to another round up of news from the Keep! This round up was a little bit more delayed than we'd like, but will become more regular as all the new site features are rolled out. As always we encourage out users to submit their own work for the news: from mod updates, to t...
by Necrolis
Wed Feb 28, 2018 10:38 am
Forum: PlugY|NefEx|D2Mod
Topic: Why dos D2AddSkill.dll can' save the skill?
Replies: 3
Views: 463
South Africa

Re: Why dos D2AddSkill.dll can' save the skill?

Characters can only save skills for which they have been allocated in skills.txt, this is because the savefile needs to have a fixed number of slots. Only way to fix this is to recode the section of code that reads and writes skills (very easy to do, relatively though).
by Necrolis
Tue Feb 20, 2018 4:16 pm
Forum: General Mod Making
Topic: Changing Splash screen version text
Replies: 9
Views: 1055
South Africa

Re: Changing Splash screen version text

its actually rather easy to find with a text search inside D2Launch, you just don't have much space; I'd recommend re purposing an exception string if you plan to make it longer.
by Necrolis
Sun Feb 18, 2018 1:24 pm
Forum: Staff Announcements
Topic: Technical difficulties
Replies: 26
Views: 7358
South Africa

Re: Technical difficulties

Whatever was done to fix the email situation has finally fixed the long running "unknown sender" bug.

Forum seems back to normal too, so thanks for all the speedy work put in :)
by Necrolis
Sun Feb 18, 2018 1:23 pm
Forum: Staff Announcements
Topic: [Resolved] Possible File Center Downtime
Replies: 0
Views: 1203
South Africa

[Resolved] Possible File Center Downtime

The File Center will be undergoing some internal maintenance which may cause some possible downtime from 10 December till 14 December. The downtown won't be long, possibly a few hours at most, however, I'm not sure when during this period it will occur. It may not even occur at all depending on the ...
by Necrolis
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: Most Active Forum, Censoring & PM emails
Replies: 7
Views: 1422
South Africa

Re: Most Active Forum, Censoring & PM emails

The personal word censoring setting is overwritten by a global setting in the Admin Control Panel of the site, called Allow disabling of word censoring and set to No on this board. This isn't going to change. ah, ok, just odd that the global doesn't then remove the option display Most active forum/...
by Necrolis
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: Am I only one whose connection with this forum is slow?
Replies: 2
Views: 908
South Africa

You have already posted this here plus its gotten a few answers
by Necrolis
Sun Feb 18, 2018 1:05 pm
Forum: Feedback
Topic: File center been hijacked?!?
Replies: 1
Views: 939
South Africa

Its working fine here, just make sure that this site has script permissions as the main page link of the file center will redirect you(old links to our file center are however broken and you'll have to look up what you want on the off site center)
by Necrolis
Tue Feb 06, 2018 7:24 pm
Forum: Code Editing
Topic: How to fix Extra-Magic & Pierce-Magic ?
Replies: 1
Views: 243
South Africa

Re: How to fix Extra-Magic & Pierce-Magic ?

The pierce stat needs to be added into the damage types array to be fixed (there is an old post on that here), the mastery stat is actually applied, AFAIR its just a bug with the display.
by Necrolis
Mon Feb 05, 2018 10:48 pm
Forum: General Mod Making
Topic: sending triggers based on certain in-game events?
Replies: 4
Views: 238
South Africa

Re: sending triggers based on certain in-game events?

You'd want to use a binary instrumentation library like Intel PIN, and then you can just trigger signals for the various events by hooking the top level call for each event you are interested in (eg: for killing a monster there is a top level function that processes this). cool thanks, so basically...
by Necrolis
Mon Feb 05, 2018 8:32 pm
Forum: General Mod Making
Topic: sending triggers based on certain in-game events?
Replies: 4
Views: 238
South Africa

Re: sending triggers based on certain in-game events?

You'd want to use a binary instrumentation library like Intel PIN, and then you can just trigger signals for the various events by hooking the top level call for each event you are interested in (eg: for killing a monster there is a top level function that processes this).

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